The Pale Council Uniques - An Insight into the Design Process
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Today i learned,
GGG does not know how to make viable uniques for their game. What a waste of dev time, these are all just skin transfers. |
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This is the perfect time to consider introducing an "infinite" type of skin transfer. I would love to skin transfer into these to complete the set (visually), but I just hate the idea of having to buy more and more skin transfer packs all the time because they get used up.
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super nice uniques cant wait to build on them
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![]() YEEES YEEEEEES Last edited by elashry002#5127 on Aug 28, 2017, 12:09:58 PM
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" This is true, but it doesn't change my point that the best way to make use of them is to just to build the elemental character as completely normal and take whatever incidental poison damage they give you. They do not unlock any new build options because actually investing in poison nodes or gear to enhance the poison will never be a viable alternative to just the normal avenues of enhancing elemental damage. |
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would like to ask, CHAOS PENETRATIN vs CI. So chaos dmg do dmg to CI users with it?
24.1.2018 [quote="Dro28"]wheres my fragment tab?[/quote]
(I thought that was a joke) 25.1.2018: GGG- Introducing the Fragment Stash Tab! |
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looks great.
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Interesting read overall, not to sure on the down side to the gloves though. Seems quite heavy handed.
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Sadly the new prophecy system brought with 3.0 is so terrible that i barely get any keys.
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Where these gloves designed before or after "increased skill effect duration" was uncoupled from poison?
Realistically speaking at the moment the only way to prolong poison duration is with a temporal chains curse for any elemental focus build that does not want to spend around 40 points +-(to duelist tree no less) for a measly 40% poison duration increase.(and that's going from shadow, don't even wanna mention templar and witch in that regard for which temp chains is the only viable route to counter-act the gloves downside) I could see this as a legit unique design if it was made prior to "increased skill effect duration" being removed to work with poison. If it was designed after this change though, it's complete rubbish accounting for the 20% to poison and the duration reduction on top.(forces a poison gem in the links and no way to scale the duration above 1.4 sec i think +- based on instinct when using temp chains) Then again as far as i know the "chaos skill effect duration" from the council chaos mace should also no longer inter-act with poison duration, so it would be a toss up of which item got the worst end of the deal on that front. Tried the gloves with 80% poison chance and max qaulity temp chain/blasphemy using four totems on hierophant. Poison did nothing noticeable even with 4 totems spamming stacks. I'm sure it would have been cool if i could add a skill effect duration cluster to the build to let the stacking ramp up a bit to actually see a noticeable degen.(feeling/seeing the gloves deliver their impact) Really had some hopes for this, looked amazing conceptually but i put the concept in the bin for the moment might as well not use the poison component and clear at same pace and kill bosses at same pace. Peace, -Boem- edit : i guess i should mention, at least the base item is "ok". Some raw cold deeps/life/resist and what is essentially a 2%more multiplier with 0 investment in the "unique" property. But lining it up like that just makes me blush at the last part of that sentence, a unique that mostly rewards in my opinion not building around it. edit 2 : " Much appreciated if at all possible, very much like the concept's behind them but i feel the current ailment system doesn't do them justice and i think GGG is not done with the overhaul in this regard so my current concerns could be totally unjustified regarding these gloves. I wouldn't attempt to build around them if i didn't like their unique mechanical concept/component. As a little off-topic in that regard, would it be possible to list the ability's of unique items in the "help compendium"? Up until reading this post for example i had no idea the gaze gave "whatever X chaos pen" So perhaps the "help compendium" could have a "unique ability's section" providing their tags and mechanical ability's. Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Aug 28, 2017, 6:58:41 PM
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