unique items *no longer updated*
If I were trying to get lucky with Chance Orbs, trying to get Astramentus (the onyx amulet), is there any difference at all which level or what value onyx amulets I should use my Orbs on?
Also saw a tiny bit of info that someone found it in Cruel, so that means if I want to try to loot it, lvl 25+ areas with monkeys or squids are best for it? |
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"if an area can drop the item type (from low level to high level, doesn't matter as much anymore), then a unique can drop. Last edited by soul4hdwn#0698 on Aug 30, 2012, 2:17:44 PM
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" My 2nd diamond is a 1handed axe with high attack speed. Will be high lvl end game axe "Bullshit, you get the game for free." - Qarl 2014
"The 5x Diamond Supporter" |
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" <3 Now presenting! Venom ink; malice in the pen, poison on the paper, anger in the mind.
Brought to you by Dat LLC, in partnership with Harassment Industries. *Disclaimer* No actual products are being sold, shipped or presented. *End of disclaimer* |
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"It still baffles me that people say things like this. The current endgame and endgame items are still just temporary. We still don't have Act3 and there will be more Acts in the future that will, presumably, increase the content level. When you say 'endgame', what do you mean? I highly doubt that the endgame in PoE will stay around lvl 70. All of these so-called endgame items will eventually be surpassed by actual endgame items. It'd be one thing if GGG upgrades the base items of all the diamond uniques as more content is added, but is that going to happen? What happens then to the existing items? Is GGG going to wipe characters when new content is released? Will there be Legacy Migrations and so the existing base types will be preserved? I suppose these questions are better asked and answered elsewhere, but I feel this information would be good to know in regard to the Diamond Uniques. It'd be a shame for people creating diamond uniques with the vision of an endgame item to wind up creating just a mid to high level item that is a step or two below actual endgame. |
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what is preventing the devs from increasing values of future uniques if they raise the level cap?
offline
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Also, the design element in producing a unique isn't picking out a base item but the mods it has.
Unless future higher levels also add new powerful pre/suffixes only available at higher itemlevels than our current "endgame", migrating a unique to a higher level only means switching the item level from say 62 to 80. The base stats increase for weapon and the likes, and the unique mods of say +120% physical damage now apply to a higher base value instead. |
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"That's kind of the point I was trying to make and it's exactly what I don't quite understand. It would seem to be so simple, but I'm not so sure it's just that easy. Obviously, it's GGG's game and they can make any and all changes at any time at their discretion. They've changed base types before, they can do it again. I'm just not sure how easy it would be to make such changes, that is IF the changes even happen. I'm just worried that all these people wishing to have endgame items might eventually be disappointed once current content level becomes mid-late game content level. Has GGG offered them the promise to keep migrating the base types? Some mod values may or may not have to buffed/nerfed with such a change, but what if certain mods had to be removed to keep an item endgame viable and balanced? What if GGG decides that to keep an item with the mods as is, the level must be kept the same, would that not defeat the creator's vision of a high level end game item? Last edited by FaceLicker#6894 on Aug 31, 2012, 2:03:26 PM
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Yesterday :)
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Spoiler
http://www.pathofexile.com/forum/view-thread/12056/page/1
Last edited by Bijousek#1773 on Aug 31, 2012, 2:46:51 PM
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Some uniques need "relevant damage" to be relevant in endgame PVE or PVP. But many uniques can be used very well even if they use an "outdated" base type and/or have low damage potential. Quill Rain, or even Shiversting, can be viable endgame, with the right build.
Of course, some uniques might need "updates" of some sort, but I think you're looking too far ahead. GGG has to balance levels 70-100 content/items for the next several years. Do consider the impact of Acts 4+ on the game. Chris has said he doesn't want to invalidate years of hardwork when they introduce a new act with new items/drops, so it's more likely that as they add more endgame content, the items that drop are not always strictly better, but simply strictly different. That's my take on things. You can farm for perfect gear when we launch into Open Beta, and your level 70 gear MIGHT be just as strong/viable then as it will be 5 years from now, provided future items introduced into the game are not much more than 10-15% more powerful, but provide differing gameplay mechanics to make farming for them compelling. Look at the level 60+ items that have "unusual" implicit mods. That's one such way you can diversify end game loot, by giving them different implicit modifiers or different random modifiers, like an Axe or Bow dropping with +cast speed and +cold% damage. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Aug 31, 2012, 11:56:50 PM
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