0.9.5 Deployment and Legacy Leagues

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WhiteBoy88 wrote:
Assume they work a somewhat regular workday like most developed countries, and manage to get the patch deployed at 10am NZ time:
Convert here.



22 O´Clock (10 P.M.) at 22. Dec in Germany / Dresden Time.
CEST (Wintertime UTC (GMT) +1 // Summertime UTC (GMT) +2))
In Beta since 25. August 2011

Basic Point Pack Supporter - 120 USD till today!
We are not less usefull as the "BlingBling" supporters!
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reciprocate wrote:
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sayer187 wrote:
Awsome i hope the new Unique items arnt as low level crap like the last ones.. like to see some end game Weapons and Armor


Agreed. I'd love to see a unique Chaos Plate or Storm Bow or something really high level.


Unique items aren't meant to be uberleet endgame items. They are meant to be unique with their unique modifiers around which you can build new character. Rares are meant to be better in most cases.
ingame: FeelLuckyPunk standard
Awesome! Well I guess I'll have to level up another character, don't really feel like playing in a Legacy League.
Ordo ab Chao
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Ugm wrote:
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reciprocate wrote:
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sayer187 wrote:
Awsome i hope the new Unique items arnt as low level crap like the last ones.. like to see some end game Weapons and Armor


Agreed. I'd love to see a unique Chaos Plate or Storm Bow or something really high level.


Unique items aren't meant to be uberleet endgame items. They are meant to be unique with their unique modifiers around which you can build new character. Rares are meant to be better in most cases.


And? My post never indicated that I wanted them to be op gear to overtake everything else. I just wanted them to be high level since most of current uniques are lower level. Not like myself or anyone else is banking on getting a high level unique anyway. I got 3 characters with over 180 levels combined of gametime from them and I have NEVER even received one unique. Plenty of others can make the same boast.
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reciprocate wrote:
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Ugm wrote:
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reciprocate wrote:

Agreed. I'd love to see a unique Chaos Plate or Storm Bow or something really high level.


Unique items aren't meant to be uberleet endgame items. They are meant to be unique with their unique modifiers around which you can build new character. Rares are meant to be better in most cases.


And? My post never indicated that I wanted them to be op gear to overtake everything else. I just wanted them to be high level since most of current uniques are lower level. Not like myself or anyone else is banking on getting a high level unique anyway.


So why do you want them? To use them at high level? If so, they have to be better than rares or at least comparable.

Well, aren't they comparable a bit now (some of them)? They are meant to be a sort of trade-off, similar to most keystones and I think existing uniques fulfill this role.

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reciprocate wrote:
I got 3 characters with over 180 levels combined of gametime from them and I have NEVER even received one unique. Plenty of others can make the same boast.


But that's a different case - there is just a too low number of uniques and the way they are spawned doesn't help either. 0.9.5 changes that, though.
ingame: FeelLuckyPunk standard
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Ugm wrote:
So why do you want them? To use them at high level? If so, they have to be better than rares or at least comparable.


Why wouldn't anyone want them? Sounds like you're trying too hard to reach into this. Should uniques at any level automatically suck be or op. I can care less as to how effective or not they are. I just want to see more in existence at higher levels to see what the devs plan to throw in for these items. A higher level unique could bring forth something possibly game-changing. Imagine a level 60 Igniter (a wand) that may raise a really weak spectre when the Igniter's actual attack (not a spell or ability from a gem) kill a mob. Stuff like that. That doesn't mean something like this won't happen on a lower level unique - but at higher levels, it can show the thought process of what differenciates a unique at level 40 to level 60. Right now there's at least one unique providing power charges that is really useful for witches since any other means (minion death, melee attack) aren't as feasible as landing a spell crit. I figure you know what I am talking about. Take properties like that into account into higher level equipment and it may or may not be game breaking, but it gives a different experience for the player with the item compared to those that don't have it.

If you're trying to dissect my posts in thinking that I or others deserve higher level uniques for whatever reason - you're overreaching. The only reason I agreed with that person's post in wanting to see more higher level uniques is that it's an area that's not ventured yet. Apparently that seems like a plausible motive to question for you.
Last edited by reciprocate#3631 on Dec 22, 2011, 7:57:47 AM
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reciprocate wrote:
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Ugm wrote:
So why do you want them? To use them at high level? If so, they have to be better than rares or at least comparable.


Why wouldn't anyone want them? Sounds like you're trying too hard to reach into this. Should uniques at any level automatically suck be or op. I can care less as to how effective or not they are. I just want to see more in existence at higher levels to see what the devs plan to throw in for these items. A higher level unique could bring forth something possibly game-changing. Imagine a level 60 Igniter (a wand) that may raise a really weak spectre when the Igniter's actual attack (not a spell or ability from a gem) kill a mob. Stuff like that. That doesn't mean something like this won't happen on a lower level unique - but at higher levels, it can show the thought process of what differenciates a unique at level 40 to level 60. Right now there's at least one unique providing power charges that is really useful for witches since any other means (minion death, melee attack) aren't as feasible as landing a spell crit. I figure you know what I am talking about. Take properties like that into account into higher level equipment and it may or may not be game breaking, but it gives a different experience for the player with the item compared to those that don't have it.


NOW I understand why the heck the level of unique item is so important to you.
You want higher level uniques (endgame uniques) to have more unique abilities than low level ones, right? It is nice idea, however I woulndn't like to have only highest level uniques that come with unique game-changing affixes.

But aside from that, what is the real difference between 20 lvl unique and 60 lvl one with the same stats? The only I can think of is that you can use it earlier.
ingame: FeelLuckyPunk standard
Can we pretty please have an estimate on how much longer? I can't wait for the orgasmic new vendoring! I know it will be 6 AM Friday NZ time in half an hour, I estimated though that this might not happen till noon so we got another 6 hours? :(
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hesmen wrote:
Can we pretty please have an estimate on how much longer? I can't wait for the orgasmic new vendoring! I know it will be 6 AM Friday NZ time in half an hour, I estimated though that this might not happen till noon so we got another 6 hours? :(


Assuming a normal 9-5 workday, like you said it is not even 6AM there yet. I would say you are going to be waiting another 5 hours or so.
Bleh, I was looking forward to no wipes, I just don't have the time I used to to game, this will be the second time I pretty much just made it to chaos, then there was a wipe. Doesn't allow for a lot of testing at higher levels. Ah well, I guess my minion swarmer was a success, if a bit slow, maybe I will try that again... If I have any time.

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