My ideas for unique items (just spitballing ;))

"
Panini_aux_olives wrote:
I'd keep only one of the three current drawbacks and add one that also affect CI. And I'd also remove the +skill lvl bonus, or maybe set it at most to +1.

any good suggestion for drawback affecting CI? i mean i know most drawbacks do aslong as they do not interact with CHaosdmg just wouldnt mind to hear your thughts.
Just forget the whole chaos thematic for drawbacks. This way it's fair for all builds.

example of drawback: X% increased damage taken for each corrupted item or gem equipped. X% to be balanced ;)
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives#1967 on May 8, 2015, 1:21:36 PM
Or split the 100% mana cost as chaos damage to 25% fire, cold, lightning and physical damage.
"
13000 wrote:
Item 1 [Chest Armour]
Spoiler
Unmovable Fortress
Unique full dragon scale
Armour: 335
Evasion: 266
Requires Level 63, 115 Str, 94 Dex
-----
Your Block Chance is Always 30%
25-30% increased two-handed Melee damage.
Immune to Knockback
Immune to stun.
Grants Iron Reflexes.
25-20% decreased Cast speed.
10% decreased movement Speed.
-----
When you sit and eat be as the mountain.
When you stand and walk be as the mountain.
When you fight and brawl be as the mountain.
When you sleep at night be as the mountain.
the mountain does not move at all.

Potentially a very thematic item, although I think it could be more cohesive. Rather than explain mod-by-mod, I'll just show you how I might design this item:

"Socketed skills are supported by level n Fortify.
Your block chance is always n.
n% increased two handed melee damage.
You cannot be knocked back.
You cannot be stunned.
You cannot evade attacks.
100% less movement speed."

You are the mountain, and the mountain does not move. Obviously, movement is a necessity of the game, so the drawback translates to use of movement attack skills as your sole mode of transportation. Also, keystones on uniques are (generally) bad design because it complicates future passive tree rebalance. Rather than grant IR outright, I went with a drawback which might encourage its use, but can also be leveraged to grant Fortify (which is pretty mountain-like!)


Item 2 [belt]
Spoiler
Alchemists Belt.
Unique Leather Belt
Requires Level 63
+(25 to 40) to maximum Life
-----
+10-15% chaos resistance
+10-15% fire resistance
Gain 2 souls whenever you activate a flask.
Gain 5 flask charges on Vaal skill activation.
+5-10% increased elemental damage
+10% increased charge gain for flasks.
-----
A true alchemist does not concern herself with making gold.
A true alchemist concerns herself with making souls.

I like the idea of soul-gain on a unique item, but associating it with flask charges is the wrong way to go about it. This belt would facilitate 100% Vaal skill uptime with no drawback.

Item 3 [Gloves]
Spoiler
Chandres Tactile gloves
unique Serpentscale Gauntlets
Armour: 68
Evasion: 68
Requires Level 50, 50 Str, 50 Dex
-----
Steal Charges from monsters killed.
+20-25 to all attributes.
-3% to Maximum elemental resistances.
1% additional maximum fire resist Per Endurance charge.
1% additional maximum Cold resist Per Power charge.
1% additional maximum Lightning resist Per Frenzy charge.
Gain 12% Spell Dodge when you have at least 3 of each type of charge.
Grants Challenging Cry.
Spoiler
Challenging cry
Active Skill.
Attribute(s) None
Keywords Cry, AoE
Cooldown Time 4 sec
Cast time 0.5 secs
Radius 60
Performs a warcry, Taunts all nearby enemies to attack the caster. Enemies Taunted each have:
4% Chance to gain endurance charge.
+1% Per 100 strength of caster.
4% Chance to gain Power charge.
+1% Per 100 Intelligence of caster.
4% Chance to gain Frenzy charge.
+1% Per 100 Dexterity of caster.
Caster receives 10% decreased armor and evasion for 4 sec.
Caster receive 50% increased armor and evasion Per 100 Monsters taunted (for 4 sec).

-----
Had they come themselves, Chandre Would have perished soon.
But to be safe they sent their horde of minions before them.
Little did they know...

This is too complicated to actually become a unique, but I like it.

Item 4 [ring][Broken :P] will have to think some more on this one.
Spoiler
Desires Gift
Unique Unset Ring
Requires Level 45
Has 1 Socket
-----
+3 to levels of gem in this item.
Gem in this item is Supported By all support gems in your gloves.
Gem In this item is Supported By level 1 added Chaos.
30-25% reduced chaos resistance.
5-8% increased elemental resistance.
5% increased damage over time taken for each corrupted equipment piece or corrupted gem you have equipped.
100% of mana cost of gem equipped in this taken as chaos damage over 2 sec on cast.
-----
Just one more whispers the voice of desire.
And when one more had been taken,
It whispered the same again.

I really like the idea of an item that receives supports from other items (it's a concept I used for one of my unique ideas--a shield fashioned as a net that had something along the lines of "sockets in this item cannot be linked; skills socketed in this item are supported by gems in your main hand."). I especially really like the idea of an unset ring that is supported by your gloves. I'd leave this item as "Skills in this item are supported by gems in your gloves" and nothing more. It essentially grants an extra 5L, but at the cost of ring affix and active skill gems in your gloves.

Item 5 [Shield]
Spoiler
Poor Knights Shield.
Unique Copper Tower Shield
Chance to Block: 24%
Armour: 166
Requires Level 24, 62 Str
-----
+1 Level to vaal gems in this item.
+800 Armour against normal monsters.
+4% Block chance against magic monsters
+8% Block chance against rare monsters
+12% block chance against Unique monsters.
Your block chance is unlucky.
Vaal gems in this item gain 8 Souls each on block.
+25 Life
+25 Mana

Some wording that translates to "gain souls on block based on the blocked enemy's rarity" (behind the scenes--1, 2, 3, and 4 respectively) and you might have a balanced soul generation item.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Thanx for your feed back CanHasPants!

"
CanHasPants wrote:
"
13000 wrote:
Item 1 [Chest Armour]
Spoiler
Unmovable Fortress
Unique full dragon scale
Armour: 335
Evasion: 266
Requires Level 63, 115 Str, 94 Dex
-----
Your Block Chance is Always 30%
25-30% increased two-handed Melee damage.
Immune to Knockback
Immune to stun.
Grants Iron Reflexes.
25-20% decreased Cast speed.
10% decreased movement Speed.
-----
When you sit and eat be as the mountain.
When you stand and walk be as the mountain.
When you fight and brawl be as the mountain.
When you sleep at night be as the mountain.
the mountain does not move at all.

Potentially a very thematic item, although I think it could be more cohesive. Rather than explain mod-by-mod, I'll just show you how I might design this item:

"Socketed skills are supported by level n Fortify.
Your block chance is always n.
n% increased two handed melee damage.
You cannot be knocked back.
You cannot be stunned.
You cannot evade attacks.
100% less movement speed."

You are the mountain, and the mountain does not move. Obviously, movement is a necessity of the game, so the drawback translates to use of movement attack skills as your sole mode of transportation. Also, keystones on uniques are (generally) bad design because it complicates future passive tree rebalance. Rather than grant IR outright, I went with a drawback which might encourage its use, but can also be leveraged to grant Fortify (which is pretty mountain-like!)


Yeah it keeps on the theme, In my opinion themes is at least half the fun of designing uniques. I totally see your point with Keystones. thanx for pointing that out. The fact that you also Keep the block chance is always n modifier which was the modifier i started building it around just make me wanna say no further comment GGG make this now :P.

Item 2 [belt]
Spoiler
Alchemists Belt.
Unique Leather Belt
Requires Level 63
+(25 to 40) to maximum Life
-----
+10-15% chaos resistance
+10-15% fire resistance
Gain 2 souls whenever you activate a flask.
Gain 5 flask charges on Vaal skill activation.
+5-10% increased elemental damage
+10% increased charge gain for flasks.
-----
A true alchemist does not concern herself with making gold.
A true alchemist concerns herself with making souls.

I like the idea of soul-gain on a unique item, but associating it with flask charges is the wrong way to go about it. This belt would facilitate 100% Vaal skill uptime with no drawback.
IS it the fact that you can just tp to town repeatedly to refill charges which translates into souls you are talking about? or would this be a problem otherwise as well?
Item 3 [Gloves]
Spoiler
Chandres Tactile gloves
unique Serpentscale Gauntlets
Armour: 68
Evasion: 68
Requires Level 50, 50 Str, 50 Dex
-----
Steal Charges from monsters killed.
+20-25 to all attributes.
-3% to Maximum elemental resistances.
1% additional maximum fire resist Per Endurance charge.
1% additional maximum Cold resist Per Power charge.
1% additional maximum Lightning resist Per Frenzy charge.
Gain 12% Spell Dodge when you have at least 3 of each type of charge.
Grants Challenging Cry.
Spoiler
Challenging cry
Active Skill.
Attribute(s) None
Keywords Cry, AoE
Cooldown Time 4 sec
Cast time 0.5 secs
Radius 60
Performs a warcry, Taunts all nearby enemies to attack the caster. Enemies Taunted each have:
4% Chance to gain endurance charge.
+1% Per 100 strength of caster.
4% Chance to gain Power charge.
+1% Per 100 Intelligence of caster.
4% Chance to gain Frenzy charge.
+1% Per 100 Dexterity of caster.
Caster receives 10% decreased armor and evasion for 4 sec.
Caster receive 50% increased armor and evasion Per 100 Monsters taunted (for 4 sec).

-----
Had they come themselves, Chandre Would have perished soon.
But to be safe they sent their horde of minions before them.
Little did they know...

This is too complicated to actually become a unique, but I like it.
Not too complicated, just so complicated i will never even be nearly rich enough to bribe GGG to make it.
Item 4 [ring][Broken :P] will have to think some more on this one.
Spoiler
Desires Gift
Unique Unset Ring
Requires Level 45
Has 1 Socket
-----
+3 to levels of gem in this item.
Gem in this item is Supported By all support gems in your gloves.
Gem In this item is Supported By level 1 added Chaos.
30-25% reduced chaos resistance.
5-8% increased elemental resistance.
5% increased damage over time taken for each corrupted equipment piece or corrupted gem you have equipped.
100% of mana cost of gem equipped in this taken as chaos damage over 2 sec on cast.
-----
Just one more whispers the voice of desire.
And when one more had been taken,
It whispered the same again.

I really like the idea of an item that receives supports from other items (it's a concept I used for one of my unique ideas--a shield fashioned as a net that had something along the lines of "sockets in this item cannot be linked; skills socketed in this item are supported by gems in your main hand."). I especially really like the idea of an unset ring that is supported by your gloves. I'd leave this item as "Skills in this item are supported by gems in your gloves" and nothing more. It essentially grants an extra 5L, but at the cost of ring affix and active skill gems in your gloves.
Thats Aprox where i started out. with the picture of an aristocrat wearing a ring outside of his gloves(silken gloves of course hard to picture with battle gauntlets :P). But I also liked the idea of an(other than tabula rasa) way to gain a 6 socket. So i Thought lets give it an Supported by level 1 something. Turn out its hard to find a way to balance something like that. I still haven't given up on the idea and if you have suggestions for making of such a ring/gloves 6 socket pls share it :) ) But there is also something very clean about what your suggesting. simplicity is very charming

Item 5 [Shield]
Spoiler
Poor Knights Shield.
Unique Copper Tower Shield
Chance to Block: 24%
Armour: 166
Requires Level 24, 62 Str
-----
+1 Level to vaal gems in this item.
+800 Armour against normal monsters.
+4% Block chance against magic monsters
+8% Block chance against rare monsters
+12% block chance against Unique monsters.
Your block chance is unlucky.
Vaal gems in this item gain 8 Souls each on block.
+25 Life
+25 Mana

Some wording that translates to "gain souls on block based on the blocked enemy's rarity" (behind the scenes--1, 2, 3, and 4 respectively) and you might have a balanced soul generation item.
Yeah that kind of math hidden behind the wording would definitely work. My main point here is that i really like the Unlucky block chance for souls trade
Last edited by 13000#0126 on May 8, 2015, 3:36:24 PM
In re: the belt: It's not literally 100% uptime, but basically, the problem with this interaction is with any vaal skill that can crit + surgeon's mod. So long as the vaal skill crits, you are basically guaranteed an immediate second use if you can spam flasks fast enough. Although I would absolutely love to play a PoE Hammerdin (this belt + vaal spectral throw + crit weapon + 5x surgeon's flasks) other skills could become too powerful, especially those yet to be designed. This belt would basically preclude the possibility for a future Vaal Ice Spear, for example.

In re: the ring: How about...
"Gems in this item are supported by [random level] [random support gem]
"Gems in this item are supported by gems socketed in your gloves
Skills cost [x-y]% additional mana."

The level and support are determined when the item is rolled. I like the random element, as it is pseudo balancing the potential power, but also because it allows many, many different possible uses for the ring. I added the additional drawback to err on the side of caution. The drawback of losing a ring slot is already potent, but perhaps not so much as an additional 6L may be powerful. I felt mana cost was a good place to target, as 6Ls are already expensive to the point that one of the support slots is often used to sustain skill use.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
"
CanHasPants wrote:
I felt mana cost was a good place to target, [...]

I felt like the level 1 added chaos damage was mainly to increase mana cost since the extra damage is laughable in higher areas.

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