Unique Item Changes Didn't Go Far Enough

Yes, this game is intended to be difficult to supply a challenge, there are MANY and i mean MANY other ARPGs that this issue does not exist, go play them.
"
nhull17#5978 wrote:
Yes, this game is intended to be difficult to supply a challenge, there are MANY and i mean MANY other ARPGs that this issue does not exist, go play them.


Uh why are we talking about difficulty? The topic is on useless uniques.
"
"
_ZLoBny_#7128 wrote:

They don't want uniques to be better than rares


That's a shame that unique weapons often have worse damage than their rare counterparts. When would they ever be used?


Never. That's the whole point. There are exactly two usable unique weapons for the endgame: Widowhail and Pillar of the Caged God. One quadruples the bonuses you get from quiver so you can get like +8 to bow skills and huge flat damage, and the other just has attribute scaling than makes it viable in the endgame.
Unique dont really offer anything at end game. There's maybe 4 that are even viable to build around. I think the problem isn't even so much their limited effects and stats but that so much resistance is needed that you can't give up spaces on gear for it and sockts can't cover all the blind spots.
Even with a ton of es and dodge we've got to mitigate mountains of elemental dmg.
IMO they feel like somthing to spice up your first play through more so than items for end game builds atm.
There are plenty of unique items that are great and build enabling.

But most are either Uber rare or hard to obtain.

If you think that randomly dropping uniques, of which I sometimes have like 5-10 per map, should be good enough to "enable a build", how would that work?

Either they're trophy items and drop often, or they're good items. And then you'll never see them drop, because GGG's philosophy is to count drop rates, for anything semi meaningful, in plank sized percentages
Last edited by staytuned2k#6008 on Jan 28, 2025, 4:16:36 PM
"
There are plenty of unique items that are great and build enabling.

But most are either Uber rare or hard to obtain.

If you think that randomly dropping uniques, of which I sometimes have like 5-10 per map, should be good enough to "enable a build", how would that work?

Either they're trophy items and drop often, or they're good items. And then you'll never see them drop, because GGG's philosophy is to count drop rates in plank sized percentages



All unique items should be useful and/or build enabling. Most unique items, even after the buff still aren't worth picking up unless you are disenchanting them. GGG needs to take another pass at unique items. There is no 'wow' factor whatsoever.
"
"
There are plenty of unique items that are great and build enabling.

But most are either Uber rare or hard to obtain.

If you think that randomly dropping uniques, of which I sometimes have like 5-10 per map, should be good enough to "enable a build", how would that work?

Either they're trophy items and drop often, or they're good items. And then you'll never see them drop, because GGG's philosophy is to count drop rates in plank sized percentages



All unique items should be useful and/or build enabling. Most unique items, even after the buff still aren't worth picking up unless you are disenchanting them. GGG needs to take another pass at unique items. There is no 'wow' factor whatsoever.


Maybe I didn't get my point across. I agree with you. But I'm saying that you'll never see a unique drop again if that were the case.

Tell me, how many Headhunters did you find yourself so far?
"
"
"
There are plenty of unique items that are great and build enabling.

But most are either Uber rare or hard to obtain.

If you think that randomly dropping uniques, of which I sometimes have like 5-10 per map, should be good enough to "enable a build", how would that work?

Either they're trophy items and drop often, or they're good items. And then you'll never see them drop, because GGG's philosophy is to count drop rates in plank sized percentages



All unique items should be useful and/or build enabling. Most unique items, even after the buff still aren't worth picking up unless you are disenchanting them. GGG needs to take another pass at unique items. There is no 'wow' factor whatsoever.


Maybe I didn't get my point across. I agree with you. But I'm saying that you'll never see a unique drop again if that were the case.

Tell me, how many Headhunters did you find yourself so far?


Couldnt there be a middle ground? Also even if they all are very rare with so many in the game you are still bound to find some.
Last edited by StrykerxS77x#8221 on Jan 28, 2025, 4:31:16 PM
I absolutely loath their approach to unique items. They are either BiS from a pinnacle boss or are barely useful for their level range due to the amount of lost stats and mods. Either the uniques need to be better than 90% of rares for the level range, have a significant build enabling aspect to them (or otherwise have a valuable mod or set of mods, especially non-rollable ones that make running with them viable end game for the sacrifice which they never do for me), or they need for uniques to drop different "tiers" of themselves. Take Hrimnor's Hymn unique 2h mace, having another "tier" version of it to add more strength, more increased damage, use a higher base, and start adding some extra mods would be a great form of chase and making uniques more universally useful. They could also have uniques stronger simply based on ilvl they drop at, much like how unique staves and wands already drop at appropriate ilvl because they have a built in leveled skill, so they are more consistently desirable. What the hell am I going to do with Hrimnor's Hymn when I'm mapping and any given WHITE expert 2hander is doing more damage than it!?

If they really want to play with it, they could have each unique drop with a specific "initial" ilvl range in mind, same with unique caster weapons. This caps them, especially caster uniques, so that even if they drop in a T15 map you can still use them at the ilvl range they start to appear in drop pools. Then, the Orb of Chance (or another currency) can be used to buff it to the ilvl the unique actually dropped at.

For example, Hrimnor's is an Oak Greathammer base with extra stun buildup as its implicit and has the following:

- (80–120)% increased Physical Damage
- +(10–15) to Strength
- Gain (10–20) Life per Enemy Killed
- Slam Skills you use yourself cause Aftershocks

At the ilvl Advanced items start dropping, using a Chance on a ilvl say 40 Hrimnor's would upgrade to the Advanced base and have the following mods:

- (100–140)% increased Physical Damage
- +(12-18)-(24-32) physical damage.
- +(20–25) to Strength
- Gain (20-40) Life per Enemy Killed
- Slam Skills you use yourself cause Aftershocks

At ilvl for experts, it upgrades to Expert base and gets this:

- (115–155)% increased Physical Damage
- +(16-24)-(28-40) physical damage.
- +(25-30) to Strength
- Gain (25-50) Life per Enemy Killed
- Slam Skills you use yourself cause Aftershocks

And at ilvl80+, it chances into this:

- (140–180)% increased Physical Damage
- +(36-44)-(54-60) physical damage.
- +(30-40) to Strength
- Gain (40-60) Life per Enemy Killed
- Aftershocks from Slam Skills you use yourself gain (10-30)% Increased Area of Effect
- Slam Skills you use yourself cause Aftershocks

This would make uniques feel fucking amazing and make them great chase items in end game. Requiring a new currency or slamming a lot of Chance orbs on the same piece to get the most powerful version would be a great form of additional progression and make uniques far more interesting drops and trade items.
"

Maybe I didn't get my point across. I agree with you. But I'm saying that you'll never see a unique drop again if that were the case.

Tell me, how many Headhunters did you find yourself so far?

Not every unique needs to be on HH/Astramentis level.
Most of the unique weapons just need some type of scaling to be viable. Caster weapons need +skills and martial weapons need some damage. There are some interesting ones but they have too little stats. Some have too severe of downsides to be even considered to be equipped. For example, Ming's heart ring gives you 30-40% extra damage as chaos at the cost of 20% reduced max life and 30% reduced global defenses. That's too much of a downside for something that can't even be scaled properly right now.

Report Forum Post

Report Account:

Report Type

Additional Info