3 Item Filter improvements I'd like to see

1) The ability to filter Unique items by name

Affliction really highlighted the need for this, with players being able to generate thousands of unique items per map. While future leagues hopefully won't be that crazy, having to mouse over unique items on the ground to see if they're valuable uses significant time. The only current way to filter out unwanted unique items is by filtering out basetypes that have no desired unique items, but this is increasingly clunky, as more and more uniques are added which share basetypes with others. Those of us who make our own filters and also enjoy not having unique items spoiled are also forced to review any new unique items ahead of time to make sure they don't use already hidden basetypes.

2) A Character Level conditional

AreaLevel was a game changer, as it finally enabled a measure of progressive filtering, but it has its limitations, especially in the endgame. The items a player wants to pick up will look very different between their first T16 map and their thousandth, but AreaLevel can't differentiate between these. Having a Character Level conditional would be another useful tool to approximate the player's progress in the league.

3) RGB values for PlayEffect beams

This is just an aesthetic thing, but some of us care about that! We have precise control over Text/Border/Background colors using RGB values, but for effect beams, we're limited to just 11 choices: Red, Green, Blue, Brown, White, Yellow, Cyan, Grey, Orange, Pink, and Purple. Trying to match one of these choices to a given text/border/background color can be difficult, especially for text colors like light brown. The existing Brown is too dark (and also too similar to Orange). Being able to use RGB values for PlayEffect would solve this problem and would be huge for those of us who care about the aesthetics of our filters.
Last bumped on Mar 29, 2024, 5:43:44 AM

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