Old uniques are becoming obsolete
I don't feel like their original design philosophy for uniques was ever going to work. It doesn't matter how much power creep exists, it's always been a fact that rares were simply better than most uniques, so no matter how interesting they might be to use there isn't really any reason to do so.
The exception has been uniques that fall outside of this balance, things like Headhunter which in most situations is significantly better than any rare belt. The concept of "leveling uniques" sounds great, except how much time is actually spent "leveling" in this game? People can hit 70 in 4 hours, and about the only unique most people consider to speed that up is tabula. How much power does something add vs. how much power is actually needed to quickly clear? You don't need a leveling item that doubles your power output for 20 minutes worth of leveling when you are already killing everything in one hit with no real investment. This isn't power creep, this is just raw gem damage and early content being a joke. More recently GGG has been attempting to make uniques "too interesting" by creating an extremely tiny niche which allows it to perform slightly better than other items if you align 50 other things just right. The problem is, why do that? Why jump through hoops when a decent rare is easy to alch/essence/fossil and gets you through most of the content without issues? I don't see a solution, they either have to make uniques competitive, or most of them will just remain useless. There's a reason most other games in the genre make uniques strong and add endgame scaled versions so they are always fun and useful. Rares are not fun or interesting (99% of them), they are stat sticks, why make that the focus of your game? Last edited by Astasia#2760 on Jul 5, 2020, 7:37:05 PM
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" Of all the wise things in this thread, here's the winner so far. If you have time, visit this timeline of uniques and ask yourself how many of new uniques each league could ever be viable, and how many are just marketing fluff. https://pathofexile.gamepedia.com/Timeline_of_unique_items The solution is to be less nasty I will suggest again (I've been pretty vocal on this point) that the solution to all this lies in their philosophy of making players grind far too much. If they would simply allow players to reach some endgame content using well synergised uniques again, then they wouldn't have to force us all into these ridiculous OP crafting options that 1% of players take the time to grind/RNG. Uniques, and their fun interactions would become relevant again, and the rare crafting options would become options for the 'no lifers' who want to min/max - rather than being mandatory just to get past white maps. |
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" uniques should fall into 2 categories first is build enablers. Uniques like whispering ice, facebreaker, pillar of the caged god,etc... second ones are min-max uniques, They have one or two monster mods and plenty of drawbacks to avoid making it a no brainer. kaoms heart comes to mind, It gives more health than any rare chest will ever give but in exchange you loose sockets and other mods making it a hard choice for most builds. uniques that dont belong to those 2 categories will either be worst than rares and as a result vendor trash like many of the so called "leveling uniques" or better than rares in wich case they become overpowered and a no brainer for most builds. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
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98% of the uniques can be removed from the game with no impact on gameplay or the meta.
IGN: Arlianth
Check out my LA build: 1782214 |
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" I'm not sure "build enabler" is a good selling point these days. There are so many skill gems and viable builds that you don't need a fancy item to get more options. A unique being a no-brainer BiS isn't an issue because you still have to get that unique. It's not like because an item exists you automatically have it and there's no point in playing. I've never seen 90% of the "chase" uniques in this game drop, after like 1000 hours played, giving me strong items to look forward to dropping in a game about looting drops is not a bad thing. |
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The value of a unique also depends on its availability. Having only relatively recently started playing some SSF, I can tell you that the experience changes how you look at every unique that drops. Many are still dreck, but without trading or a friendly guild to share with, reliance on drops in that closed economy creates an interesting dynamic. =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
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" Meanwhile, GGG silently removes Mana Leech Support from the vendor inventories everywhere. The only way to obtain the gem is through drops or selling legacy Bitterdreams. So that one awful guy who needs it because his mana sustain sucks, can't get one :P Because fuck that guy. jk Most uniques are deliberately bad, because they are a reward for being a prominent financial supporter and/or an influencer. Heaven forbid someone designs something actually balanced and/or fun or clever and it's incorporated without being hamstrung in some comically vindictive way. fwiw skyforths are neat even just bricked ones sell well because they have an attractive afterlife as a reskin. [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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old skills are also becoming obsolete
Heavy Strike, Glacial Meme Hammer, Lightning Strike, Infernal Blow, Dual Strike, Double Strike, Cleave, Reave and recently even Molten Strike Need more brains, exile?
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" You're making my point for me Phrazz. There are hundreds of uniques, but only a handful that really maintain value. Sure some jump up when a meta develops - but it goes back to worthlessness once said meta is gone. Of course they can't update constantly, but the fact that such a large percentage have little to no value is a balancing issue all the same. It's not even about BiS, it's about useful. Most of what I end up selling in league aren't uniques but rares - some really nice, but most simply useful. Most uniques simply aren't useful enough, especially given the process of trading for something potentially useful at low level that stops being useful before you complete story, like a belt or weapon that you quickly outlevel and "need" to upgrade again. As for that assumption I only play one character - it's dependent on league. Metamorph is the only league I stuck to one character where I actually bothered to push to 36. Stuff like Blight and Synthesis lost my interest quick and I can't remember if I made more than one but unlikely. Any league I have actually enjoyed I've usually run at least 2. Delirium was 4, one was a 97 and another a 98. I would have pushed 100 but the burnout was pretty bad by that point and I was content with 40/40. And as MasterTBC mentioned old skills becoming obsolete, it's also a factor. Yep, totally over league play.
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Oh the irony.
Poor old Hrishi. Doing his best and it's still not good enough for those whose uniques actually did enjoy meta glory for a while. Is it better to burn out then fade away than to never have shone at all? Asking for the hundreds of diaternals whose uniques were never anything but "vendor trash" to the zoomers. If I like a game, it'll either be amazing later or awful forever. There's no in-between. I am Path of Exile's biggest whale. Period. Last edited by Foreverhappychan#4626 on Jul 6, 2020, 5:57:40 AM
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