What Fated Uniques do you want to see?
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I think fated Uniques are a cool concept, but GGG decided to overuse it imo.
It is a cheap way to act like you are adding new content to the game, while in reality you are just buffing uniques that need those buffs but making it annoying to actually obtain the buffed item. I think it is mainly good used with leveling uniques and build enabling uniques to make those available earlier(e.g. make Shavs fated and add a weaker Version, or add a fated Version for Bringer of Rain(dw block builds)). But for everything else it feels like i said cheap. This can be seen especially with this unique https://pathofexile.gamepedia.com/Iron_Heart. It was added last league and is underpowered, but instead of just buffing it GGG decided they wanted to add a fated Version(which was delayed because they couldn't finish it in time). Which in my opinion is just plain stupid. The Bestiary league proved once and for all, that GGG only listens to crying instead of well thought out criticism.
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" dex and int wont do anything since the base phys damage would be beyond terrible increasing the base item even a few levels will make str pillar much stronger. dex and int, specialy int need major buffs. last resort claw could use a fated vertion too, from 25% increased Attack Speed when on Low Life (80-100)% increased Physical Damage Adds 2 to 10 Physical Damage 100% increased Claw Physical Damage when on Low Life 100% increased Accuracy Rating when on Low Life to 25% increased Attack Speed when on Low Life (80-100)% increased Physical Damage Adds 2 to 10 Physical Damage 100% increased Claw Damage when on Low Life 100% increased Accuracy Rating when on Low Life self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last edited by caboom#7201 on Mar 15, 2018, 10:27:15 PM
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" That's not how damage conversion works. :) The added fire/cold/lightning damage still counts as physical for the purposes of scaling. So the "16% melee phys damage per 10 STR" mod on Pillar would also scale all 3 forms of added ele damage. Last edited by suszterpatt#5078 on Mar 16, 2018, 3:55:18 PM
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" Yeah together with Chance to Bleed you can get a solid base physical damage. The issue of Pillar always was that it is basically like Facebreaker without the shield, but with gloves instead and I would argue that sacrificing the glove slot is much better than sacrificing the shield one and Facebreaker scales a lot better too. The issue with Pillar always was that basically only the strength scaling made any sense. Because while Int sounds interesting without damage your AoE doesn't really matter and since the Dex mod didn't act like a local attack speed increase (it works like the global one on Prismatic Eclipse) it kinda gets lost underneath other powerful attack speed modifiers, since it is not multiplicative. Pillar might as well just get a local attack speed mod and some increased AoE and only keep the Strength scaling, and the fated version would then just add Fire Damage, which fits better with the area on the tree you are usually at anyways and it's basically the only realistic stat to stack anyway. |
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Oro's Sacrifice. My favorite unique weapon in the game. Too bad that in today's PoE that 10% increased phys/fire damage taken is a joke on a pure ele weapon.
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Wings of Entropy.
Since all the 1h weapons got 20% more damage and this axe was left out eventhough it is actually 2x1h, its completely garbage. That is rather sad because I liked it before it went pdps wise to the bin thanks to the 1h weapon damage patch. If it would have like 324 pdps instead of its ridiculous 270 it would be fair. Seriously, I truly believe GGG just either forgot or stopped caring about this item when buffing all other 1h weapons. Just like with skill gems like Ground Slam, the balancing team just gives up completely on some things for any reason, eventhough every player knows that this stuff would be at least a considerable option if it just had like 20% more damage than it currently has. |
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