unique items *no longer updated*

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Vipermagi wrote:
GGG does differentiate between build-enabling uniques and more conventional uniques. That's exactly why Voll's is common. They're both called Uniques, but they don't have the same relative drop rates.


i know.. that's why i suggested having them split them up, make it clear that there is a big difference.

i miss that OMGADFASDFASDOF feeling when i see that certain color.(even though i probably will never see it drop for me, but hey, who knows)
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Vipermagi wrote:
GGG does differentiate between build-enabling uniques and more conventional uniques. That's exactly why Voll's is common. They're both called Uniques, but they don't have the same relative drop rates.

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iamstryker wrote:
in D2 you couldn't play through the entire game and not find a unique.

Then again, it's more likely than not going to be a trash unique anyways, or one of the dozens of pointlessly weak set items.


At least you found some and in D2 you could usually use it for a pretty long time. In this game you typically can't use it for long unless it fits your build.

Trash and pointlessly weak tends to describe this games uniques, in my mind anyway.
Standard Forever
You could use the horribly generic uniques for a while, sure (in part because rares weren't common and usually trash as well). Most uniques in PoE are, for the average build, quite weak, but that's because they're specialised. You'll probably need to tweak your gems, gear or passives a bit to get the most out of a unique item. That's a good thing. Rares fill the Generic Stat Stick gap already, so why crowd it with uniques as well?
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Vipermagi wrote:
You could use the horribly generic uniques for a while, sure (in part because rares weren't common and usually trash as well). Most uniques in PoE are, for the average build, quite weak, but that's because they're specialised. You'll probably need to tweak your gems, gear or passives a bit to get the most out of a unique item. That's a good thing. Rares fill the Generic Stat Stick gap already, so why crowd it with uniques as well?


I don't want uniques to be generic stat sticks. I would however like most of them to be powerful enough to be appealing to a good amount of players and therefore actually be worth something.

My bigger issue however is the drop rates and lack of high level uniques in the game. Hopefully it will get better over time.
Standard Forever
From the comments I've read, it seems no one is taking into consideration that GGG is planning on giving each base item it's own unique.

There are currently 260-270 weapons alone, and only 98 uniques in the game right now; once they add all the uniques they're planning, the drop rates will be much higher than they are now, and there are bound to be far more "useful" items.
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OblivionLost wrote:
From the comments I've read, it seems no one is taking into consideration that GGG is planning on giving each base item it's own unique.

There are currently 260-270 weapons alone, and only 98 uniques in the game right now; once they add all the uniques they're planning, the drop rates will be much higher than they are now, and there are bound to be far more "useful" items.


You know why is that?

Because with current speed (and they are only 'raw items' without uniue graphics) it will take 10 years. :)

Also when this game will have that many uniques 3/4 of them will be bland, geenric "i have +200% dmg - im OP! " items i bet.
This is visible even atm when it somes to uniques not designed by diamond supporters. Why? Because PoE devs doesnt have enev half of the creativity that stands behind D2LOD uniques and for example MedianXL uniques.
The game also doesnt have weapon/armor procs implemented. You cant do many creative uniques without procs/onhit effects.

They hire BrotherLaz (in some way.. consultant?) i heard so my advice is... all uniques should be designed by him. He knows what he is doing. :)

I only can hope that this (lack of creativity) will change over time when PoE devs gest more experience in creating items.
Last edited by Kabraxis#1526 on Oct 26, 2012, 8:12:30 AM
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Kabraxis wrote:
They hire BrotherLaz (in some way.. consultant?) i heard so my advice is... all uniques should be designed by him. He knows what he is doing. :)

He's probably not going to design all of them, but Laz's made for example Springleaf, and has a bunch of ideas submitted that're in testing now. If you see a Scales of the Serpent...

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Kabraxis wrote:
The game also doesnt have weapon/armor procs implemented. You cant do many creative uniques without procs/onhit effects.

Unique Wand with a Blind proc begs to differ.
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Vipermagi wrote:

Unique Wand with a Blind proc begs to differ.


Touché. :)

There will be more than one i hope :)
It's easy to make absurd on-hit effects. It's harder to make on-hit effects that are actually interesting and encourage you to think a build around them.

Looking back at D2, how many on-hits were really used commonly in builds? The only ones I remember are on-hit Curses, and Rift, because kicking out Frozen Orbs is amazing. Those are pretty simplistic on-hit effects, their use is pretty obvious. I'd much more enjoy on-hit uniques that require some careful crafting to create something cool.
Last edited by 0nin#3548 on Oct 26, 2012, 11:17:19 AM
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Kabraxis wrote:
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Vipermagi wrote:

Unique Wand with a Blind proc begs to differ.


Touché. :)

There will be more than one i hope :)



There will be!
I am working on two chest armors that have a proc on block.

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