unique items *no longer updated*
" Oh no, they didn't cater to your needs alone? I feel so sorry for you. If you need a Shavronne, you farm for a shavronne and you buy or find a shavronne. What's the problem with needing a shavronne for a low-life build? That it's expensive? OMG NO, NOT EVERYTHING IS EASY? BLASPHEMY! All 3 are perfectly fine for leveling and twinking purposes. Not every unique needs to be an endgame item, get over yourselves. Default: Nagarashi
HC: MrsNagarashi or Nagarashi_JrJr |
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While high level uniques are important, the vast majority of play time is spent on lower levels in PoE. Eventually we intend to add enough unique items to cover all the item base types in the game, with a lot of doubles here and there. This unfortunately means that a very high percentage of uniques won't keep up in level with the elite players at the top. also keep in mind that it is important that rares can stay competetive in the end game, since a situation where everyone uses the same unique is something we want to avoid.
Omnitect of Wraeclast
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" thanks for this response, hopefully some end game uniques will appear at some point tho.. you have to realize getting a "legendary" drop is something that keeps players going after 80+.. and knowing basically anything that drops that doesnt have gold lettering over a glorious plate is trash kinda sucks. I'm just waiting for the day when their are several chest pieces that rival kaoms. |
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would like to see more wands. how many unique bows are now ingame? 7?
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Ammy is great for leveling. The claw... meh. Maybe as an off-hand weapon but dunno it seems lackluster. The bow is sick but do we really need another low-level unique bow?
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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Just what no one needed, yet another unique bow and a low level claw. It's really tough to cling to hope that this game will add something for me, when patch after patch it really is failing to address the endgame.
Food for thought GGG, perhaps the "vast majority of this game" is spent at low levels because there is hardly anything to do at high ones. Just look at my friends list, 60+ players who quit after level 80. Personally, I have been high level for over 3 months now. Which is the vast majority of my playtime Ign:Sinisterdeeds
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" Ok let me start: Kaoms Heart(any life based build) Lioneyes Glare + Wakes of Destruction (any LA build) 2x Advandarius(any mf build) Dreamfragmets(any ci build) Also I don't understand why are claws melee only while daggers can be used by spellcasters. Switching to leech by anything Spell/Attack implicit mods become hybrid leech like 2% 2% instead of 3% lifeleech. That would open an entire new kind of build option like GhostReaver+Vaalpackt caster without using LL or ML gems. Also prevent Laz copy pasting his Median uniques to PoE or those items should be called poor duplicates :( Imo uniques should rather have unique abilities which opens new builds. For example Quill Rain shouldn't have the 50% less weapon damage anymore since 100% damage with 1,5 aps is the same as 50% damage with 3 aps, meaning spell costs are already a heavy drawback. Another example for such uniques would be Keystones which are far away from the initial class. Eb for a melee mara/duelist. Acrobatics+Phase Acrobatics for a Templar/Witch(I still think Hyrri's should have got Phase Acrobatics too to be useful) There aren't enough uniques which offer such nodes and force special builds to fully go towards those nodes. It is actually impossible to invest skillpoint into 2 opposing parts of the tree. |
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" 86 Templar /played 43 days 18 hours 25 mins. 83 Shadow /played 10 days 3 hours 29 mins. My Templar spent OVER 300 HOURS at lvl 85 alone (self found gear dependent spec ftw). My shadow has spent by far the majority of his, comparatively lesser, played time post 80. What data are you using to suggest "the vast majority of play time is spent on lower levels in PoE"? Perhapse, if correct, that data might just suggest to you not that pre-end game is the chosen preference, but that the horrendous desync, massive burst damage, harsh penalties, unrewarding drop RNG, reliance on trading and crafting that is gated behind so much RNG it isn't hardly ever even sampled;... means that the majority of players are hitting a wall and feel the only thing left is to reroll. I feel you are looking at data that is only what it is by default of problems, address the problems, don't supply the by-product with items and dev time (disproportionately). With respect. Edit. To the point of unique v rare. If I could use Moonsorrow imbued wand as an example. Requires lvl 59. This is therefore a late to end game item. Yet, it would be likely I'd have found and vended dozens of better wands, for any build, 20 levels earlier. This item's stats are the hotchpotch mix that you hope don't roll on a wand, no matter what spec you run. It has, as an extra, a 'low level' blind, but one could have the 3 gems in the wand in a 4 link (not to mention 5 or 6), have one of them be blind gem, use any old trash wand and still be better off. This wand puzzles the hell out of me and other than the summoner wand (loads of summoner uniques), is the only unique wand in game. The difference between Moonsorrow and a godly rare is MASSIVE. The difference between many uniques and a godly rare is massive. Why would it be bad, that a good number of uniques were really powerful but can still be vastly outdone by a godly rare? Casually casual. Last edited by TheAnuhart#4741 on Apr 29, 2013, 8:36:02 AM
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