Uniques need way more work and even Re-Works

Im not trying to repeat what everyone is saying about uniques but there are some that are really nice especially the endgame ones or even early ones like "Pillar of the caged god" that could warrant a change to some extent and I understand if some uniques are "exclusively" leveling by design but uniques for example that are weapons and also have skills that will drop higher need to be scalable or even have a chance of dropping with affixes that improve and can at least keep up with Rares without making them the weaker option



Dusk Vigil
Grants Skill: Firebolt
Grants Skill: Ember Fusillade
(60–80)% increased Spell Damage
Gain (5–10) Life per Enemy Killed
25% increased Mana Regeneration Rate
Trigger Ember Fusillade Skill on casting a Spell

This uniques biggest issue isnt just the fact that Spell damage is capped at 80% when rares can roll to a maximum of 169% spell damage! it also lacks the crucial Skill levels that most endgame builds need to further increase their damage, This unique loses ALL relevance cause it doesnt come with + level to all Fire sklls even at a min. of 2-5 when higher end builds want 6-7. This same thing could be said for Taryn's Shiver Gelid Staff / The Searing Touch Pyrophyte Staff / Earthbound Voltaic Staff

Im not trying to say that every single unique in the game is bad but theres ones that currently right now are not worth keeping or even trying to experiment a build with which is a big issue and im afraid cause the recent patch that buffed uniques only did real significant changes to Bramble jack and Paintersglove alot of the other changes which werent bad just felt insignificant

Theres way more uniques that I want to see changed but the one that really baffles me that I saw recently is


GreyMake
Armour: 23
Evasion: 18
Requires Level 5
+(30–50) to Strength
+(30–50) to Dexterity
+(30–50) to Intelligence
-1 to all Attributes per Level

I can see what you were going for with this unique but you really made the leveling helm, anti leveling?? You should change the stats to
+(1-50) to Strength
+(1-50) to Dexterity
+(1-50) to Intelligence
and remove the level cap of 5 cause thats just silly and the negative attributes to levels gained. This unique becomes useful but turns it into a chase - farm centered unique (that so many others desperately need) The low rolls can be used like cheap tabulas to give players stats or the best rolls will be sought after for niche stat stacking builds but it still wont overshadow a really good rare helm with the right affixes. Thats how you design and balance a unique to where its usable but doesnt overshadow normal items unless its an item that is gatekept by content like Megalomaniacs/HoWa/Temporalis as examples. I know the game is early access but feedback is important and I feel that if things stay the way they are not only will players still be upset but just expect this from uniques and ignore the reason we chase items in an ARPG. Gear uniques should be sought after for stats or effects that can change how a build functions while weapon uniques especially melee should scale better into end game so they are still usable but build focused
Last bumped on Jan 25, 2025, 6:44:55 AM

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