New Low-Level Uniques

Yay, more trash uniques that I'll never use but see drop again and again in maps. HYPE!
Speaking of one hand maces. When will see a viable one hand mace unique for endgame (physical damage)? :P
My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series.

http://www.youtube.com/watch?v=zP2ejhudUlU

ig: Witchfire_The_Unholy
Last edited by Diablo1reborn#2842 on Jun 3, 2015, 2:02:05 AM
So would it work to use the mace with AOE in offhand and claw/dagger/sword in mainhand for reave? Sweet AOE boost if so :)
Perhaps fixing the already existing, but worthless, leveling uniques should be a priority, rather than adding new ones? Adding all these low level uniques basically lower the chances of getting a good unique. Some high-end uniques are tied to specific item levels and therefore map levels, is it time to implement the same system for low-level uniques?
Adding low level uniques for leveling purposes is a nice thing for sure, but...

"Lavianga's Wisdom - War Hammer" has -5% Movement Speed as a drawback.
Movement Speed as a drawback on a low level/leveling unique makes the unique a pretty unappealing one.

Tell me, why at level 20 should i ever equip an item which grants me reduced Movement Speed? Because of area of effect and area damage? No never, because damage is sufficiant at this level with a blue scepter/wand which grants more damage than this unique anyway.

Regarding PVP: It is simply very bad. It provides nothing meaningfull to a chraracter and cripples him in terms of mobility and damage (which are both key in PVP). 10% increased radius is not worth the drawbacks.

"Lakishu's Balde" is designed for Low Level PVP - it grants multistrike and will probably be used as an off-hand weapon for dual wielding characters.

"Gorebreaker"

Fun low level item (to bad there is no level10 PVP scene) which is nice until end of act1/early act2. The attack speed is very low, which might be an issue.



@GGG
I wish that you guys would came up with some interesting new ideas for uniques. The don't have to be targeted towards endgame, but the should provide interesting mechanics in a fancy way or new mechanics that arn't available that easy or at the specific point the unique can be used by the player.
Adding uniques to the game which do nothing specific at all and are outclassed by rares or even blue items in this case... what is the point of adding them to the game? What do those unique specificly provide to the game and in which form do those make the game a better experience?

I would really like to hear an answer to this question of mine, thank you!
Last edited by Wiesl_1404#1448 on Jun 3, 2015, 2:49:25 AM
if only those uniques drop on normal, early cruel instead on 75+maps ....
"
Wiesl_1404 wrote:
Adding low level uniques for leveling purposes is a nice thing for sure, but...

"Lavianga's Wisdom - War Hammer" has -5% Movement Speed as a drawback.
Movement Speed as a drawback on a low level/leveling unique makes the unique a pretty unappealing one.



LEAAAAAAPUUU SLAAAMUUUU! x9001
I'm a bit sad at the number of people writing off low level uniques. In hardcore they are extremely helpful and sort after for powering through content after dying. This includes stuff like: Lifesprig, Goldrim, Crest of Perandus, Perandus Blazon, Wurm's Molt, Blackheart, Wonderlust, just to name a few.

I'm super glad they are expanding content ACROSS THE BOARD, so that both the top and bottom end feel refreshed for 2.0. I'm surprising people are so against choice :/
Last edited by UHF#5318 on Jun 3, 2015, 2:49:43 AM
"
BerntNilsen wrote:
Adding all these low level uniques basically lower the chances of getting a good unique.


Adding new uniques doesn't reduce the chance of getting other uniques for the same base item.
GGG please make in map unique drop lvl 60+. that's what we all want

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