Unique items that could use some love
" Obviously Oro's crit rate is poop hence why I went RT route, and since I have high % chance to ignite by default with Oro + Mokou, the need of crit is not there. AS is kinda slow, but generating those frenzy charges from igniting does somewhat improve my AS. Besides, if Oro's Sacrifice was crap, I would not be able to map with it. :D I think we are in agreement that they are better ele swords out there that easily trumps this sword by a VERY long shot, but this topic is about whether it is viable or not. Oro's Sacrifice is viable to my standard. I still say it needs improvement to make my life a bit easier. Sometimes you can take the game out of the garage but you can't take the garage out of the game. - raics, 06.08.2016 Last edited by JohnNamikaze#6516 on Nov 21, 2014, 5:00:30 PM
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well.. Oro's and Cherubin attract similar 'arguments' about its viability: 'its meh, but it is not tragic'
i understand that Oro's can be use to do maps - however doing lvl70 maps is possible with lvl15-16 spells.. so it does not mean much. and while spell at lvl20 is like two times as strong as on lvl 15 - Oro's remains. meh. sure, the mechanics are neat and the 'uniquenesssss' is there, but the overall package is just.. not worth bothering. it takes entire build to make this item into somewhat mediocre. it is just like pre-1.2 curse on hit - the build works better when removed. As for the Cherubins: i;; stick by my initial opinion - it is DOA. it has irrelevant health and stats (rare chests are comparable). it has ~15% inc chaos damage. whooooopie doooo! and increased leech RATE. so it does not affect Vaal Pact, but just the classic leech. whooooooopie doo Mk II! sure, it deals insignificantly more damage with PA or Viper Strike (like 1-2% more) but the opportunity cost for this kind of major damage increase is astronomical it loses to good rare chest, it loses to Coil, it loses to pretty much any other unique chest the author of it maybe wanted the correct (that is - useful) thing, but ggg chickened out and created 'The Bland, -5% reduced fun' back on topic: sure, the phys roll is higher than on a Rustic but.. thats it. It needs something more or just a major bump in stats if it is to be ever used. i have one with an amazing corruption and it is just so bad that i forgot where did i put it. i knew that there is no chance of me ever using it - even with that corruption |
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" I see a place for such items in the game as well. Every unique can't and shouldn't be BiS for their specific builds. Obscure niche pieces that work when specifically built around but aren't still very, very strong are just fine. It's not always about min maxing and some of us get great pleasure just by getting a "working" build with some specific unique item even if it isn't that strong and doesn't perform at top level. I think Cherrubim's falls into the same category. " Still the "ultimate" physical damage belt. But yes, it could use a little something something. I see The Magnate being the victim of powercreep as well. Decent rustic sash will give you less phys damage but lots of other stats too (resistances, ES, life) and now with Forsaken Masters adding decent WED to almost even out the damage output is very easy. I don't think the str, stun duration and flask charges make up for it with their current values. EDIT: I'll try add Rebuke and Magnate to the original post later on. Last edited by Grughal#6448 on Nov 21, 2014, 6:37:45 PM
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Well my opinion how on unique items items comes from the term "unique" item and what does it say to people. To me it says "something special that you would remember if you get it." Something different from a rare item.
For example like in the OP the leveling 2h sword is a perfect example because even if it isn't end game viable it's always remembered and liked as "an ultimate 2h leveling sword." Making it truly unique in itself. The problem with the current designs of unique is that GGG designs them to be uniquely "bad" or worse off then regular rares half of the time because they have some sort of "unique" property to them. Or intentionally completely better then what we already have (acuity is just an overpowered version of vaal pact, not a different variant or somewhat better with a different drawback). If your going to be a glorified rare make it an "interesting rare". Stuff like ming's heart or le heups are really good/interesting rings although they give generic bonuses. I'm going to list my opinions on a few (not all) discussed items and add a few more of my own: " Problem with this item isn't that it's not end-game viable, it's the fact that it's not end game viable AND it has drawbacks for very little special property. If they removed the dual +20% more damage on the item, it would be much better without ruining the item and forcing it to be "end game viable. If they were going for a "badass berserk guy wielding a giant fire sword", the item properties suggest that but it doesn't "enable" that feeling. I would also keep the dual +20% more damage in physical and fire and make something like as long as you have ignited enemies near you, you receive the "rampage" bonus buff. High risk to constant be fighting along with the high damage tacked on in close range but you receive a "berserk" life buff that fits with the rest of the item properties. Even if the item doesn't become more end game viable, people will remember the sword as something special and fun to use. " A glorified rare with nothing really interesting on it other then it's an quad elemental sword. No idea what to add here to "fit it's theme." Going to need to redesign this with a direction. If they want to keep the idea of a "quad elemental sword" they should make the weapon have a random chance on hit to cast a level xyz (molten strike, glacial hammer, lighting strike, viper strike) randomly choosen between the 4 that's added to your attack. Might not be ultra end game viable but would be super fun and can be used as a offhand weapon. " For the ultimate "physical damage belt" it doesn't offer much more damage then other belts, even more so with the new aritzri belt out. The base of the belt is terrible (stun duration on belts is ultra bad, should be switched to something else or the base item changed) with the affix on the belt themselves being good but only having 3 of them. I would suggest keeping the theme of the belt by increasing flash charges gain to 100% and then adding xyz (20%?) armor penetration to the belt. Even if most of the time the armor pen wouldn't make a difference it still makes it the 'ultimate" physical damage belt ;v ------------------------------ " For the theme of a "ice helm that with a single look freezes everything" the level 15 conc effect only for helm and mediocre stats with a random drawback don't make me feel like when I'm wearing it I'm the ice king/queen freezing everything. I should suggest adding in that nemesis mod chornosomething were if you got near something you slowed down (a weaken version) along with buffing the conc effect to either be level 20 or not have a mana multi when applied to any skills you actually put in there. " For boots that talks about me being a storm and people fleeing from me the stats on the boost are booty along with 10% chance to flee. Usually by the time the monster actually flees it would be already dead or just annoying if I am melee. Other then the lighting damage all other stats on the boots can pretty much go. Personally I would change the boots to cast level xyz arc to enemies around you automatically every xyz seconds and when you do at least half of an enemies hp they flee along with the 10% chance. All other stats can be changed if needed. Last edited by RagnarokChu#4426 on Nov 21, 2014, 7:22:05 PM
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Rime Gaze is a 5Link in a 4Link slot. I know it is lvl15 gem and not lvl20 but dmg difference is small and quality bonus is not one people look for. so the gem is (almost)full value.
it has solid ES and solid other stats. It seems to be the go-to ColdSnap/Ice Nova link. I would NOT put this item on the 'unviable' list - ever. |
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" I also use Rime Gaze as a pseudo 5L for my Glacial Cascade, but my main offense is Ice Spear which is linked to my 6s5L chest piece. Rime Gaze gives me cold damage, which all of my cold skills benefit from, more mana, and more ES. I say this item is even more viable than my other build that uses Oro's Sacrifice, and I also find it viable from my standard. Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016 |
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WOD offers ~4 to 6 ring mods worth of lightning damage for its level (withholding minimum damage) on your feet. I would also hardly consider these "unviable." Slap these on at level 28 and you're a freakin' toe ring god of thunder until your mid 60's, where they're only woth ~1.5 to 2 ring affix. But even then they still provide significant damage for boots, only hitch is that by mid 60's there are much stronger (non glassy) boots available. Still that's impressive for a level 28 item.
WOD were one of my prized possessions in closed beta ^-^ Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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" Totally agree with your the thoughts about Oro's, Magnate and Rebuke, even if the suggested change for Rebuke isn't likely to happen (:P), it could totally use something dynamic like that. I think Rime Gaze and Wake of Destruction are both really good at what they do, like others have said already. Quoted part of your post feels quite accurate currently, Astramentis is really good too even though it only gives attribute stats. It feels like they put too much of a punishment on item lately for the "benefits" they give. Any thoughts on this, everyone? Personally I think it's not viable. Not a leveling shield as we already have Perandus and even Titucus Span. It has a weird role of being like a curse shield, but with current state of curses, it's not going to do anything significant, nothing you would notice in gameplay. It also has a block theme going on with the chance to flee on block and really good block chance. It should definately offer +1 curses or an affix that makes curses in its sockets to "pierce" the cannot be cursed affix on rares. Last edited by Grughal#6448 on Nov 22, 2014, 9:47:39 AM
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You all forgot the most unviable unique in the game: Veil of the Night. Who thought 0 elemental resists would be a good downside?
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" From original post
*What does viable mean?
I consider item to be viable if it fulfills the role it is/was inteded to do/be. It doesn't have to be endgame viable nor have something truly unique affixes or something that makes it powerful.
For example I consider Rigvald's Charge to be viable even though it's not ("endgame enough") powerful nor has any affixes that make truly unique. It also doesn't provide anything a rare can't provide. However, I believe its role is to be a midgame/leveling 2H and it fulfills that role very good. You slap it on early 40s and it can carry you to early maps. Perfect. Even though it is not viable in endgame. It sure fulfills its role(s), many have claimed it makes leveling a breeze since you can "fuck" elemental resistances (on merciless it can be up to +60 all elemental resistances). While I don't agree with that, it fills it role, however. I believe it to be a homage to "goddamnitsdark" helmet. Now, whether jokes like this are good or bad, is another discussion. But in the end, it's just 1 item so it shouldn't harm anyone too much. |
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