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Elynole wrote:
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Asphael wrote:
Also set-items could be designed around making very special builds if the player gets all pieces (like shapeshifting into another form i.e. as last set bonus or a new skill)
This is the reason we have uniques.
Well yes. Sets are just uniques with a particular kind of bonus mechanic involved. Ie. the fact that we already have uniques isn't an argument against more uniques, so why would it be relevant to sets? They would after all function identically whether or not they were their own item class.
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In terms of item sets, there might be other interesting ways to do this. What if for example, there was a small bonus for certain mixes of white items. For example, using:
Nubuck Boots + Nubuck Gloves?
or
Carnal Boots + Mitts + Armor? (the armor is probably a pain to find...)
Or, another variation of this idea would be:
Perhaps there could be uniques which do things like the following:
Unique Amulet:
Vaal's eye
which among other things, gives bonuses when you wear a:
Vaal Casque, or
Vaal Regalia, or
Vaal Greaves
etc.
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Posted byValerarren#6840on Dec 15, 2012, 4:05:55 PM
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GusTheCrocodile wrote:
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Elynole wrote:
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Asphael wrote:
Also set-items could be designed around making very special builds if the player gets all pieces (like shapeshifting into another form i.e. as last set bonus or a new skill)
This is the reason we have uniques.
Well yes. Sets are just uniques with a particular kind of bonus mechanic involved. Ie. the fact that we already have uniques isn't an argument against more uniques, so why would it be relevant to sets? They would after all function identically whether or not they were their own item class.
This. Sets are unique items but they also have some cool extra stuff:
- offers a different angle when it comes to balancing, because you need to equip more than one item
- set items offer the possibility of some cool item lore (i.e. Trag-Oul set in D2)
- its fun to hunt for that last missing set item, because once you complete a set it feels really rewarding and... finished.
- I just love to see green items drop... I gotta admit I always get a little sad when I realise that the green speer in the weavers chamber is just a quest item :/
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Posted byAsphael#3027on Dec 15, 2012, 8:13:59 PM
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it's true. Set items would really help the game. Please introduce objects sets for various levels, general, and class. It would be great to collect them like in Diablo 2!
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Posted byUcciditore#7447on Feb 3, 2013, 4:25:20 AM
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Just no about the set items, i don want to rememeber everyone and i mean everyone trying to get and using the tal ragash set,it just make all too uniform and boring,
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Posted byKarion#4745on Feb 3, 2013, 4:40:16 AM
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I'll reiterate a point made by Chris in the past. Basically, we're against the idea of Set items in POE because we feel they constrain build diversity. In order to make them interesting and competitive, we have to make them good. Making them good means that everybody wants to collect them, especially if their set bonuses confer a big advantage. Open Beta is in its infancy, but a few months from now we'd likely see tons of people with 2-4 identical pieces of gear, over and over and over. This isn't ideal for character diversity or for flavor.
The good news is that even though we have no plans to make set items, we're going to be releasing literally HUNDREDS more unique items. POE has very open design where uniques are concerned, so there is no telling what's going to show up. We're also going to be adding mountains of new art to the game, along with cosmetic microtransactions that enhance how armor looks. The end result of this will be tremendous diversity in gear and appearance. Even two characters built around the same fundamental interaction of active and passive skills will have radically different gear. One character might use 3-4 uniques, the other might be pure rares. You get the idea.
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
If you remember back in Diablo 2, there were a few things in play regarding Charms that are very different in POE. For starters, there were very few items in LoD that an endgame player was interested in picking up. This is very different from Path of Exile, where the humblest white item can be extremely valuable. You're also finding diverse currency constantly in Path of Exile. Finally, you have much more limited ability to Portal back to town in POE, especially when you're saving your Portals for boss fights. Without easy and free porting like in D2, a constrained inventory turns into a huge drag on game progress. You might be a little more powerful from your charms on the battlefield, but you're going to be wasting so much time going back and forth to town that the net result will be slower leveling.
That's just a short summary of our current thoughts on these subjects, I really appreciate your feedback.
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Posted byBrianWeissman#5479on Feb 3, 2013, 5:11:28 AMAlpha Member
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Well Sets always have two sides, from which you can view them.
First they are a nice thing you can collect. It doesn't matter how powerful the set is, just collecting a complete set is very motivating.
Second it would be a bad design to "require" everybody to pick up a certain set, because it ultimatly is stronger.
In the end I believe that with the diversity of stats PoE can put on Items and with a different approach to Sets it would be totally possible to design nice sets.
So what I would like to see, is not sets that give certain bonus if you complete them, this is not really realistic, but more sets in regards to optics.
So you find a certain Chainmail and the game tells you that this chainmail is part of a set of 3 Items (Gloves, Boots and Chest), you won't get any boni from completing the set, but first you can show of your dedication to collecting stuff with it, and well Sets could have fancy optics.
I agree that giving sets powerful boni upon completion makes everyone drop uniques and go for the sets, even too good uniques could create that effect, but "visual" sets could be a possible solution.
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Posted byEmphasy#0545on Feb 3, 2013, 5:44:12 AM
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BrianWeissman wrote:
I'll reiterate a point made by Chris in the past. Basically, we're against the idea of Set items in POE because we feel they constrain build diversity. In order to make them interesting and competitive, we have to make them good. Making them good means that everybody wants to collect them, especially if their set bonuses confer a big advantage. Open Beta is in its infancy, but a few months from now we'd likely see tons of people with 2-4 identical pieces of gear, over and over and over. This isn't ideal for character diversity or for flavor.
The good news is that even though we have no plans to make set items, we're going to be releasing literally HUNDREDS more unique items. POE has very open design where uniques are concerned, so there is no telling what's going to show up. We're also going to be adding mountains of new art to the game, along with cosmetic microtransactions that enhance how armor looks. The end result of this will be tremendous diversity in gear and appearance. Even two characters built around the same fundamental interaction of active and passive skills will have radically different gear. One character might use 3-4 uniques, the other might be pure rares. You get the idea.
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
If you remember back in Diablo 2, there were a few things in play regarding Charms that are very different in POE. For starters, there were very few items in LoD that an endgame player was interested in picking up. This is very different from Path of Exile, where the humblest white item can be extremely valuable. You're also finding diverse currency constantly in Path of Exile. Finally, you have much more limited ability to Portal back to town in POE, especially when you're saving your Portals for boss fights. Without easy and free porting like in D2, a constrained inventory turns into a huge drag on game progress. You might be a little more powerful from your charms on the battlefield, but you're going to be wasting so much time going back and forth to town that the net result will be slower leveling.
That's just a short summary of our current thoughts on these subjects, I really appreciate your feedback.
So basically you tell me that you will not implement new items to collect only uniques? Most HnS have much more that that tbh:
DIABLO 2: runes, jewels, charms, gems, sets, gold, uniques, rares, socketed items for runewords, probably more i dont remember
TITAN QUEST: charms, monster parts, uniques, epic items, legendary items, sets, artifacts, crafting recipes, gold, 'monster infrequents' (TQ specific item tier), probably more i dont remember (EDIT: uberspells scrols from drop or vendors!!)
TORCHLIGHT 2: Uniques, rares, sets, gems, unique gems, fishes, spell scrolls, gold, probable more?
PATH OF EXILE: currency, rares, uniques, white items with good sockets for crafting, skillgems (without real use tbh), ALL?
POE item system/collecting part of the game its not so awesome that you think it is tbh... and you tell we 'we wil not enchance it - only we will add more uniques'? Most HnS games have some other things to collect not only gear and gold (because orbs are gold equivalent).
Last edited by Kabraxis#1526 on Feb 3, 2013, 5:57:54 AM
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Posted byKabraxis#1526on Feb 3, 2013, 5:56:25 AM
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I am not a fan of Set Items either.
Brian is right, if I have two set items I would have to find a item which is better than the set item itself + set bonus.
Often I would find better Items in other games but since I couldn't afford to lose the bonus I couldn't wear them.
In a genre where RNG can be a bitch so that you find upgrades rarely I wouldn't want a mechanic which increases the time between upgrades even further.
“Demons run when a good man goes to war"
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Posted bySneakypaw#3052on Feb 3, 2013, 6:09:02 AM
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Kabraxis wrote:
"
BrianWeissman wrote:
I'll reiterate a point made by Chris in the past. Basically, we're against the idea of Set items in POE because we feel they constrain build diversity. In order to make them interesting and competitive, we have to make them good. Making them good means that everybody wants to collect them, especially if their set bonuses confer a big advantage. Open Beta is in its infancy, but a few months from now we'd likely see tons of people with 2-4 identical pieces of gear, over and over and over. This isn't ideal for character diversity or for flavor.
The good news is that even though we have no plans to make set items, we're going to be releasing literally HUNDREDS more unique items. POE has very open design where uniques are concerned, so there is no telling what's going to show up. We're also going to be adding mountains of new art to the game, along with cosmetic microtransactions that enhance how armor looks. The end result of this will be tremendous diversity in gear and appearance. Even two characters built around the same fundamental interaction of active and passive skills will have radically different gear. One character might use 3-4 uniques, the other might be pure rares. You get the idea.
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
If you remember back in Diablo 2, there were a few things in play regarding Charms that are very different in POE. For starters, there were very few items in LoD that an endgame player was interested in picking up. This is very different from Path of Exile, where the humblest white item can be extremely valuable. You're also finding diverse currency constantly in Path of Exile. Finally, you have much more limited ability to Portal back to town in POE, especially when you're saving your Portals for boss fights. Without easy and free porting like in D2, a constrained inventory turns into a huge drag on game progress. You might be a little more powerful from your charms on the battlefield, but you're going to be wasting so much time going back and forth to town that the net result will be slower leveling.
That's just a short summary of our current thoughts on these subjects, I really appreciate your feedback.
So basically you tell me that you will not implement new items to collect only uniques? Most HnS have much more that that tbh:
DIABLO 2: runes, jewels, charms, gems, sets, gold, uniques, rares, socketed items for runewords, probably more i dont remember
TITAN QUEST: charms, monster parts, uniques, epic items, legendary items, sets, artifacts, crafting recipes, gold, 'monster infrequents' (TQ specific item tier), probably more i dont remember (EDIT: uberspells scrols from drop or vendors!!)
TORCHLIGHT 2: Uniques, rares, sets, gems, unique gems, fishes, spell scrolls, gold, probable more?
PATH OF EXILE: currency, rares, uniques, white items with good sockets for crafting, skillgems (without real use tbh), ALL?
POE item system/collecting part of the game its not so awesome that you think it is tbh... and you tell we 'we wil not enchance it - only we will add more uniques'? Most HnS games have some other things to collect not only gear and gold (because orbs are gold equivalent).
Well PoE isn't 'most other HnS' and that is why at least I am here :D
“Demons run when a good man goes to war"
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Posted bySneakypaw#3052on Feb 3, 2013, 6:10:28 AM
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