Removed Item, can't put it back on

hi everybody

i just removed an item from my invetory, but now i can't put it back on because i doens't meet the requirements. the item had +27 dex and requires 52 dex.

how stupid is that design, if you can wear an item comfortably, but as soon as you take it off, it doesn't fit anymore...
Last bumped on Jan 2, 2017, 12:55:07 AM
This isn't a bug. If you don't meet the requirements to put an item on, you can't put it on.

Put on a jade amulet for a second, wear the boots, put your normal amulet back on.
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that's just bad game-design in my opinion... the item kind of support itself, so i should be able to put it on. swapping an item just to put it on is unnecessary tedious.
That may be, it's still not a bug and doesn't belong in bug reports.
Support a free Hong Kong.

I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
how could you equip an item when you dont meet the requirements? bonuses item gives you after you equip it are not relevant
IGN: Eric_Lindros
CET: Timezone
It's not bad game design, it's a way to optimize your character in exchange for a small amount of discomfort when swapping gear.

Let me tell you about Anarchy Online. That game had almost no level requirements on items. Instead everything was driven by skill requirements. And not just a handful of attributes like most other games, but the requirements could be any of the game's almost 100 skills. It also had a notion of "overequipping" where the stats provided by an item would diminish if you were missing more than 20% of its skill requirements.

Anarchy Online had a very prominent practice of "twinking" characters to get the best performance possible at a particular level. Twinking means that you'd have a set of skill-boosting items which you put on, then you'd equip the items you wanted and finally change the stat boosters to some normal items providing more useful skills. This could get very intricate. Experienced twinkers would theorycraft the skill requirements beforehand and create multiple sets of custom-made buff items which would need to be applied in the exact right sequence.
So like, if this 750 lb weight gave me +5 strength after I lift it, I should just get that +5 strength beforehand so I can lift it in the first place, right?
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databeaver wrote:
It's not bad game design, it's a way to optimize your character


What do you mean optimize your character? Can you elaborate?
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Linck wrote:

What do you mean optimize your character? Can you elaborate?


On the passive tree, attribute nodes are generally the weakest nodes to choose, except for attribute-scaling builds like Whispering Ice and HoWA. Thus, optimization dictates you want as few of them as possible. However, gear and skills have attribute requirements, so a certain level is needed.

When one "bootstraps," i.e. only qualify for an item once it is equipped, this saves passive points which can be spent for character power on the passive tree. If one had the stats required without the bootstrap, the extra stats on the item which would have enabled bootstrapping are "wasted" as your final stats are in excess of the minimum required to use the item. But you want the minimum as per previous paragraph. So you bootstrap.
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I'm not sure if I understand you correctly. You seem to have described a workaround for a problem that could be solved without a workaround,

You have 200 str. You want to equip a helmet witch requires 230 str. This helmet has a modifier that says "+35 to Strenght". If you equip it, you have 235 strenght. So why can't you equip it? Instead of equipping another amulet for example that gives you the str, then equiping the helmet, and then taking off the amulet, what problem would it cause to be able to equip it straigh ahead?

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