unique items *no longer updated*

All Unique one-hand Axes are listed.
(they haven't implemented any yet)
Wiki bros: you really, really really need to add a "wiki notes" section whenever you copy pasta patch notes into their own page. Which includes what uniques were added in that patch.

Otherwise, that information will be lost forever, like tears in the rain.
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Erik wrote:
"
how does it look in game? does it look like a normal demis or do you get the actual facemask?


Currently it looks the same, but a special 3D model is being created for it.


Hopefully all the uniques will have a unique model soon!
Arlidace
"
005 wrote:
"
Erik wrote:
"
how does it look in game? does it look like a normal demis or do you get the actual facemask?


Currently it looks the same, but a special 3D model is being created for it.


Hopefully all the uniques will have a unique model soon!

Yea, and I won't look like I am going fishing with my Fairgraves Tricorne. -_-
studying for GGG's C++ technical exam...
"
LimitedRooster wrote:
Wiki bros: you really, really really need to add a "wiki notes" section whenever you copy pasta patch notes into their own page. Which includes what uniques were added in that patch.

Otherwise, that information will be lost forever, like tears in the rain.

Read the first note. Isnt that amazing, bro?!
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Lionguild wrote:
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Xendran wrote:
Thousand Ribbons almost looks like something chris would do to answer my question about "Is there a limit to the number of mods i can have on a unique i make?"

this made me laugh.


Funny thing is the item went into balancing with about 1/3 the number of mods it currently has. It was originally an Elemental Proliferation carrier with a few other modifiers. Then someone along the way saw the item and decided to ADD ALL THE STATS!1oneone.

It gives the item more shock and awe value - you're a newbie, you're wearing an armor with +4 evasion rate, and then you find this.

These low level items don't usually last long beyond the low levels, so they have to be entertaining in some way when you find them. Either they have that one interesting affix that makes you want to do something with it (Springleaf, Bramblejack) or they need be be eye catching.


"
Gear wrote:
There are 5 as far as I can tell.
You are missing Cloak of Flames, and Wake of destruction.
The SU Quilt armor and TU greaves in MXL.


Wake of Destruction is most likely a coincidence though, or a reference to the beta of LoD (the old name of Wake of Fire). Lionpaw is certainly a coincidence.

Conversely Bramblejack was Razorspine but the graphic prompted a name change.
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
Last edited by BrotherLaz#0587 on Mar 25, 2013, 10:30:57 AM
YAY! HE lives!

;)

BTW Are you done with POE atm? After creating items? Or you'll stick and help them make item system more complex (because its not at all atm)??
Hi BrotherLaz, i have question for u.
As Chris said in closed beta, evasion builds have great sinergy with high hp pull.
Since 0.9.7 patch i playing only melee tanky rangers, and always prefer dex or dex+str armor pieces instead of others and very agree with Chris that hp for eva builds most important thing. But why dev's maked evasion uniques especially for high levels havent hp mods?
"
ykyshaeq wrote:
Hi BrotherLaz, i have question for u.
As Chris said in closed beta, evasion builds have great sinergy with high hp pull.
Since 0.9.7 patch i playing only melee tanky rangers, and always prefer dex or dex+str armor pieces instead of others and very agree with Chris that hp for eva builds most important thing. But why dev's maked evasion uniques especially for high levels havent hp mods?


There are two approaches to making items.

One is the "Xorine's Ring" approach. Make a weird item with unusual strengths and weaknesses and you can be sure that someone will use it, almost regardless of what the monsters and characters in the game are like. Many Johnny and Timmy items are like this.

The other is to actually develop items for the metagame. Find out what's strong (or not strong enough) and make items that cater to exactly this playstyle. These are the items which most people will actually use, but you need to wait until the metagame solidifies or else you will end up with a ton of unused items.

......

HP and evasion are multiplicative, so an item with both stats is a good tank item. But the fact that this is a particularly desirable combination of stats is due to many other factors in the game. If monsters were less dangerous, damage would trump defence; if monsters were more dangerous, evasion would be useless.

Therefore you don't want to implement a metagame friendly item like this HP/evasion item until after you know this is a desirable combination of stats.

If you don't wait, you will end up with useless items that grant an admittedly balanced selection of the wrong stats. You see this in many games; the most recent example is Skyrim whose item designer applied Oblivion wisdom to Skyrim and as a result spellcasters are useless because there is no itemisation for the kind of stats they actually want to get (ie +spell damage, not -mana cost).

Now would be a good idea to go through the popular builds (or almost-popular builds) and seed some items for them. But "now" means "couldn't do it before open beta for sure".
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
"
BrotherLaz wrote:
Now would be a good idea to go through the popular builds (or almost-popular builds) and seed some items for them. But "now" means "couldn't do it before open beta for sure".


I'd say now is still a bit too early. I have a feeling some significant changes are needed to improve melee survivability and it could change the metagame quite a bit.

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