Unique Item List - 300 of 419

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Infarkt wrote:
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enveratise wrote:
Damn, that last one's taking so long.




lmao
POE 2 hype.
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shroudb wrote:
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Sheriff_K wrote:
Pretty sure Chaos Damage is considered "Poison", no?

And why would the Gnarled Branch be limited to 3 Sockets? It's a Staff, aka a 2hand Weapon. Should be 6 Sockets as long as it's itemlevel 50+...


Gnarled branch and corrupted sword are the only 2 two handed weapons that only have 3 sockets max.

That,s their design.

As for poison I do remember that before fixing poison cloud and etc there was a stackability issue with adders but I think it was with poison cloud.


Another leveling unique. I do not understand why 3/4 uniques are for leveling purposes.

From what I can see on my friends list, 90% of characters are above level 70, so 3/4 uniques are useless to 90% of players...

I know there are people who have fun with making 10 or 20 alt characters just to test another weird build made for farming Lunaris Temple on Cruel, but come on...

Hack and slash is about killing big scary bosses during a epic fights (Vaal? Piety? Dominus?) and finding awesome gear to kill even bigger bosses.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
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entropus wrote:
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shroudb wrote:
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Sheriff_K wrote:
Pretty sure Chaos Damage is considered "Poison", no?

And why would the Gnarled Branch be limited to 3 Sockets? It's a Staff, aka a 2hand Weapon. Should be 6 Sockets as long as it's itemlevel 50+...


Gnarled branch and corrupted sword are the only 2 two handed weapons that only have 3 sockets max.

That,s their design.

As for poison I do remember that before fixing poison cloud and etc there was a stackability issue with adders but I think it was with poison cloud.


Another leveling unique. I do not understand why 3/4 uniques are for leveling purposes.

From what I can see on my friends list, 90% of characters are above level 70, so 3/4 uniques are useless to 90% of players...

I know there are people who have fun with making 10 or 20 alt characters just to test another weird build made for farming Lunaris Temple on Cruel, but come on...

Hack and slash is about killing big scary bosses during a epic fights (Vaal? Piety? Dominus?) and finding awesome gear to kill even bigger bosses.


You answered your own question. If GGG makes a unique that is BiS, then there's less incentive to try and find better gear as no better gear exists.
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TheBigNasty wrote:
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entropus wrote:
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shroudb wrote:


Gnarled branch and corrupted sword are the only 2 two handed weapons that only have 3 sockets max.

That,s their design.

As for poison I do remember that before fixing poison cloud and etc there was a stackability issue with adders but I think it was with poison cloud.


Another leveling unique. I do not understand why 3/4 uniques are for leveling purposes.

From what I can see on my friends list, 90% of characters are above level 70, so 3/4 uniques are useless to 90% of players...

I know there are people who have fun with making 10 or 20 alt characters just to test another weird build made for farming Lunaris Temple on Cruel, but come on...

Hack and slash is about killing big scary bosses during a epic fights (Vaal? Piety? Dominus?) and finding awesome gear to kill even bigger bosses.


You answered your own question. If GGG makes a unique that is BiS, then there's less incentive to try and find better gear as no better gear exists.


1. Please read carefully next time, as I wrote nothing about making BiS uniques.
Why not make 5 or 10 build-enabling, end-game wands that would make your spellcaster play like a bit different build depending on which wand you use? That would be fun.

Sadly GGG has not enough manpower to produce many uniques with interesting mechanics. Think the same situation as with magic/rare mobs and bosses. Only couple of them has real 'mechanics' player has to use during a fight. Rest of them are either pushovers (99%) or oneshoters (1%).

2. If you don't have BiS uniques, you have BiS rares. If you find a rare that has at least 97,5% or 99% of BiS rare's stats, you have no incentive to search more. Same situation.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Dec 23, 2013, 5:28:55 PM
Well the last one must be some kind of a recipe, it is taking too long. "Added four new vendor recipes."
https://www.youtube.com/user/DaidelosGaming/featured
Actually, seeing as three of them have been found, involving Normal, Magic and Rare Rustic Sashes, it's probably a Unique Rustic Sash which is why it's so hard to find.
BreakingHearts/RhoaHood/BackAndVeryLate (Standard) | HushtailSweep/HushtailWeeps (Ancestor)
Last edited by SilentOppressor#6006 on Dec 23, 2013, 5:40:04 PM
Hope it is a good one, we need more good unique belts.
https://www.youtube.com/user/DaidelosGaming/featured
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entropus wrote:

1. Please read carefully next time, as I wrote nothing about making BiS uniques.
Why not make 5 or 10 build-enabling, end-game wands that would make your spellcaster play like a bit different build depending on which wand you use? That would be fun.

Sadly GGG has not enough manpower to produce many uniques with interesting mechanics. Think the same situation as with magic/rare mobs and bosses. Only couple of them has real 'mechanics' player has to use during a fight. Rest of them are either pushovers (99%) or oneshoters (1%).

2. If you don't have BiS uniques, you have BiS rares. If you find a rare that has at least 97,5% or 99% of BiS rare's stats, you have no incentive to search more. Same situation.


Yes, I guess it would be fun to have a wand that has a bit lower rolls than a good rare but has a massive reduced stun threshold and increased stun duration when using lightning spells, averting the 'go for lots of small hits to stack shock' theme.

And it could be named 'Pupo's stun baton' or such.

Yes, it's a good point but still it's not really the same thing. If you make an ultimate unique weapon with mods useable for everyone, then everybody will want it and everybody will sooner or later run it, no variety at all. And it will most likely be a hella boring stat stick having both the things you need and those you don't. This way you can go for the rare that has 'just right' rolls for you and not overpay your endgame weapon, and you never know when you might run into it.

Some like to run in the fields and some like to run in the forest.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Zarammoth wrote:
Unique fishing rod?

Maybe fake. Taken from reddit ;)

That's not the new one, the NEW unique fishing rod looks like this: http://www.pathofexile.com/image/Art/2DItems/Weapons/TwoHandWeapons/FishingRods/UniqueFishingRod1.png
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raics wrote:
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entropus wrote:

1. Please read carefully next time, as I wrote nothing about making BiS uniques.
Why not make 5 or 10 build-enabling, end-game wands that would make your spellcaster play like a bit different build depending on which wand you use? That would be fun.

Sadly GGG has not enough manpower to produce many uniques with interesting mechanics. Think the same situation as with magic/rare mobs and bosses. Only couple of them has real 'mechanics' player has to use during a fight. Rest of them are either pushovers (99%) or oneshoters (1%).

2. If you don't have BiS uniques, you have BiS rares. If you find a rare that has at least 97,5% or 99% of BiS rare's stats, you have no incentive to search more. Same situation.


Yes, I guess it would be fun to have a wand that has a bit lower rolls than a good rare but has a massive reduced stun threshold and increased stun duration when using lightning spells, averting the 'go for lots of small hits to stack shock' theme.

And it could be named 'Pupo's stun baton' or such.

Yes, it's a good point but still it's not really the same thing. If you make an ultimate unique weapon with mods useable for everyone, then everybody will want it and everybody will sooner or later run it, no variety at all. And it will most likely be a hella boring stat stick having both the things you need and those you don't. This way you can go for the rare that has 'just right' rolls for you and not overpay your endgame weapon, and you never know when you might run into it.

Some like to run in the fields and some like to run in the forest.


I'm not suggesting making one ultimate unique wand. I would LOVE to see 10 uniques wands, each of them end-game viable, each of them enabling for a different build, making one skill behave in 10 different ways, or sth like that.

You need a unique item to have affix like 'makes fire spells do chaos damage' etc.

You won't achieve that with rare because by definition they have no interesting affixes to them, just godly rolls of useful affixes.


If rares are BiS you end up with a group of 'BiS-grade' rare wands hitting 20-50-100 Exa prices, each with 6 same affixes but just different rolls to those affixes. Each of the rare wands would be suitable for a couple of cookie-cutter builds, but won't make a new build viable.

If build-enabling uniques are BiS, you end up with 10 completely different wands enabling for 10 new builds or at least a different way to play some builds.


TL,DR: y 3/4 uniques are good only for leveling and not end-game viable build enablers as 90% of players is not interested in making 20 alt characters?
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Dec 23, 2013, 6:11:31 PM

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