Unique items feel very bad.

If the uniques are going to be like this I would say just get rid of 99% of them and only leave the obvious chase late game and iconic uniques like 1% pinnacle boss drops, temporalis, headhunter, ingenuity, and so on. All the garbage uniques have just become a negative dopamine hit when they drop.
Just stopping by to add my lil story to the pile.

I've only been playing my first PoE 2 character so far, and after having found nothing that would have been worth the time it took to ident them I wanted to see if I was just getting unlucky.
For me the pinnacle was a quiver that gives minor fire damage, 50% ignite chance and pierce on ignited enemies.
On a weapon set that has no fire skills. And needs physical to translate into either lightning or chaos or these two directly. And ontop of that, at least for how I play her, pierce is an actual detriment since I need my arrows to stick. What a genuine joke item.

I personally wouldn't want uniques to all be build defining powerhouses where every time you see orange you explode and suddenly deal 200% more damage. That's dumb. But them being worse than a lvl 1 blue with good rolls is just sad.
The good uniques are good but 95% of uniques are laughably bad, they feel like April fool's jokes.
One 'unique' feature of uniques should at least be that they scale automatically with level so that it doesn't feel terrible putting a lv12 helm on with lv12 stats. At the very least this could be something they could do, short of just removing them and replacing with chance shard drops, which is what they ultimately become (so that when you collect 10, you can just poof your chase white base item, which becomes rarer than Chance Orb itself) except the chase uniques, so that when one drops you know it's good. All this in practice rn goes against GGG objective of being excited when a good/unique item drops. I see another unique wand/armor/helm. etc dropping and think meh, another chance shard to add to the pile.
Every unique I have found seemed like it fitted into the "levelling" category or nothing.

The only one I have actually used is the one that gives 10% move speed while on full health. I used it on my 2nd character, IIRC I was able to equip it from the start and I used it all the way to the end of Cruel.

Really just for the movement speed, I could easily have used an item with better stats but MS on a body armor is hard to pass up, with twink boots I had +30% for most of the game and 35% for most of Cruel.
Last edited by Orion_3T#9801 on Jan 8, 2025, 6:07:09 AM
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Like the title states the unique items in PoE2 feel very bad in my opinion.

We all know that unique items in PoE1 are roughly divided in these categories:
Leveling uniques (i.e. Goldrim)
Niche/build-enabling uniques (i.e. Facebreaker)
Powerful chase uniques (i.e. Mageblood)
Ok uniques that you can use until you get a better rare (i.e. Atziri's Disfavour)
Unusable Items (i.e. Veil of the Night)

However from what i've seen so far and carefully reading the lists of known uniques in the game so far a VERY large amount of the unique items in PoE2 fall under the "Unusable items" category and most items won't see a use... ever... but for me the worst part is the severe lack of build-enabling uniques so far.


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.


I think the weapon-locked skills has more to do with GGG wanting to give weapon classes unique animations, rather than for testing. Which is a little disappointing, because it means builds might be even more rigid than intended if, say, Cyclone ends up being sword-only. People are already upset that Flicker Strike is a quarterstaff-only skill, especially when PoE1 has a (horribly powercrept) unique 2h sword specifically made for Flicker: Terminus Est.
Last edited by Gwonam#5505 on Jan 8, 2025, 6:45:57 AM
There are roughly 10-12 uniques in the game that are worth money, about two third of them drop from end game bosses.

What you have left is

Headhunter - 10 div
Dream fragment - 80 div
Astramentis - 120 div
Kalandra touch ring - 140 div
I found Coat of Red Chain Mail, but with the bleeding affix, doesn't seem good to me. Hope they buff this armour as the art does look awesome.
They are all either dogshit not worthy of my time or my bagspace to holy crap thats a couple of divines
Extremely underwhelming yeah.

I understand why they did this though. They need to get the rares tuned and tested both when it comes to mods and when it comes to drop rates, "crafting" etc. They cannot achieve that if people run around with multiple uniques all the time. There are already some builds with what could be considered too many uniques.

"crafting" because that system is highly undeveloped and it might be because first they need to get the other stuff sorted out(so same reason as uniques).

We are also missing a lot of uniques :)

Last edited by arknath#4740 on Jan 8, 2025, 3:09:29 PM

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