Please, rework ALL uniques
" Laughed out loud when I remembered the 0.2 patch announcement. For those with goldfish memory — GGG already promised the same “100 exciting uniques” back then. 95 of them became litteraly vendor trash. Don’t be fooled — if they keep sticking to their "vision," the next patch will be just another minor update full of overnerfs. [img]https://i.ibb.co/HDhPxJkY/GGG.png[/img] Last edited by ShaDarkLord#6528 on May 27, 2025, 11:56:31 AM
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They should take a look at [ancient as mammoth's sht] Diablo II unique items design. Many of those are good and interesting not because they are super strong or have 1 extraordinary affix (this was actually Diablo III invention), but because they have either out of place affix (for example, Faster Cast Rate on gloves or belt which normally doesnt belong there) or one of unique affixes (only for unique items category) like Cannot be Frozen, Crushing Blow, so on.
This way D2 uniques simply add additional layer of building a character without trying to add something extremely unusual just for the sake of such addition. |
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I have some tabs full of interesting unigues.
BUT The thing is, I CANT use them, cause I cant sacrifice Life + trifecta on items. SSF player✔️
ARE YOU NOT ENTERTAINED!? |
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One of the biggest failure of the game remains. Unique items need serious rework.
Buffing 10% in next patch won't bring diference and people will be disappointed one more time. Please Devs reconsider your thoughts and give us the uniques with respectful modifiers. |
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Uniques are misunderstood.
They're not for using, they're for collecting. Like pokemon. Their purpose is ultimately for GGG to sell you the "uniques" inventory tab so you can see your collection in situ. |
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" Really? I didn't realize it for so long! I thought it was for collecting and selling them en masse to raise the gold coin. Otherwise how to collect 2 milion gold coin? |
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You make every unique viable -> most of the times you won't be able to afford it because it will be tied to a low drop rate. They are not designed (the 'good' ones) to drop often, but very rarely. You are asking, in a way, to make them chase items, see Astramentis.
And someone said they are unusable but then adds that they wear them in campaign..., by logic they were usable then. Most "bad" unique items help with campaign, no doubt, and then you dispose of them or get some chance shards. At the eve of the end
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Imagine having normal stats on uniques.....
What a game that would be. SSF player✔️
ARE YOU NOT ENTERTAINED!? |
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The PoE approach to Uniques is quite different from pretty much every other aRPG I've played, in that 1. there are very distinctly early game items vs late game viable items, 2. that the items have major downsides alongside their unique bonuses (I've even found some that seem to have no upside, but I may just not be clever enough...), and 3. that the drops seem random and not level banded.
It sounded to me like Jonathan wants to approach Uniques as a way to enable build variety and synergies - by offering damage conversions and the like. I'm not sure how I feel about them being the sole source of this build variety and synergy though, considering how non-deterministic acquisition is unless you want to grind the mats and trade for them (which, personally, I do not...). To me it feels like a needlessly conflicted tier of items. Considering the potentially different direction of PoE2 compared to PoE1, and the promise of over 100 boss encounters to be added throughout the zones, I would like to see something like 2-3 specific Uniques being added as drops to each boss/mini-boss loot pool, so that level appropriate Uniques can be target farmed for deterministic use in builds - a lesser version of Monster Infrequents from Grim Dawn. |
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