I would really like some lore themed ways of upgrading unique gear in end game this patch. Particularly when it comes to pirate booty.
Those boots are so fun. Too bad they are unplayably shit with no ms or relevant stats.
Cd build so you only use skill as both travel and dmg
not true, you just stack CDR until spamming jump is faster than sprint
Yeah I don’t get why some uniques ability level can’t at least scale up with item level or something.
Because if uniques could scale rares would be uselees. And especially with some common uniques drop (they drop like crazy) everyone would be running around fully geared in uniques.
Uniques should be balanced to have worse stats than rares, but with a unique effect should you use them anyways
I don’t see why the uniques with practically zero base stats, on account of their base being in the single digit levels, shouldn’t be allowed to at least have some stats down the line
It sucks extra hard with weapons, there are dozens of cool effects that are relegated to being luxury items you can use for 20 minutes at the start of the game until you outlevel them. And a rare with good rolls is already multiple times stronger during that period
That isn’t the role they play in the game, is why.
Well maybe it needs to change roles. Uniques are worthless and the more you play the less rewarding they feel. So many fun builds needlessly locked behind the inability to scale uniques.
Idgaf if the uniques are upgradeable or the unique modifiers locked to those uniques get put on a new end-game piece of gear, we need access to these unique modifiers for the sake of end-game build variety (which would make the economy more balanced).
Armor based off max mana, life leech overflow, life recharge, so many passive charge buffs and so many flask buffs. These are just some off the top of my head, and it’s a testament to bad game design that all of these effects are practically unusable in end-game.
I don’t think so.
It’s a good thing they genuinely do something unique and arent just better rares like they are in most other arpg where end game itemisation consists of everyone running around in the exact same items.
Your other points are more about some of them being poorly balanced at the moment. That’s fine, you don’t have to change their role in the game to rebalance them.
Having a way to scale up their base stats would change their role in the game, and that’s what I reaponded to.
For what It’s worth i would expect several big passes at unique balancing, given we are still in EA. They have done this multiple times in poe1 which has a remarkably good balance between unique and rare items. Poe2 is far from that, of course, it may take a while for the item pool to reach that level of maturity, but it would be a huge shame for them to lose their role and identity along the way.
Scaling armor and non-unique modifiers to item level doesn’t remove the obvious downsides. I can’t max anything on a unique piece, and that should be enough push/pull to justify the unique modifier
No matter how much you scale unique boots, if they don’t have move speed they don’t have move speed. It would still be a significant trade-off and their role in that way wouldn’t change.
Not even the “twink juicing artifacts” would lose their purpose. It would make low lvl leveling uniques more rare and valuable (have to be found at right item lvl) which only reinforces their utility. What identity is being lost? The fact they’re completely useless and collect dust in my collection?
I quite like the way cultivated uniques worked in temple, for items like Saitha’s Spear that could potentially roll a reasonable increased physical damage to at least made it useable but also trying to do that for every unique in the game would likely require a lot of time and effort if scaled more broadly than the ~50 items in scope.
Prophecy 2.0 baby!
there’s a skill gem that should supposed to work in this boots but the devs decided to remove it coz were having fun, devs dont like us to have fun