unique weapons deal useless damage? solution: scale with charlevel
I dont need to show you useless unique weapons. You all know that their hit-damage is so low that these weapons are useless and never shed blood.
Solution: add x damage per characterlevel so easy Unique can mean: very, very rare but it also should mean: good In this game it means: bad Last bumped on Jan 25, 2025, 2:06:06 PM
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You dont even know how they think and here you are typing. They won't do what you said. In their confused mind, they made it super clear that they don't want the best in slot a unique. But Grinding Gear is such a walking contradiction who is afraid of offending a Nazi than to uphold rules and regulation standard they elected themselves, they made the best gears to have a unique.
Almost all of the top builds uses multiple unique. This company need a reform from top down. Last edited by DutchMilk#4689 on Jan 25, 2025, 4:17:40 AM
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I didnt say that a unique weapon has to be the best item in slot for endgame characters. A unique weapon that companions you from level 1 to 60 is great and all i need.
But now it serves only from level 1 to 15. I wont equip most unique weapons because they have either "flat increased damage" or "% increased damage". Blue weapons can be much better |
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Ignore Dutchmilk, thats just insane drivel from someone who doesnt understand that uniques are bad but theres nothing wrong with having them scale and be strong when you can get rares right now that reach 1k+ in DPS. The only unique that can even remotely touch is pillar of the caged god which is sad cause the sink is still alot and forces you to play gemling mainly.
The main issue with uniques is also so many have way too many low end affixes like a unique with only 2-3? Take for example a unique like Greyman that has 30-50 out of STR/DEX/INT but you lose -1 attr every level and the earliest you can use it is lvl 5? Its an OK leveling unique but imo it should be changed to 1-50 STR/DEX/INT so theres an actual chase chance for the perfect roll and theres no level cap for it, BOOM a unique thats rare but even low ends can useful, build defining but still outclassed by a rare for obvious reasons |
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Pillar of the caged god scales.
Thats why this weapon is good or at least interesting. Astraments (amulet that gives +100 and more to all attributes) works good but costs at the moments 225 divine orbs (i dont count chinese that want only 1 divine for it) I wear gloves that scale with attributes (hands of wisdom and action). Create more items that scale... |
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" I do know it is bad but you dont know what Grinding gear stance is. Go listen to their interview and you know why it is so bad. It is intentional. |
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Do you have youtube link (or something else without registering) ?
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" Those items you mentioned don't scale with character level. They scale with attributes, which are something you can invest into. That's why they are good. In PoE1, there are some unique items that scale with character level. The character level scaling parts of them have never been the focus. Whenever one of those items has been usable, it's always been for another reason, some other thing the item does (Poet's Pen in the past, The Dark Seer now etc. You probably aren't familiar with them). Checking your profile, you don't seem to be a veteran. It's usually new players that hop on from other games that are obsessed with uniques. You see the shiny items with the cool art and flavour text, and you immediately assume they must be better than rares, or you want them to be better. There's no inherent reasons why uniques should scale or be better. The main problem isn't that they don't scale. It's that GGG clutters the unique pool with a bunch of do nothing low level uniques with just random stats on them. Originally, uniques used to be that. Unique. Almost all of them had at least one powerful, build altering modifier, but the tradeoff was not having a good rare on that slot. That somehow got lost along the way, and now uniques are either trash, or blatantly OP like HoWA (which is 3 times better than rare gloves at the baseline attribute investment of the average character and only gets better as your gear improves, whereas rares don't) and Ingenuity (which even at a bottom roll is infinitely better than any possible rare belt right now, since rings simply have better stats than belts, and only gets better as your rings improve). Of the few build altering uniques that are in the game, we mainly see the ones that are paired with something OP (Astramentis+Pillar with HoWA, Polcilkern with Herald of Ice, Dream Fragments + Everlasting Gaze with Archmage etc.) Still waiting for GGG to admit that they made mistakes and actually work on fixing them. You'll find me when pigs start flying. Last edited by PrimordialDarkness#3913 on Jan 25, 2025, 8:25:42 AM
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I don't understand why GGG is so stubborn in making uniques second class citizens.
It's strange. The game is a love letter to Diablo II in many ways, yet they take a completely different stance on uniques. A rare will always be a generic item. People enjoy having something, well, unique. In Diablo II there are a lot of weak uniques at low levels but also a lot of just plain good uniques that are all usable. What strikes me most is how much effort the artists put into the artwork for shit items that almost nobody uses. It's like a slap in the face every time a unique drops the game is teasing you like "hey look something special!" then you realize it's jus ta shit or really obscure mechanic based item usable on very few builds. Especially now that they removed the skills from the items, and that you can slot runes, GGG has the opportunity to veer closer to Diablo II and make a bunch of just plain cool and fun to use uniques. |
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" Damn, so easy to just add damage to all unique weapons, truly genius of game design right there. Lemme explain a bit, GGG stated earlier that they worked on campaign, then switched to work at endgame few months before EA launch, since it would make more sense that finishing acts 4-6. What does it mean? It mean that initially they wanted to make campaign, so they were making low level uniques, since why making high level uniques when their focus was on campaign right? So that's where we at now. I expect many of existing uniques to be move to high lvl item bases with higher numbers on mods. Just give them time. |
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