Cherrubim's Maleficence - Supporter's Unique Item Craft Retrospective

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Sexcalibure wrote:
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Xendran wrote:
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Sexcalibure wrote:


why not green? Chaos is green


Poison is green. Added Chaos Damage creates purple effects.

= chaos =green
Poison=chaos=green
Added chaos damage= chaos= purple

so by the laws of logic, chaos is green and added chaos damage is purple

(("added" = red) + (chaos=green)) = purple


NEED a Dev to explain us the Physic laws of the world they created!!!!


I'm not surrounded by green when I cast BR, though? I mean, yeah, gem and shit, but imo Chaos = purple/pink. The text for it's damage is pink, it's nodes are purple, and when you hit with Chaos (Ming's, AC gem, Voltaxic, etc), it's purple. Poison may be green, but this chest boosts Chaos damage entirely, not just poison. Thus, purple. And purple and green are both secondary colors, so I'm not sure what you're talking about. Blue and red make purple and green and red make yellow... and that isn't physics mate, that's the laws of mixing colors.

edit:
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chromafunk wrote:
Nice armour. Still BTW Ultraman Head MTX
+1 :)
I can give you love, rocking horses, and dancing!
Last edited by CuboidKramer on Aug 18, 2014, 11:11:00 PM
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Stop derailing the thread with this purple or green stuff. its pointless to argue about the damn colors. Just be glad someone made a unique we all can enjoy.
Just trying to avoid this virility nightmare to happen
Spoiler
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
The art is great.

The design is boring tho.
IGN: Pumar, Pumam , PumarR , PumaPunch , PumaWander , PumaCleave, PumaSlams
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terrex wrote:

:O

They just aren't awesome enough to put this amazing item in perspective. :) <3

Well said, Mr Awesome! ♪(*^^)o∀*∀o(^^*)♪
The Gemling Queen favours 'NotACuckRoach'.

Ethaereal │ Exaltreal │ Cherrubim │ Erremes │ Khainne │ Kaelous │ Balzael
Powered by 2015 Alienware 17" R2 laptop · Standard League · BLÔW Guild · Bird-Day - Aug 7, 2012
人生はただのゲームだ。楽しむために生きろ。勝利をつかむため遊べ。人生に勝ち、そして喜ぶために生きろ。o(^▽^)o ♪
Eh, not sure how i feel about this. No real downsides at all, the healing is going to be absolutely outrageous with a leech gem and Binos, thanks to the leech rate.

Going to be perfectly honest, GGG has been putting out way too many uniques with no real downsides, which baffles me because thats the entire concept of a unique (risk vs. reward).
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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Tin_Foil_Hat wrote:
Eh, not sure how i feel about this. No real downsides at all, the healing is going to be absolutely outrageous with a leech gem and Binos, thanks to the leech rate.

Going to be perfectly honest, GGG has been putting out way too many uniques with no real downsides, which baffles me because thats the entire concept of a unique (risk vs. reward).


It looks great.

I don't fully support your notion that the concept of a unique is largely or strictly about risk versus reward, but I would agree that there needs to be a hearty balance or diversity of pure positive and mixed pro-con uniques.

Off tangent - in Magic the Gathering terms, I'd classify this unique as having a Spike personality...it's been a while since I took the test, but I'm about 35-35-30, Spike-Johnny-Timmy. :D
Last edited by lavaKudzu on Aug 19, 2014, 12:53:46 AM
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Tin_Foil_Hat wrote:
Eh, not sure how i feel about this. No real downsides at all, the healing is going to be absolutely outrageous with a leech gem and Binos, thanks to the leech rate.

Going to be perfectly honest, GGG has been putting out way too many uniques with no real downsides, which baffles me because thats the entire concept of a unique (risk vs. reward).


Actually, that's not the concept of a unique at all. All an item has to be to qualify as a unique is endowed with at least one property a magical or rare item cannot generate from the pool of possible affixes.

http://pathofexile.gamepedia.com/List_of_unique_items -- Plenty of these do not have drawbacks. And these are all Closed Beta Classics (list far from exhaustive): Crest of Perandus; Searing Touch; Astramentis; Lioneye's Glare; Silverbranch; Mightflay; Karui Ward; Wurm's Molt; Kaom's Sign; Rainbowstride; Hrimsorrow; Asenath's Mark; Divinarius; Shiversting; and Doedre's Damning.

As I said (I don't know why I bother, really), Nick's design approach seems to be minimalistic but entirely positive. I think it's a more difficult path, given that drawbacks are an easy way to provide balance to otherwise unbalanced items, but ultimately it may be the more rewarding. The risk of using this item is you're not using another one that might provide other benefits. Plain and simple. With this sensitive, please-me-now playerbase, it's hardly surprising that GGG may be leaning more towards a case where 'drawback' is nothing more than the absence of other positives.

Meanwhile I'll keep on using the Dark Side of the Force and creating uniques that immediately make most people recoil in horror with their drawbacks.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
Last edited by Foreverhappychan on Aug 19, 2014, 12:53:13 AM
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Charan wrote:
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Tin_Foil_Hat wrote:
Eh, not sure how i feel about this. No real downsides at all, the healing is going to be absolutely outrageous with a leech gem and Binos, thanks to the leech rate.

Going to be perfectly honest, GGG has been putting out way too many uniques with no real downsides, which baffles me because thats the entire concept of a unique (risk vs. reward).


Actually, that's not the concept of a unique at all. All an item has to be to qualify as a unique is endowed with at least one property a magical or rare item cannot generate from the pool of possible affixes.

http://pathofexile.gamepedia.com/List_of_unique_items -- Plenty of these do not have drawbacks. And these are all Closed Beta Classics (list far from exhaustive): Crest of Perandus; Searing Touch; Astramentis; Lioneye's Glare; Silverbranch; Mightflay; Karui Ward; Wurm's Molt; Kaom's Sign; Rainbowstride; Hrimsorrow; Asenath's Mark; Divinarius; Shiversting; and Doedre's Damning.

As I said (I don't know why I bother, really), Nick's design approach seems to be minimalistic but entirely positive. I think it's a more difficult path, given that drawbacks are an easy way to provide balance to otherwise unbalanced items, but ultimately it may be the more rewarding. The risk of using this item is you're not using another one that might provide other benefits. Plain and simple. With this sensitive, please-me-now playerbase, it's hardly surprising that GGG may be leaning more towards a case where 'drawback' is nothing more than the absence of other positives.

Meanwhile I'll keep on using the Dark Side of the Force and creating uniques that immediately make most people recoil in horror with their drawbacks.
"The risk of using this item is you're not using another one that might provide other benefits".

When youre using something thats BIS that no longer applies, Crown of Eyes is a great example, same with Atziri's Acuity. You listed a bunch of unique items that arent used end game which is precisely why it doesnt apply to my comment.

My point being, items that are generally too good are making it through the unique item creation process.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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Tin_Foil_Hat wrote:
Eh, not sure how i feel about this. No real downsides at all, the healing is going to be absolutely outrageous with a leech gem and Binos, thanks to the leech rate.

Going to be perfectly honest, GGG has been putting out way too many uniques with no real downsides, which baffles me because thats the entire concept of a unique (risk vs. reward).


The slot it occupies is already the biggest opportunity cost you can give to the item. Chest pieces are one of the key slots in terms of what you can provide to a character. Build-defining uniques go into this slot (or lack of as would be the case of Bringer of Rain).

The opportunity cost of taking this unique is forgoing the use of other stellar chest pieces like Lightning Coil, Daresso's Defiance, Cloak of Defiance or Kaom's Heart. So you need to judge: is this chest piece's unique component worth losing what another could provide?


And that in itself is a risk:reward factor.
The process described reminds me of my first unique idea (Initial idea: a trolly MF chest with lots of quant and rarity that gave the keystones Chaos Inoculation and Eldritch Battery).

The keystones got shot down quickly (as I recall, GGG was concerned about players with percent blood magic auras equipping it and instaripping), but we went back and forth a bunch of times trying to keep the idea of an insanely risky MF chest.

Ultimately, it was too tricky to make a chest with good MF with risks such that someone couldn't just use it for low level farming, so GGG told me that while they could still do it, it would have pitiful amounts of MF.

Luckily, I had a backup idea (Lightning Coil) which went through from my draft to finished version in, from what I understand, one of the fastest supporter unique design times known; GGG really liked the idea, and most of the changes were strict power buffs (i.e., I proposed -60 to -80% lightning resist, but GGG said -60% flat was plenty strict). Sometimes I wonder how the game would be different if the trolly MF chest had gotten through instead of lightning coil.

Makes me wonder as well what would have happened with your original chaos pen chest (really like that idea, no pen for chaos is something that really turns me off from chaos builds), but I am sure that, like mine, your backup idea will be appreciated with time (it looks pretty awesome!)
Last edited by Gulruon on Aug 19, 2014, 1:16:52 AM

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