The helmet seems bad... Baron was great because stacking STR gave us a huge life pool - its minion bonuses were better too. The cull part is an interesting mechanism but only for bosses - for clear speed meh...
The chest is nice - Though traps and mines would need some QOL changes not just a new unique - the frenzy charge generation is great - but it would have been FAR preferable o have that 50 ES gained as mana instead.
That belt looks terrible.
The sword... meh. kinda uninteresting.
Soooo 3 vendor trash and 1 that is decent for only the least played build type meaning it will either be super rare or worthless.
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.
What changes? Mines and traps are already very good.
The helmet seems bad... Baron was great because stacking STR gave us a huge life pool - its minion bonuses were better too. The cull part is an interesting mechanism but only for bosses - for clear speed meh...
The chest is nice - Though traps and mines would need some QOL changes not just a new unique - the frenzy charge generation is great - but it would have been FAR preferable o have that 50 ES gained as mana instead.
That belt looks terrible.
The sword... meh. kinda uninteresting.
Soooo 3 vendor trash and 1 that is decent for only the least played build type meaning it will either be super rare or worthless.
Stop complaining about new uniques, no one forces you to use them!
There is only 1 unique item for mines "Tremor Rod" (from 2.0).
There is the jewel "Coated Shrapnel", but come on it's 99% useless because it's physical damage.
Over there years I've seen a lot more done for traps than mines. I'm too tired to go deep into it but while neither are in a good place I think traps are better than mines.
If there were only 1 change I would have liked to see is some way to get back life from traps and mines; be it % life regen or "life on kill effects" get shifted to you.
Let me prupose you more uniques with same usability:
RUBY Ring: Socketed gems supported by level 30 chance to flee. (Feel free to corrupt)
Wand: 50% of fire damage converted to chaos damage. Avatar of fire.
Crude bow: Item has 3 Green Sockets and is fully linked (Hidden)
Belt: Blood Magic, Mind over matter.
Two hand mace: adds 1% to all minion resistances per 1% of block chance.
And TBH, my items at least funny. And not simply waste of art and code.
Okay so they look cool. But really they aren't all that and a bag of chips. Maybe the chest armour for a trap build. as if those are appealing to anyone..... but that's about it.
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).
It's total garbage for both. It would be useful maybe for leveling if it was a lvl 40 sword. Just use this instead and have no drawbacks:
When night falls
She cloaks the world
In impenetrable darkness