The Dream

Stop using the forums as some kind of odd rally. If no one is discussing your topic, stop bumping it.
Last edited by Wubbietail on Sep 27, 2014, 4:57:00 PM
Buff Resolute Technique! Better AoE for Melee! Nerf monster and boss damage!



Spoiler
Wubbietail You will teach your children if you can and mind enough for that
Necropolis master craft service Necropolis My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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"
iamstryker wrote:
You appear to want the D3 devs to come over here and design the uniques


Hehe, I thought the exact same, when I read the OP. It was all D3, D3, D3 and of course a little more of D3 ... Not that I think D3 is bad. The difference between the two games is just a good thing, and shouldn't be removed. This is meant to be a "hardcore" game as stated by the developers ...

EDIT: but I think that Resolute Technique should be buffed a little in some way. Most crit builds have about 80% chance to hit and an equal or higher crit chance. Currently the downside seems far higher than the upside ...

EDIT2: you exaggerate the changes you want way too much. 3-4 shrines per map? No way, the map wouldn't be more than just shrines then, and so the map size would need to be increased, increasing load ... And we all know where this is going. And they also shouldn't be buffed. Not the way you want it. Imagine the speed shrine buffed. I wouldn't even have a chance to know what I was doing, so fast would I be ...
I like many kinds of games 😊
Last edited by ArchSecter on Oct 1, 2014, 3:08:05 PM
Spoiler
"
TreeOfDead wrote:
Just a couple of ideas and some thoughts on how I'd like to see Path of Exile in the future.

Hope GGG Devs, Chris and all read my Suggestions and change something in the list, hope so.

UNIQUES

The philosophy and mechanics of uniques is desirable to change in the direction of strengthening and making them more build generators, ie to buff them. But it globally.

After fixing snapshot, many uniques are too weak and they need to be more strong, for example:

The Anvil:
  • Remove or reduce the value: % reduced Attack Speed; % reduced Cast Speed; % reduced Movement Speed (WAY too strong debuff for shitty amulet! IMO)
  • Increase the values ​​of: to Armour; maximum Block Chance; Chance to Block

Thief's Torment:
  • Remove or reduce the value: Can't use other Rings(Too strong debuff for "not so bad" ring)
  • Increase the values ​​of: Reduced Effect of Curses on You; Life & Mana gained

The Taming:
  • Increase the values ​​of: increased Elemental Damage; chance to Freeze, Shock and Ignite; increased damage per Freeze, Shock and Ignite on enemy

Pyre:
  • Increase the values ​​of: increased Burning Damage

Add more rolls, for example: - + All resistence; increased Cold and Fire.
Ming's Heart:
  • Remove or reduce the value: % reduced maximum Life; % reduced maximum Energy Shield
  • Increase the values ​​of: Gain % of Physical Damage as Extra Chaos Damage (30-50+ and make it "Melee only"); to Chaos Resistance
  • Make roll "only melee" or something => this will buff melees and not affect physical spell casters (like EK).

Le Heup of All:
  • Increase the values ​​of: each roll, and especially this one - increased Damage (Must be strong buff, like for example: 40-70% or so, that must be calculated and tested)

Death Rush:
  • Increase the values ​​of: each roll, and especially this one - You gain Onslaught (must be longer)

Meginord's Girdle:
  • Increase the values ​​of: Adds Physical Damage (20-50, for example); +Strength; increased maximum Life; increased Flask Life recovery rate (50-80+)

Immortal Flesh:
  • Remove or reduce the value: -to all Elemental Resistances; -to all maximum Resistances (Way too strong debuff for shitty belt)
  • Increase the values ​​of: to maximum Life; Life Regenerated per second; Mana Regenerated per second; -Physical Damage taken from Attacks

Headhunter:
  • Increase the values ​​of: to maximum Life; % increased Damage against Rare monsters; When you Kill a Rare monster, you gain its mods for seconds (40-60s+)

Doryani's Invitation:
  • Increase the values ​​of: increased ________ Damage; increased _________ Resistance

Add more mod/roll.
Belly of the Beast:
  • Increase the values ​​of: increased Armour; increased maximum Life; increased Flask Life Recovery rate

Bronn's Lithe:
  • Increase the values ​​of: each roll, and especially this one - increased Evasion Rating

Carcass Jack:
  • Increase the values ​​of: each roll, and especially this - increased Radius of Area Skills (40-50); increased Area Damage (25-40)

This unique is very weak and very much requires a huge enhancing/Buff! More Eva/ES; much more Life. Make huge buff for AoE rolls.
Death's Oath:
  • Remove or reduce the value: You take 450 Chaos Damage per second for 10 seconds on Kill

Foxshade:
  • Increase the values ​​of: each and every roll

Add survive (defensive) mods.
Hyrri's Ire:
  • Increase the values ​​of: each roll

Also must stack or give more chances for Acrobatics and gave every node from Acrobatics and after.
Infernal Mantle ie TROLL Mantle ie SHITTY vendor Unique:
  • Remove or reduce the value: increased Spell Damage taken when on Low Mana (Just remove it or reduce, Way too strong debuff for shitty chest that reduce your damage from ignite! Not only my opinion, community hate and leave game of this roll and bad unique as its now (who created it must be a troll or want to insult community), please make huge buff
  • Increase the values ​​of: Increase each and every positive roll!; % of Fire Damage Converted to Chaos Damage; increased Fire Damage (90-150+ overcaped, but at least make it realy strong); to Level of Fire Gems in this item

Add new mod/roll: +1(2) to Level Gems in this item
Kaom's Heart:
  • Increase the values ​​of: Life (Can be 600); increased Fire Damage (60-90, for example)

Soul Mantle:
  • Remove or reduce the value: Inflicts a random level 20 Curse on you when your Totems die

Rainbowstride:
Simply, return as it was in the beginning! With all fine rolls back as it was, or even better - buff every roll. Increase block chance applied to spells (20-40)
Kaom's Roots:
  • Increase the values ​​of: to Maximum Life (200-250)

Add new mod/roll: increased Fire Damage (40-80); Movement speed.
Atziri's Step:
  • Increase the values ​​of: each roll, and especially this one - % Chance to Dodge Spell Damage! And Life

Facebreaker:
Simply, return as it was in the beginning! With all fine rolls back as it was, or even better - buff every rolls. At least make maximum 900% roll or add MORE FB NODE (+ buff old node, melee physical damage and physical damage, maybe create new node for FB)
Change mechanics to make it Weapon, So we can play with other skill gems. Also do something with gems (active and supports) to make more gem work with FB.
FB need to be placed as 1H weapon, not gloves, like Knuckles (brass knuckles,fr. casse-tete) melee weapon and placed same where 1H weapon, so we can use gloves place it would be for resistance/armour and make great defensive/help for melee players. Please GGG and devs think about this idea! Hope to see what you think about it.
Voidbringer:
  • Remove or reduce the value: 80% increased Mana Cost of Skills (better if remove it)

Abyssus:
  • Remove or reduce the value: % increased Physical Damage taken
  • Increase the values ​​of: Adds Physical Damage; % increased Armour

Add some resistance mod.
Alpha's Howl:
After fixing snapshot this one will be trashed and vendored, so buff it strong.
  • Increase the values ​​of: each roll, and especially this one - % reduced Mana Reserved (12-25); +3 to Level of Aura Gems in this item

Add some new mod/roll and increase old mod.
Devoto's Devotion:
  • Increase the values ​​of: each roll

Geofri's Crest:
  • Increase the values ​​of: each roll, and especially this one - + to Level of Gems in this Item (2-3); Every Resistance roll

Add new mod, like Life, ES.
Hrimnor's Resolve:
  • Increase the values ​​of: each roll, and especially this one - % increased Fire Damage

The Three Dragons:
Unique is too weak, you need to add a lot of other bonuses/rolls/mods.
The Vertex:
  • Increase the values ​​of: each roll

Aegis Aurora:
Must be back legacy version - Return the previous version (legacy one - 4%), add new mod
  • Increase the values ​​of: each roll, and especially this one - % increased Armour and Energy Shield

Return the previous version - 4%
Prism Guardian:
  • Increase the values ​​of: each roll, and especially this - to Level of Aura Gems in this item ; Gems in this item have % reduced Mana Reservation

Add more new mod.
Lioneye's Remorse:
  • Remove or reduce the value: 5% reduced Movement Speed (better if remove it)
  • Increase the values ​​of: each roll, and especially this - % increased Armour; -Physical Damage taken from Projectile Attacks; Life

Add new mod
Soul Taker
After fixing snapshot will be less of a point to use it, so can be back before nerf version, or a slightly weaker than legacy, but stronger than now.
Atziri's Disfavour:
Very weak Unique for such hard way to farm (and this uber expensive as hell) and RAREST drop rate you ever create with NO damage, very disappointed and poorly balanced unique, not worth that much farming and such a low drop. Buff DPS, buff every roll and add new mods, make it a beast, not trash as it now.
  • Increase the values ​​of: each roll, and especially this - Adds Physical Damage; + to Weapon range (5-8); + to Level of Support Gems in this item; Add +1(2) level of gems in this item
  • Change your approach and overcoming your fear about unique, this Axe a good example of how it is possible to do very bad and weak endgame unique, that not worth to farm. Make tronger buff for realy ENDgame Axe.

Doryani's Catalyst:
  • Increase the values ​​of: each roll, and especially this - % increased Elemental Damage; % increased Global Critical Strike Chance; etc

BTW, nice unique, very cool and fun, hope we will see more like this one, but stronger (this one needs buff)
Pledge of Hands:
  • Increase the values ​​of: each roll, and especially this - % increased Spell Damage

Pillar of the Caged God
Worst 2H weapon... Request Uber rare items with specific uniques and specific nodes and we will get... same DPS as rare 2H that worth 1-2 ex, Great... Balanced? Hell no.
  • Increase the values ​​of: each roll, and especially this - % increased Area of Effect Radius per Intelligence; % increased Physical Weapon Damage per Strength

Prismatic Eclipse:
  • Increase the values ​​of: each roll, and especially this - + to Melee Weapon Range per White Socket; % increased Physical Damage with Weapons per Red Socket; etc

Increase base damage and add new mod
Void Battery:
  • Remove or reduce the value: % reduced Spell Damage
  • Increase the values ​​of: % increased Spell Damage per Power Charge; % increased Global Critical Strike Chance

Rumi's Concoction and Atziri's Promise
  • Increase the values ​​of: each roll

Any unique maps
  • Increase the values ​​of: drop bonus roll; IIQ/IIR on maps; exp

Drillneck:
  • Increase the values ​​of: each roll

Add more mod with defensive ability.
Stone of Lazhwar:
  • Increase the values ​​of: each roll

Add more mods with offensive and defensive ability.
Doon Cuebiyari:
  • Increase the values ​​of: each roll

Add more mods with offensive and defensive ability.
Incandescent Heart:
  • Increase the values ​​of: each roll, and especially this - of Elemental Damage taken as Chaos Damage; increased Armour and Energy Shield

Add more defensive mods
Daresso's Salute:
  • Remove or reduce the value: % reduced maximum Energy Shield
  • Increase the values ​​of: each roll, and especially this - increased Melee Damage when on Full Life; to Melee Weapon and Unarmed range

Add more offensive and defensive mods
Atziri's Splendour:
Increase the base values of Sacrificial Garb every stat, if it is new endgame craft base, so stats must be endgame, not as now: poor Evation, Armour, ES. It must be buffed.
  • Increase the values ​​of: each and every possible roll

Add more defensive mods and make it more unique than now (100 Life/Mana Gained on Kill is nothing special)

The philosophy and mechanics of uniques is desirable to change in the direction of strengthening and making them more builds generators, ie to buff them. But it globally.
Enough already afraid to do good and strong stuff! Now, everybody is tired of seeing new and VERY weak new uniques/base for rares that no one needs and only causes anger and negative emotions, stop it and start doing something worthwhile and necessary and not useless sh*t


Skill Gems

MANDATORY/NECESSARILY Nerf!:
- Detonate Dead - Even full party not a problem for DD, scales rly insane and kill everything solo in full party, OP DPS, NOT REQUEST LEVEL AT ALL!
- Puncture -
- Spectral Throw - ALL and every UBER Atziri runners are ST and its broken skill, hope you GGG will nerf it. Special request to nerf Daggers and so on, critical are way overpowered than any other game mechanics. It must be changed a lot. Buff for RT node and RT users with nerf for crits.
Even w/o snapshoting and uber items ST still easy do 50k DPS! With trash items and 50k DPS, nerf it.
After nerf (reduce gamage) - add 30% effectiveness or something to make less DPS from aura.
Change crit mechanics to make it less strong, less scale, less hit, less crit.
- Convocation - IMBA for summoners and make minion speed skill gem useless.
- Discharge - INSANE DPS, even with party still OP as hell, hope to nerf. BTW special for Mjölner its insane combo that kill 79 bosses ONE SHOT, need hard nerf and Mjölner must do less dmg from Discharge, its crazy combo.
- Flameblast - a little nerf.
- Power Siphon - same
- Raise Zombie - You create and balanced them for NO resummon, because with nice items even w/o snapshots Zombie still OP and broken, they kill Atziri in no time. Nerf their damage and life. Summoners must resummon them as many as possible times in map, not once.
- Righteous Fire - TRASH and broken skill gem that make viable with just 80% Fire resistence, RF will make you killing machine, will make your spell INSANE OP, make you afk bosses and kill them. GGG, please make it way more harder to use and LESS SPELL DMG, LESS FIRE DMG, More dangerous/harder to use, make more negative effect.
- Trap - nerf bonus dps or higher triggered time or something
- Cast On Critical Strike - OP, nerf chance to cast or something.


Request/need to Buff!:
- Each aura should be strengthened(buffed) by 20%; Vitality by 50-60% (If you GGG nerf Righteous Fire and Convocation than this buff for Vitality will not break for there builds, but help melee player)
- Each curse should be strengthened(buffed) by 20% (After nerf for magic/rare/unique monster less effectiveness, this buff will make curse more important)
- Decoy Totem (more base life, quality bonus life, life per lvl)
- Global Spell, elemental dmg, proj dmg must get globaly buff
- Devouring Totem
- Enduring Cry (longer duration, more AOE)
- Glacial Hammer
- Immortal Call
- Infernal Blow (more increased Physical Damage and higher (much higher) increase after 15lvl, not same as low lvl liner increase numbers), more Damage effectiveness (150-170), also Converted dmg make this gem weaker and worse, its like a debuff in many cases, so more bonuses for him would be fine and needed, increse Explosion deals Base Fire Damage equal to 40% of the corpse's maximum Life)
- shield charge
- Searing Bond (late game sucks)
- Blood Rage (less degen and more LL)
- Cyclone (Desync killing this gem (make unable to play), but still fun and would be great if he would be buffed)
- Fire Trap (late game more base dmg)
- Poison Arrow (make it playeble late game w/o trap please!)
- Arctic Breath
- Fireball (RLY SLOW, way too slow for game, buff damage and aoe), make 6,5-7% crit chance and higher base dmg starting from 15 lvl, bigger AoE, higher from 20 lvl + faster.
- Firestorm
- Frost Wall (increase duration, base and per lvl)
- Tempest Shield (buff block chance and REDUCE mana resercation!)
- Spell Echo (reduce % less dmg)
- Minion and Totem Elemental Resistance
- Increased Area of Effect
- Faster Casting
- Enlighten (12% for 3 lvl? Realy? Make real %, not this troll 12%)
- Concentrated Effect (buff damage and make less reduced Area of Effect radius)
- Added Chaos Damage (Make Huge buff)
- LMP & GMP (less mana cost) and bigger Proj dmg
- Faster Attacks
- Culling Strike (Make cull from 17% or 20%)
- Added Fire Damage
- Cast when Damage Taken (make it LESS "take a total of x Damage" this x insane high per lvl, and quality must be: % increased Effectiveness or Buff duration or something)
- Endurance Charge on Melee Stun
- Fire Penetration (for melee)
- Increased Duration
- Iron Will
- Life Gain on Hit
- Shockwave Totem
- Life Leech (Buff LL per lvl and Quality, change max to 50% life, not 20%)
- Melee Physical Damage
- Melee Splash (Its ONLY gem that make melee some AOE, this Great gem (only and best), but request a lot of buffs, strong buffs for damage on main target and from Splash AoE other monsters with a radius of 18-20 units to the hit and buff dmg to other targets) The main problem for melee are NO AoE, like spells have, and its a way out for all melee! Make buffs for this gem.
- Multistrike (Way too big debuff (less dmg penalty are insane big! And inc per lvl are way low)
- Reduced Mana
- Weapon Elemental Damage (Also must work with just Attacks, not only weapons)
Maybe make those gems scale more effectively? And not only there, most gems must be buffed and scale much better late game.
- Vaal gems ( Reduce Souls Per Use (requested souls to activate gem) and increase x2-x3 times Duration for all Vaal gems and AoE)

Need change or add more gems that would work with FB, why such discrimination in relation to FB players?

New gems:
"Hulk": work same as flameblast, but melee with high CD, charges everywhere and then BOOM, pure phys dmg, cant miss. Why not make it work with FB? Like in cartoons when Hulk hit and stun + damage everything near, looks fun imo.
Need more skills and special more pure physical with AoE.


Solo vs Party

Solo play is quite hard and unfair! Group play seems easier because hard situations occur less often
Add at soloing more experience and loot than the party.
Need to facilitate(ease/faster) leveling and expedite the receipt level. Then as it is now simply not doable for the majority of players and is a huge disadvantage for newcomers and for those who play for a few hours, since after lvl 80 it becomes RMT and too boring! After lvl 90 it requires clean and pushes everyone to RMT as it is not feasible without it. This needs to stop and change! Make it easier to get exp and lvl, it will hurt the RMT and improve the mood of the players.

Also it would be nice if the cut damage on a solo player game will make it easier vs party.

Remove "Players have Blood Magic" mod from maps as other stupid mod: ==>>> Monsters cannot be Stunned; Monsters deal x% extra Damage as Lightning; Monsters are immune to Curses; Monsters deal x% extra Damage as Cold; Monsters' Skills Chain x additional times; Monsters deal x% extra Damage as Fire; x% Monster Physical Resistance; Rare Monsters each have a Nemesis mod; Players have Elemental Equilibrium; Area has patches of desecrated ground; -x% maximum Player Resistances; Monsters Fracture (SHITTY roll); Area has patches of shocked ground; Players cannot regenerate Life or Mana; Players are cursed with Temporal Chains; Players are cursed with Vulnerability <<<<== remove there mods!
Remove Temporal Chain map roll from game!
Change Curse Immune to Curse Resistant or just remove this fail mod!

Increase monster packs and map size, increase exp from slain monsters, increase map and quantity on map.

Lightning thorns and corrupted blood must be nerfed. Also undying evangelists with high long shield must be reduced time and lower AoE from it.
Nerf Birdman (Gluttonous Gull/Avian Retch) and Devourer! They are overpowered.
Nerf Q'ura, Y'ara'az, A'alai, Caliga, Imperatrix, Paradisae Venenum

Make faster gain exp and faster leveling.

Maps need to be increased in drop rate at every tier. The system needs to be rewarding. If you spend weeks getting to the high 75+ maps, we should not be falling back to 66.

New recipes must not be secretly, they make way many benefits for who find it and there always a chance that no one find your new recipe.
Melee needs some buffs, special for solo melee players. Maybe curse immun node if melee? Or something to boost.

Reduce/nerf damage Rogue Exiles! They are stronger and harder than some bosses! Nerf them.
Nerf/rebalance some bosses that are way more OP than other bosses.

Nerf Atziri and UBER Atrizi monsters and her damage. Reduce/Nerf damage from Sarcifice map (normal Atziri and UBER Atziri) for all and each monsters in Hope map and small bosses to make RT and solo run it, not only ST cheat broken build.

Any plans to stop One Shot mechanics (Too high damage with fast attacks)? Change your policy with secret recipe, Few people keep secret vendor recipes for ages, make tons of currency, GGG is happy about it even if it give those few people knowing the secrets a net advantages in ladder races because of the wealth advantages they get form it. And how much money they got from secret recipes...
Why not buff base movoment speed? As is now its very slow (if you dont have a lot of MS from nodes and perfect boots).
Why not improve survival and protection/defence? Life + armour/eva/elemental resist buff?


When you plan to improve and buff Implicit modifiers on a piece of equipment: Adds 1–4 Physical Damage ring? Adds 2–3 Cold Damage? 4 Life Regenerated per Second? Maybe buff them?

Why 120 skill points max? Any plans to make new maximum lvl higher 120 and way way MORE skill points. Or make more skill points (180-250, not 120).

Reduce elemental damage from monsters. It's insane broken and must be Nerfed.

Add more higher Life Flasks with bigger Life regen, 3-4 higher tier Life Flasks would be great to see. Same for Mana Flask.

Increase base Mana and Life, increase Mana per Level, Mana node, Base start Mana pool.

Reduce Movement speed penalty from Body Armour (Chest) and Shields!
Spoiler

Solo a lot harder than playing with a ton of mediocre mechanic players with 25 different auras and summons pretending that it is as fun to play diablo with 5 of the same class standing right next to you. "The fun is scrambling for the loot bro". No, just no. There is a certain intimacy in playing the game in a skillful manner solo, knowing that even though you aren't playing with a party, you can make up for it. So buff for Rarity while solo woulbe be nice buff.
Add more higher Life Flasks with bigger Life regen, 3-4 higher tier Life Flasks would be great to see. Same for Mana Flask.

Reduce Movement speed penalty from Body Armour (Chest) and Shields!

How about make all/most active melee gems and with FB/1H/2H melee weapons will give temporal buff for life and armour/eva while you use FB/1H/2H melee weapon? Like if you have main skill gem - for example: Glacial Hammer (can be any MELEE only gem) + 1H/2H/FB(if you make it worked with FB) = make you buff + 100% Armours + 50% Life <== For example. This will make viable melee vs ranged/spells players and if you soo scary about PVP - just remove this buff when enter to PVP zone. Thats it!

Make bigger inventory! Add the 4 slots on the top and 8 on the sides Inventory.




ES/Life vs Life

It would be nice if base life and for lvl will increase more and bigger %node passive tree.
GGG nerf RF, Hybrid builds are WAY superior and much better with RF builds - give more DPS in no time and huge advantage against just life builds + RF on hybrid way safer, so NERF RF. Rly broken gem that make any build OP, dont request expensive items and gave free x200 more dps. This make hybrid builds insane Usable and OP with higher survive.

Low life with RF = Double OP and with Hybrid builds (ES/Life) thats realy easy.
Low life must be only for life builds or nerfed hard if will be the same, like x3 times less.

The problem of Life is that it is far more dangerous and harder against the powerful elemental monsters and map with elemental damage bonus, it also works a worse with life leech (remember 20% limit w/o Vaal Pact)
Much harder to collect a lot of life and less good than from the ES

Buff (Increase in x5-x8 times) Base start Life, Buff (Increase a lot) Life per LvL, Buff Life per STR
Make every 5 LvLs bonus 50 Life.

Make Different Base Life for each character (Marauder/Witch/Shadow... etc)

Make bonus Life IF Melee player.

More leech rate IF Melee player.
More Life per node, %Life and from STR.

Change Life leech has a fixed recovery rate equal to 80% of the character's maximum life per second. Similarly, mana leech has a fixed recovery rate equal to 62.5% of the character's maximum mana per second.
Need increase Leech rate.
More Life per node, %Life and from STR.



RT vs Crits

Resolute Technique must get bonus or as added new nodes with 200-300% more melee physical damage to catch up with the damage from crits.
Reduce the basic multiplier from 150% to 105-108%
If you make max 105-108% BASE crit multiplier and make harder getting chance to hit (way harder), than you can get back old multiplier roll on items. You can even buff a little legacy multiplier rolls on items.
If you make 105 - 108% base multiplier this will reduce OP broken daggers and make other type of weapon VIABLE AND PLAYEBLE! Rework base crit multiplaier to 105% or close.
Daggers; Claws; Staff and other crit weapon must get less base crit chance, it must be global nerf on all type of crit base weapon.

- "Enemy crit Strike Multi Reduction" very nice and great node! We need more like them.

RT need buffs and adding new nodes or add to RT more physcial damage (can be melee)
Increase every melee node, increase melee physical damage node x3-x4 and survive status for melee players.

Flask Local Recharge On Crit MUST BE REMOVED/DELETED from game!!!! This make crits superior and BEST strongest against non crit, REMOVE IT FROM GAME, broken roll that make recharge all flask INSTANTLY faster that non crit cant and never can.

Crits must be harder to hit and less often, crits must have less base crit on item and scale less effective.

Buff MELEE players! Buff Life and Melee physical Damage!


Ranged vs Melee

Since melee ALWAYS take damage and have very little variation to be as safe as Ranged it is necessary to create a new pair of nodes with increasing all-important means of survival (block/stun recovery/life/armour/EV/etc) and buff that already in game nodes for melee, for example: add a condition to the node that if you play 1H or 2H melee weapon you gain 200% than normal global defense, for example)
2H should have the same ""quiver item"" (dunno how name it new base item...) like ranged/bow players have, with more specific rolls and higher defensive stats than quivers can have.
Shield players must obtain a global buff for defens from shield, even if small, buff all ES/ARM/EV globaly for everyone.
1H+1H must be higher DPS than 2H (if GGG add new item as ""quivers"" (just example!), global more DPS elemental and physical if dual.
FB must allowed to use/play other skill gems, stop stop discrimination FB! Or add MORE PHYSICAL SKILL GEMS with fine AoE same as flameblast for spells, and facebreaker must be placed where 1H weapon is now + there must be any gloves on gloves slot.

Buff melee and physical players, buff defense for melee and global buff on pure armour shield and body chests.
Buff Marauder, Templar and Duelist area passive skill tree.


Passive Skill Tree and Nodes

Request/need to Buff!:
- Resolute Technique - Add bonus 200% more melee phys dmg or so (example) need to counter high crit uber dps with almost 95% chance to hit and 90% crit chance, no way its FAIR balance. Need HIGH boost RT!
- Accuracy nodes - should be raising the bar after 60% chance to hit or 40% and required accurecy, also must be max 80-85% chance to hit w/o RT. Right now Accuracy not such important as you think, some Dex and 1-2 item with accur = make you almost 90-95% chance to hit easy, with uber items its always maxed. Accuracy will be more important and balanced if the bar for chance hit will raise, highly raise.
- Armour - should be changed or severely hard relative to the current state must be protected from impact is stronger than it is now much better and work against strong impact.
Also Determination must stack better than Grace do, so must be global buff for ALL armour nodes (special big strong buff for big notable node)
- Life and STR - need to strengthen their globally and create more new mixed node
- Aura node - need to strengthen their globally and create more new node, special hard increase for reduced mana reserved, except (exclude) elemental aura.
- Inner Force and Effect of buffs on You - Purity already nerfed (First old purity with +max all res with 40% reserved) so you need to return this node as was or better to increase it and add more new nodes such
- Blood Magic must be Big NOTABLE main node and after that node there must be a many smaller nodes with big and great buffs, such as more dps, more survivs, biggest (70-80%) reduced mana reserved and etc
- Charges (End/Pow/Fren) must be longer
- Vaal Pack - must be 70-90% effectiveness, not 40%
- Every Melee phys dmg and Phys dmg must be buffed x3-x5 times.
- Add new spell block nodes - its already in game mechanic, so let it be more new and more variation
- Buff AoE node - globaly buff them: Radius and DMG
- Add more Elemental damage node and buff old one
- Split or make just Two nodes: Hex Master and Whispers of Doom (delete 3 small node with cast speed for curses), Also add 1-2 nodes as +1 curse. You GGG already nerfed All curses vs Rares and Bosses, so make them viable w/o snapshots and bugs
- Add new Reduced Duration nodes and slower project nodes
- Buff Durations node
- Add new AoE and Aura node
- Buff spell dmg and special fire node
- Buff Totems Node
- Add more and Buff Incresed Effect of Flasks node
- Add new Movement Speed node with mixed stats such as "Harrier"
- Add new and buff block node, add block spell new nodes
- Add new node as "Master of the Arena"
- Add new node as "Path of the Warrior"
- Add Iron Will passive skill node!
- Add 2-3 more Endur Charge node and place them closer to Marauder
- Buff start and nearest node from Marauder, each and all node near Marauder
- Buff node from Templar and near him
- Armour must get global buff, all nodes must be buffed globaly by 400-700%
- Add more or buff one node: Block chance applied to spells

Buff Marauder, Templar and Duelists area passive node.

Reserve mana must add their percentages together, and reserve that much mana. So if you're reserving 72% of your mana, then it will actually be 72%, not like 73% due to rounding. It's annoying that the auras each reserve their own rounded-up allotment of mana, instead of just adding their percentage to the overall reserved amount.

Need add new skill points (for example from new act3 quests - pirate and dominus)

Add new node (Notable-Big) that convert Accuracy to Melee Phys DMG or boost melee DPS with combo Resolute Technique.
Add new node to make immun for curses/debaffs for melee players.


Drop Rate

Drop rate MAPs, rare items, 5 links, Wisdoms, portals and other major small currencies (like Transmut, Scraps and Whetstones) should be raised much, not Rare currency (like Exalted/Chaos...)
Same with EXP: should be raised much per run, killing monsters, clear map.
If you solo - you get buff for loot (for example: 25-40%) and gain exp (30-50%)
Add auto pick currencies or make a button for who needs.

Add more Large chests with tons of items insade (even if they are white/magic).
Make a level X lvl area cannot drop items of base-level lower than X-5 lvls, unless unique.



Corruption/Vaal Orb

Reduced chance to make rare item (downgrade item), increase ALL possible corruption rolls globaly (amu/rings/belts/etc ie AoE/Duration/Light leech/Add Chaos dmg/etc)
Make more chance for corruption roll, not just corrupt item or white socket. Make less chance for 1-2 white sockets and increase chance for 4-6 white sockets (only if rolled chance for white socket)
Add MORE corruption rolls that can be, more variations and bigger rolls/stats. We need more good and strong mods/rolls from good corruption! Make us happy and create more corruptions mods to us GGG, please!
Helmets must have +1-2 to level in this item corrution roll, and more new rolls.

More variations for good corruption on item and increase numbers on roll, buff chance for good roll.
GEMS:

Negative downgrade must be reworked to: corrupted and make this gem WHITE! It will help those who get broken BCS OF YOU GGG and dont have 1000k chromatics to recolor EVERY TIME all items! If gem will be white - he can be paced to any items with any color same as Portal gem, and will help who dont have 1000k chrom, BCS YOU STILL NOT BUFF CHROMATICS offcolor chance, GGG. You MUST buff chromatics for easier, way much more easy make any colors. Still for poor players make WHITE CORRUPTED GEM would be great! Please think about it GGG.


UPD
Crafting vs Worst Gambling
UPD
Mechanic currency/orbs should be reviewed and changed in the direction of facilitating craft (help craft and make it more viable for everyone)!

Magic (Blue) Items must have 3 mods, not 2! This will reduce the price of Craft and make Craft more affordable for ALL players and not exclusively the richest and most greedy in the entire game. This will make intermediate type of items saccessible and convenient.

Magical things (Items) must fall to the disclosed (identified) because now no one picks up them and they only interfere with everything (its profanation whats they are now, they are useless), then how to implement now nobody wants to pick them up and reveal what was on the property, it's not worth that. Magic (Blue) Items must have 3 mods, not 2.
We need to remove the vendor in the sale of the recipe magic items receive Wisdom, as a waste of Wisdom on the disclosure of things and getting shard Wisdom and 2 properties are not worth it! This is an urgent need to change! Magic item must have maximum 3 mod and always drop already identified.

The maximum number of properties (mods) to be 7 and not 6 as it is now! Seventh should be a bonus Suffix


Necessary to facilitate the Craft stuff, here's another idea: - can be used Exalted on item and get a random mod but not below the top 3 modes (but randomly roll); OR if you do not want to test your luck, then you can have new game NPCs (Forsaken Masters) pay 2-4 Exalted and get on your choice 3-6 rolls 1 top mod. This will facilitate the craft and make the game more interesting!
Eternal Orb is needed since for EndGame items will be used to craft the perfect tense modes and right roll and it will make the game less focused on the trade! Think about this idea GGG :)

Remove - delete from the game some of the properties on this below written.

- Chromatics: should be increased much (much higher chance!) chance to change the color on offcolor, with WAAAY less chromatics as its now. Its worst when you need some off and you MUST waste 10-100k chroms for NOTHING, must be changed, ASAP.
- Jewellers/Fusings: should be increased chance to make 6 sockets/5 and 6 links (at least 50-300%)
- Scroll of Wisdom and other main smaller currency drop rate must be buffed, even if a little bit.
- Scraps and Whetstones: should be have higher chance to make links and drop rate must be higher.
- Glassblower's Bauble: There must be a way to disable/remove quality from Flask if no need for it. Also must be buffed all life and maybe mana flasks
- Cartographer's Chisel: Main problem PoE - DROP and chisels only and only way to help players get AT LEAST 1 map or SOME rare items, would be great if you GGG make max quality on maps 50%, not 20%, it will make maps MORE popular and worth it.
- Vaal Orb: allow change colors for corrupted items! MUST BE allowed!
- Make a better system for 6 linking - buff chance to links, as is now its pain and hell for everyone, chance to get 6 links are way (WAY) low, increase chance to get 6 links please!

Get rid/remove there rolls:

- Physical Damage To Return To Melee Attacker
- Flask Local Recharge On Crit MUST BE REMOVED/DELETED from game!!!! This make crir superior and BEST strongest buff vs non crit, REMOVE IT FROM GAME, broken roll that make recharge all flask INSTANTLY fast that non crit cant.
- Flask Effects need huge strong buffs or removed
- Local Socketed _____ Gem Level + - need combine to one roll or removed/hardly changed to 1 roll, not separate 2 roll ( +lvl and +ele/melee lvl)
- Base Maximum Life - buffed/changed (combine) ilvl req with new mod/roll with higher life and more variative numbers.
- Staff and 2H spell roll must be removed or x3-x5 times buffed, bcs no point to play 2H with same spell dmg as 1H and get bonus from shield spell/etc rolls
- Weapon Elemental Damage +% - remove from game, only make harder craft and useless low.
- Accuracy - must be changed as chance to hit - make Accuracy more important and request tons for +% chance hit, so nerf or rebalance minimum requested accuracy
- Life Gain on Attack Hit - just remove it
- Life Gained on Enemy Death - kill it with fire and never add in game
- Life Regeneration - same, worst roll as life gain on kill
- Mana Gained on Enemy Death - same, remove it
- Reduced Attribute Requirements - buff chromatics off and remove this roll
- Base Stun Recovery
- Light radius
Get rid/remove there rolls that are listed here.

Right now gambling ("craft?"): random, frustrating, disappointment and unrewarding! Unbeliveable time investments and this must be changed!
Buff 6 Linking! Also some idea:
-Orbs of Fusion no longer have a chance of lowering the number of links on an item. There is still a fair chance that the number of links will remain unchanged, or will link in different ways.
-Orbs of Fusing only consume item quality when they increase the number of links. If the number of links is not raised, the quality level remains the same and will provide the same statistical link bonus on the next attempt. (I feel that this would pair especially well with the next suggestion.)
-Remove 20% quality cap on weapons and armor. Any quality above 20% would ONLY increase the likelihood of a more links or slots, and would not increase item stats.

Make easier change colours and off with chroms! Need boost for chroms.

GGG Any plans to make bigger Ladders (15000 rly low)? Many sites and players use Ladders Standard/HC/Dominion/Nem and 15000 (max right now) very very low, need 55000-150000.

Do you have any plan or way to sort and order the stash. Like the ability to find certain gems by various parameters. There really needs to be a way to sort and order the stash.

Make MTX and allow us change font color/design of currency items/items

Need to make the maps more interesting - it is necessary to increase the quantity of the maps and the drop rate of yellow items w/o any IIR and MF. Currency (Orbs) must drop more more often and gain exp more faster.
Need to do masters ONLY on the map - this will increase the number of players using the MAP and provide for the passage of the influx of low-leveled MAP, rather than discarding and disappointment at the low Level Drop MAP (66-69+)

Buff Life/Mana (base, start), per level, passive node.
Make 40 Life per level and much more Base Life.
Same for Mana.
Do more, much more than 120 points on 100 level and for Quests, there must be more Quests with Bonus passive skill points.


FaceBreaker

Change (modify) a place for FaceBreaker at the place where main one-handed weapons now, there is a slot where now the gloves should be free and will provide an opportunity to increase of survival and removes a lot of negative points per game with FB! This will improve the balance and enable farm End game content is on par with everyone else.
As well it will improve the high lvl players on par with other high lvl builds, which is important.

How balance FB? Simply! - Return as it was in the beginning! With all fine rolls back as it was, or even better - buff every rolls. At least make max 900+% roll or MAKE MORE NODE (+ buff old node) for FB!
AND make it WEAPON! So we can play with other skill gems, not just Inf Blow, Cyclone, Dom Blow and Frenzy... Is that variation, fun? Make FB = W E A P O N! Or do something with gems (active and supports) to make them work with FB.
FB need to be placed as main 1H weapon, not gloves, like Knuckles (brass knuckles,fr. casse-tete) melee weapon and placed same where main 1H weapon, so gloves place would be free for res/armour gloves and make great surv/help for melee players. Please GGG and devs think about this idea.

Make attack speed 2,2 or 2,5.
Make better scales with melee physical node and physical damage.
More base damage (not 2-6): 20-50
More and MUCH higher melee physical and physical damahe node.
More base defensive while use FB

Need more AoE physical gem that would work with FB, more variations and more support gems that work with FB.


Shrines; StrongBoxes; Etc

NERF Rogue Exile DMG! Nerf HARDLY! Some of them stronger than Bosses and unreal to beat/fight vs most builds, only specific builds fine, but thats worst, NERF DMG Rogue Exile GGG! Nerf them! And Buff drop and number (amount) of Rogue Exile for each MAP/Location after you nerf their DMG.

2-3 Shrines MUST BE per MAP/Location! Not 0,5% to spawn Shrine per Map/Location, ITS YOUR CONTENT AND YOU RUIN IT! MAKE THEM SPAWN 2-3(maybe some times 4) per Map/Location
Buff EVERY Shrine bonuses to make them needed and viable.

StrongBoxes THE BEST CONTENT YOU EVER MAKE IN GAME! Buff drop and number (amount) of boxes for each MAP/Location, You must make them MORE per run. THEY ARE GREAT CONTENT! Greatest! We need more StrongBoxes! Special Cartographer's Strongbox!


Nerf unique Invasion Bosses, also nerf their DMG and make them spawn on maps (after you nerf them HARDLY! Like x5-x10 times).

Necessary to facilitate and speed up leveling, this will encourage more players to try out new builds and reduce the negative emotions of accidental death and loss experience or character.
Make strong buff: Decoy Totem (more base life, quality bonus life, life per lvl)
- Infernal Blow (more increased Physical Damage and higher (much higher) increase after 15lvl, not same as low lvl liner increase numbers), more Damage effectiveness (150-170), also Converted dmg make this gem weaker and worse, its like a debuff in many cases, so more bonuses for him would be fine and needed, increse Explosion deals Base Fire Damage equal to 40% of the corpse's maximum Life) And must be more Physical damage for leeching and to fight with fire resist monsters.
- Culling Strike (Make cull from 18% or 20%)
- Melee Physical Damage
- Melee Splash (Its ONLY gem that make melee some AOE, this Great gem (only and best), but request a lot of buffs, strong buffs for damage on main target and from Splash AoE other monsters with a radius of 20-25 units to the hit and buff dmg to other targets) The main problem for melee are NO AoE, like spells have, and its a way out for all melee! Make buffs for this gem.

Reduced chance to make rare item (downgrade item), increase ALL possible corruption rolls globaly (amu/rings/belts/etc ie AoE/Duration/Light leech/Add Chaos dmg/etc)
Make more chance for GOOD corruption roll

Change Life leech has a fixed recovery rate equal to 80% of the character's maximum life per second. Similarly, mana leech has a fixed recovery rate equal to 62.5% of the character's maximum mana per second.
Need increase Leech rate.
40-50 Life per level


Number, and quantity variations of are merely exemplary and are not 100% accurate correlation and absolutely exact, it's just about to take an example. Im not a developer, members of GGG team or alpha tester! All the same, any variations and suggestions for improvement would not have been accurate, as neither I nor you are proffessional programmers working in the office GGG and who know more than we do with you.
Like any normal player, I just gave an example of a slight exaggeration viewed at the fact that the variations given me will be very much reduced, and better than understate exaggerate, as they say :D

I apologize if I have given the variation number questioned the need to strengthen and improve the content, not troll just misunderstanding.
Hope to see all that is written not only trolls and haters!


Who read all really?
Neden yaşıyorsun?
Buff Resolute Technique! Better AoE for Melee! Nerf monster and boss damage!


Silarkar Yes i said about increase size for every maps and add more monsters, so IF 77 droped for someone he got more chance to find maps (by slain more monsters and longer fun).
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Buff Resolute Technique! Better AoE for Melee! Nerf monster and boss damage!
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"
TreeOfDead wrote:
Just a couple of ideas and some thoughts on how I'd like to see Path of Exile in the future.

Hope GGG Devs, Chris and all read my Suggestions and change something in the list, hope so.

UNIQUES

The philosophy and mechanics of uniques is desirable to change in the direction of strengthening and making them more build generators, ie to buff them. But it globally.

After fixing snapshot, many uniques are too weak and they need to be more strong, for example:

The Anvil:
  • Remove or reduce the value: % reduced Attack Speed; % reduced Cast Speed; % reduced Movement Speed (WAY too strong debuff for shitty amulet! IMO)
  • Increase the values ​​of: to Armour; maximum Block Chance; Chance to Block

Thief's Torment:
  • Remove or reduce the value: Can't use other Rings(Too strong debuff for "not so bad" ring)
  • Increase the values ​​of: Reduced Effect of Curses on You; Life & Mana gained

The Taming:
  • Increase the values ​​of: increased Elemental Damage; chance to Freeze, Shock and Ignite; increased damage per Freeze, Shock and Ignite on enemy

Pyre:
  • Increase the values ​​of: increased Burning Damage

Add more rolls, for example: - + All resistence; increased Cold and Fire.
Ming's Heart:
  • Remove or reduce the value: % reduced maximum Life; % reduced maximum Energy Shield
  • Increase the values ​​of: Gain % of Physical Damage as Extra Chaos Damage (30-50+ and make it "Melee only"); to Chaos Resistance
  • Make roll "only melee" or something => this will buff melees and not affect physical spell casters (like EK).

Le Heup of All:
  • Increase the values ​​of: each roll, and especially this one - increased Damage (Must be strong buff, like for example: 40-70% or so, that must be calculated and tested)

Death Rush:
  • Increase the values ​​of: each roll, and especially this one - You gain Onslaught (must be longer)

Meginord's Girdle:
  • Increase the values ​​of: Adds Physical Damage (20-50, for example); +Strength; increased maximum Life; increased Flask Life recovery rate (50-80+)

Immortal Flesh:
  • Remove or reduce the value: -to all Elemental Resistances; -to all maximum Resistances (Way too strong debuff for shitty belt)
  • Increase the values ​​of: to maximum Life; Life Regenerated per second; Mana Regenerated per second; -Physical Damage taken from Attacks

Headhunter:
  • Increase the values ​​of: to maximum Life; % increased Damage against Rare monsters; When you Kill a Rare monster, you gain its mods for seconds (40-60s+)

Doryani's Invitation:
  • Increase the values ​​of: increased ________ Damage; increased _________ Resistance

Add more mod/roll.
Belly of the Beast:
  • Increase the values ​​of: increased Armour; increased maximum Life; increased Flask Life Recovery rate

Bronn's Lithe:
  • Increase the values ​​of: each roll, and especially this one - increased Evasion Rating

Carcass Jack:
  • Increase the values ​​of: each roll, and especially this - increased Radius of Area Skills (40-50); increased Area Damage (25-40)

This unique is very weak and very much requires a huge enhancing/Buff! More Eva/ES; much more Life. Make huge buff for AoE rolls.
Death's Oath:
  • Remove or reduce the value: You take 450 Chaos Damage per second for 10 seconds on Kill

Foxshade:
  • Increase the values ​​of: each and every roll

Add survive (defensive) mods.
Hyrri's Ire:
  • Increase the values ​​of: each roll

Also must stack or give more chances for Acrobatics and gave every node from Acrobatics and after.
Infernal Mantle ie TROLL Mantle ie SHITTY vendor Unique:
  • Remove or reduce the value: increased Spell Damage taken when on Low Mana (Just remove it or reduce, Way too strong debuff for shitty chest that reduce your damage from ignite! Not only my opinion, community hate and leave game of this roll and bad unique as its now (who created it must be a troll or want to insult community), please make huge buff
  • Increase the values ​​of: Increase each and every positive roll!; % of Fire Damage Converted to Chaos Damage; increased Fire Damage (90-150+ overcaped, but at least make it realy strong); to Level of Fire Gems in this item

Add new mod/roll: +1(2) to Level Gems in this item
Kaom's Heart:
  • Increase the values ​​of: Life (Can be 600); increased Fire Damage (60-90, for example)

Soul Mantle:
  • Remove or reduce the value: Inflicts a random level 20 Curse on you when your Totems die

Rainbowstride:
Simply, return as it was in the beginning! With all fine rolls back as it was, or even better - buff every roll. Increase block chance applied to spells (20-40)
Kaom's Roots:
  • Increase the values ​​of: to Maximum Life (200-250)

Add new mod/roll: increased Fire Damage (40-80); Movement speed.
Atziri's Step:
  • Increase the values ​​of: each roll, and especially this one - % Chance to Dodge Spell Damage! And Life

Facebreaker:
Simply, return as it was in the beginning! With all fine rolls back as it was, or even better - buff every rolls. At least make maximum 900% roll or add MORE FB NODE (+ buff old node, melee physical damage and physical damage, maybe create new node for FB)
Change mechanics to make it Weapon, So we can play with other skill gems. Also do something with gems (active and supports) to make more gem work with FB.
FB need to be placed as 1H weapon, not gloves, like Knuckles (brass knuckles,fr. casse-tete) melee weapon and placed same where 1H weapon, so we can use gloves place it would be for resistance/armour and make great defensive/help for melee players. Please GGG and devs think about this idea! Hope to see what you think about it.
Voidbringer:
  • Remove or reduce the value: 80% increased Mana Cost of Skills (better if remove it)

Abyssus:
  • Remove or reduce the value: % increased Physical Damage taken
  • Increase the values ​​of: Adds Physical Damage; % increased Armour

Add some resistance mod.
Alpha's Howl:
After fixing snapshot this one will be trashed and vendored, so buff it strong.
  • Increase the values ​​of: each roll, and especially this one - % reduced Mana Reserved (12-25); +3 to Level of Aura Gems in this item

Add some new mod/roll and increase old mod.
Devoto's Devotion:
  • Increase the values ​​of: each roll

Geofri's Crest:
  • Increase the values ​​of: each roll, and especially this one - + to Level of Gems in this Item (2-3); Every Resistance roll

Add new mod, like Life, ES.
Hrimnor's Resolve:
  • Increase the values ​​of: each roll, and especially this one - % increased Fire Damage

The Three Dragons:
Unique is too weak, you need to add a lot of other bonuses/rolls/mods.
The Vertex:
  • Increase the values ​​of: each roll

Aegis Aurora:
Must be back legacy version - Return the previous version (legacy one - 4%), add new mod
  • Increase the values ​​of: each roll, and especially this one - % increased Armour and Energy Shield

Return the previous version - 4%
Prism Guardian:
  • Increase the values ​​of: each roll, and especially this - to Level of Aura Gems in this item ; Gems in this item have % reduced Mana Reservation

Add more new mod.
Lioneye's Remorse:
  • Remove or reduce the value: 5% reduced Movement Speed (better if remove it)
  • Increase the values ​​of: each roll, and especially this - % increased Armour; -Physical Damage taken from Projectile Attacks; Life

Add new mod
Soul Taker
After fixing snapshot will be less of a point to use it, so can be back before nerf version, or a slightly weaker than legacy, but stronger than now.
Atziri's Disfavour:
Very weak Unique for such hard way to farm (and this uber expensive as hell) and RAREST drop rate you ever create with NO damage, very disappointed and poorly balanced unique, not worth that much farming and such a low drop. Buff DPS, buff every roll and add new mods, make it a beast, not trash as it now.
  • Increase the values ​​of: each roll, and especially this - Adds Physical Damage; + to Weapon range (5-8); + to Level of Support Gems in this item; Add +1(2) level of gems in this item
  • Change your approach and overcoming your fear about unique, this Axe a good example of how it is possible to do very bad and weak endgame unique, that not worth to farm. Make tronger buff for realy ENDgame Axe.

Doryani's Catalyst:
  • Increase the values ​​of: each roll, and especially this - % increased Elemental Damage; % increased Global Critical Strike Chance; etc

BTW, nice unique, very cool and fun, hope we will see more like this one, but stronger (this one needs buff)
Pledge of Hands:
  • Increase the values ​​of: each roll, and especially this - % increased Spell Damage

Pillar of the Caged God
Worst 2H weapon... Request Uber rare items with specific uniques and specific nodes and we will get... same DPS as rare 2H that worth 1-2 ex, Great... Balanced? Hell no.
  • Increase the values ​​of: each roll, and especially this - % increased Area of Effect Radius per Intelligence; % increased Physical Weapon Damage per Strength

Prismatic Eclipse:
  • Increase the values ​​of: each roll, and especially this - + to Melee Weapon Range per White Socket; % increased Physical Damage with Weapons per Red Socket; etc

Increase base damage and add new mod
Void Battery:
  • Remove or reduce the value: % reduced Spell Damage
  • Increase the values ​​of: % increased Spell Damage per Power Charge; % increased Global Critical Strike Chance

Rumi's Concoction and Atziri's Promise
  • Increase the values ​​of: each roll

Any unique maps
  • Increase the values ​​of: drop bonus roll; IIQ/IIR on maps; exp

Drillneck:
  • Increase the values ​​of: each roll

Add more mod with defensive ability.
Stone of Lazhwar:
  • Increase the values ​​of: each roll

Add more mods with offensive and defensive ability.
Doon Cuebiyari:
  • Increase the values ​​of: each roll

Add more mods with offensive and defensive ability.
Incandescent Heart:
  • Increase the values ​​of: each roll, and especially this - of Elemental Damage taken as Chaos Damage; increased Armour and Energy Shield

Add more defensive mods
Daresso's Salute:
  • Remove or reduce the value: % reduced maximum Energy Shield
  • Increase the values ​​of: each roll, and especially this - increased Melee Damage when on Full Life; to Melee Weapon and Unarmed range

Add more offensive and defensive mods
Atziri's Splendour:
Increase the base values of Sacrificial Garb every stat, if it is new endgame craft base, so stats must be endgame, not as now: poor Evation, Armour, ES. It must be buffed.
  • Increase the values ​​of: each and every possible roll

Add more defensive mods and make it more unique than now (100 Life/Mana Gained on Kill is nothing special)

The philosophy and mechanics of uniques is desirable to change in the direction of strengthening and making them more builds generators, ie to buff them. But it globally.
Enough already afraid to do good and strong stuff! Now, everybody is tired of seeing new and VERY weak new uniques/base for rares that no one needs and only causes anger and negative emotions, stop it and start doing something worthwhile and necessary and not useless sh*t




I couldnt read more than the first spoiler...I...just...couldnt

Ming's Heart:
  • Remove or reduce the value: % reduced maximum Life; % reduced maximum Energy Shield
  • Increase the values ​​of: Gain % of Physical Damage as Extra Chaos Damage (30-50+ and make it "Melee only"); to Chaos Resistance
  • Make roll "only melee" or something => this will buff melees and not affect physical spell casters (like EK). [b]Rainbowstride[/b]: [list] Simply, return as it was in the beginning! With all fine rolls back as it was, or even better - buff every roll. [b]Increase block chance applied to spells (20-40)[/b]


Le Heup of All:
  • Increase the values ​​of: each roll, and especially this one - increased Damage (Must be strong buff, like for example: 40-70% or so, that must be calculated and tested)



Doryani's Catalyst:
  • Increase the values ​​of: each roll, and especially this - % increased Elemental Damage; % increased Global Critical Strike Chance; etc


eyes bleeding.

Melee 2 Hander Since nemesis.

Melee forever!
Is this like a rally by him alone bumping and asking the higher ups to do these ridiculous requests?

I've read the first spoiler its basically a rant on how downsides of uniques are bad. 2nd one 1st few lines, he wants to have critical strikes damage the same as normal attacks LOL. Challenge yourself and read up to the next few spoilers if you can stand it.
"Get rich or die grinding"

Lvl 100 Ascendant - RadioactiveSago: HIGHEST KB tooltiplordz in all of PoE (view-thread/1636451)
Lvl 100 Assassin - Chonkeyy: Omnislasher 2 mil DPS Flicker Build (view-thread/1571744)
Aren't you tired of bumping this?
Another quality ZAP! post.
Buff Resolute Technique! Better AoE for Melee! Nerf monster and boss damage!
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