Upcoming Unique Items

Hui i like the speakers wreath, so many nice builds i can do with that. :)
Was pondering all the ways i could break Soul Tether to make it op for ES builds for trying to bring them down. Was thinking maybe theres a world where you want to sustain it on CI Build with regen and then i realized it has no regen possible.
The belt seems to be aimed at high Life builds mainly that dont get any bonuses towards ES to buff ES based on life. But the belt itself offers no life and 4% maximum buffer for ES with 0 ES to begin with doesnt seem that much of ES when you could instead get 100 life on a normal belt. Also stacking life gives you no need to swindle with ES and you get 100% of life regeneration to your life instead of having 4% extra to unregenerable ES. Fun idea, but seems to be really bad unique.

Ahn's Might seems like a fun idea again, but if you remove all the hassle off the dagger, what is left there? +50% global crit multiplier and 15% skill aoe. For spell builds divinariues seems to be the way to go and compared to physical builds i think the little aoe bonus doesnt make it worthwhile using even without the downside. Guess the damage is nice early on so basically its a good early league dagger for people with extra aoe that don't want to use whirling blades as their go-to movement skill.

Just hope they would instead not make uniques that need to be buffed eventually so anyone would use them instead of fixing old ones or make them so rarely that players couldn't abuse them. But after all, one of the most fun aspects in PoE has always been trying to abuse uniques as much as possible.

In the minion helm i was mostly interested in 1 fact. Is this not the first helm with increased skill duration? There has been really scarce duration items in general too.

Anyways really hyped about the league with or without useable uniques.
That sword is such a pile of garbage. A non crit weapon that also requires to have zero frenzy charges to maximize its pitiful bonus of 15% AOE... Useless for melee builds, useless for leveling.
When night falls
She cloaks the world
In impenetrable darkness
All these uniques is a vendor thrash except the second (body armor). This game contains too many thrash uniques (about 80% of the total).
if i were game designer and read the comments about t"rash uniques" here, my conclusion would be that other items are much too overpowered.

which is the case. and my preferred solution would not be to buff the interesting mechanics i just designed...
age and treachery will triumph over youth and skill!
"
morbo wrote:
That sword is such a pile of garbage. A non crit weapon that also requires to have zero frenzy charges to maximize its pitiful bonus of 15% AOE... Useless for melee builds, useless for leveling.


I think that sword is for end game, not for leveling! Need 12% aoe on enchant, need more passive points, fatal blade notable, icc and pcoc gem(4power charge).
Awesome!
Some LOVE FOR TRAP THANKS GGG :D
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
"
vio wrote:
if i were game designer and read the comments about t"rash uniques" here, my conclusion would be that other items are much too overpowered.

which is the case. and my preferred solution would not be to buff the interesting mechanics i just designed...


Do you really think so?
There are many unique items which were nerfed to the point that they become useless or less effective than good (not TOP) rare equivalent.
Other lost it usefulness do to change in mechanics.

Developers makes new unique which correspond for new league and all it changes forgetting how old ones will interact with this changes. From 1 point of view, yes it is good because such items in deficit in beginning unlike all older unique which are stacked in some chest tab.
When's the last time we got a unique for mines? I can't recall.

But really mines and traps do need some big changes/overhaul in general and many Quality of life changes. Traps definitely need it more so than mines and I was hoping they would do some big changes to them in 3.0 but I guess we will have to wait until 4.0.

One change that should happen is clever construction traps/mines not being able to be damage for 5 seconds should be default or at least moved closer to the center. This would open the way to many more trap/mine builds instead of having to go the whole way to the right side of the tree.
Last edited by ZannixFTW#5436 on Jul 25, 2017, 4:56:42 AM

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