Path of Exile

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Stash tabs are certainly real money for gameplay advantage. They're something that the f2p doesn't have, and if used correctly, have an in-game effect.

The advantage (when compared to the effort it would take to make and run mule accounts and multibox) is small enough to fall below most people's acceptable level.

Of course I wish that GGG didn't charge for it at all and never had deal with anyone's opinionated thresholds and instead stayed true to their mission of "pure" F2P, but that's not what GGG wanted. Past that, it's probably not wrong to say that the game as it is now exists purely because of stash tab purchases.

Anyway, this is like a 4 year old argument around here and everyone that actually cares strongly about it left years ago when they realized GGG wouldn't budge.
If you were helped, please pay it forward.
Fun is not a winner-takes-all game.
"
Aim_Deep wrote:
Key to not being bored is reroll a lot because PoE has no end game.

Best way to play the game for sure.

Anything else is better suited by a fully-featured MMO (or an actual fighting game if you're into PvP).
If you were helped, please pay it forward.
Fun is not a winner-takes-all game.
As an aside, every "leveling unique" feels like wasted design space to me. It shouldn't be impossible to put bits on them that can make the item useful into later sections of the game, especially now that we have +X/Level affixes.

Making the "leveling uniques" a hell of a lot more interesting is a great way for GGG to reuse existing content (3d art, 2d art, lore).

---

As an example of this, and one of my current "I wish it was just a little bit better" uniques:

Quecholli currently has:
. (80-100)% ipd
. +5-25 phys
. +(25-50) all attributes
. +10 lgok
. Enemies killed explode dealing 10% of their life as fire damage

Change it to:
. (80-100)% ipd
. +5-25 phys
. +(25-50) all attributes
. +10 lgok
. Enemies killed explode dealing 10% of their life as fire damage
. +2 fire damage added to spells per level

Quecholli is an absolute blast to use, but being so low level, it's virtually worthless for attacking builds after act 3 normal.

However, its unique effect (corpse explosion on everything) can certainly scale into late cruel and merciless and even low maps via casting builds. Currently though, even counting the corpse explosion into your damage, it's lacking any offensive caster stats that a comparable rare would have -- no global crit, cast speed, added spell damage, or +spell levels.

The +attributes are a godsend already for certain casters, so that doesn't need to be touched. The physical stats and the LGOK are ignorable, but keep its purpose as a "leveling unique".

Adding "+2 fire damage/level to spells" is roughly equivalent to supporting all of your spells with a fire version of Added Cold/Light/Chaos support gem.

It'll still be handily outdone in raw dps by any casting staff, but it should be good enough to try and build off the corpse explosion at higher levels (alongside stuff like dual -fire res curse, possibly EE as well).
If you were helped, please pay it forward.
Fun is not a winner-takes-all game.