Unique items feel very bad.
Agree, so far I have found nothing I would use, let alone let me think "Uhhh I will think up a build with this!"
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We have no idea what the synergy between some uniques and all available skills and classes is, since (probably more than) half of the content is not yet available in EA. I would hold off on judgment about usable or unusable items until we have everything in view. I'll agree that given the currently available tools, a lot of uniques feel lackluster... but I trust that this is a temporary issue.
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The more I'm looking at uniques, the more I'm finding that it's not like they themselves are bad... instead, they simply appear coming from a different game.
They completely don't fit into PoE2's gear power progression. The game gets hard enough to require you to use carefully adjusted gear to have all your resistances/accuracy/sustainability/defense/damage to be on par. With any unique you're trading most of that (or all of that) for a unique "punchline", an affix or set of affixes that can't be found normally which (maybe) will allow you to do something special. But it's usually not as great as your loss of normal stats. For weapons, it's simply not powerful enough in nearly all cases, for armor and utility gear - you're losing tons of good affixes. Having one unique per build is plausible (provided it's not a weapon), having more than one is too much of a gear power penalty for some unique effects that don't compensate that power loss. Unique weapons are nigh unusable for classes that rely on weapon damage. At best you can use it for a few levels if you found it at opportune time during campaign. At minimum, there should be some way to generate uniques with the ilvl base that's on par with current ilvl of the map. So a "starter" unique can be rolled on an endgame base. Then using a unique weapon might get out of improbable territory, and using armors will be somewhat easier. Last edited by just_dont#6539 on Dec 15, 2024, 4:30:49 AM
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Completely agree.
Despite some of the effects being actually strong, e.g. conversions, the rest of the stats are usually painfully bad. I feel lied to when GGG said during their showcases that they want uniques to always feel good, both early game and in endgame. Most of them don't feel good in either of the spots! Low defensive values, lack of hp/es modifiers, lack of resistances, MS... heck, even proper damage values on some of the damaging items (e.g. sorc staves fall off extremely fast due to regular modifiers rolling so much higher). I can understand having some worse, filler uniques, but at this stage most of them not only just feel bad, but are bad. Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
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It does feel like they did not get very far into thinking ahead.
If you try to put on more uniques, it becomes mission impossible to get back that resistances as there is literally none on the tree compared to poe1. After some data gathering they will find out why no ones uses all those "carefully" crafted uniques, but that will be at least 2 leagues later. I can bet anything GGG does not know this yet. To allow using uniques, they can either create new systems to let us get more resistances back, but the risk is conflicts from new systems and balancing too. And then they will find the easy way out. That is putting resistances back into existing systems, which aka is, the passive skill tree. But then the next problems arises, since this conflicts with the "vision" of making the passive tree "easier" (in a game where pretty much nothing is easy for a new player in Act 1, congratz more self contradiction) for new players by making 99% of nodes offensive nodes. And the cycle goes on. Fix and break. Fix and break. It would be hilarious to see when the dust settles, we will be getting poe1 as a final product. |
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Of the uniques I found I have no idea where I would ever want to use them. They're not even worth remembering they're in my stash to possibly use when leveling. Probably some rare with a few resists and life is better.
It would kill them to make some fun uniques that have no downsides and are just there for levelling or fun? Something like "Casts spark every second" rather than "casts spark when you kill an ignited enemy with a freeze skill on Tuesday", like obviously never going to be crushing t15 maps with this staff but I might consider using it for something. Last edited by AnimePillowCollector#2255 on Dec 15, 2024, 6:56:01 AM
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All my 6 uniques I have found is totally dogshit, they have like 4 stats on them. All my rare items are way better. Very disapointing.
When a unique drops it should 100% be better than any rare you have, get that dopamine kick and go like OMG! HOLY SHIT! A UNIQUE! But that dosnt happend for me, not anymore. I just know I have found another shit unique. Please, GGG, change this. POE2 needs a massive Unique item rework. They are so rare and when you do find them they are crappier than my low level rares? What the hell? |
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This is one of the many things that was largely true in PoE1, and is effectively ported from classic diablo 2, uniques were mostly only useful in normal, and rares were your go to for every slot (outside of outliers like SoJ)
Sometimes it feels like GGG are determined to port the worst aspects of a 24 year old game into PoE. |
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" Think it is intentional that "Build enabling uniques" are not in the game yet. They want to test the base game and get feedback on that. Same with a lock of skills being hard locked to certain weapon types. I assume that will change. |
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" While leveling yes/maybe but in end game - never. Main difference between PoE and other games is that on end game rare items should be better then uniques (GGG statement). That's why we have mirror of kalandra. Uniques are only to grant some unique prefix/suffix which you can't get on regular gear. If in endgame uniques were the best items, then everyone would end up with the same set of items. And then unique is no longer unique :) But I can agree that they could add some hp/es or other basic stats for leveling uniques Cya |
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