Old uniques are becoming obsolete
I think there’s a place for uniques to act as economical options to get a build into maps, with the understanding they’ll need to be replaced by better rares eventually. Some uniques already play this role; perhaps some of the truly useless ones could be buffed to play it as well (I’d be fine with their rarity increasing).
We're all in this leaky boat together, people.
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Solution is sooooo easy. Make recipe. 5 same uniques gives same unique but better stats on in. Another 5 of those upgraded uniques give you again same unique with better stats again and so on.
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" Just forget the "market" when talking about uniques. It isn't their place. When they're not meant for endgame, their value will never be worth trading. And as I mentioned several times, something you keep ignoring, is that they're useful even if they don't drop for you at the "correct time", because you save them for your next character. The game is so much more than endgame - for A LOT of players. Hell, how big a part of the player base reach maps, let alone high tier maps? For a unique item to hold value, it needs to offer something BETTER than a rare. Something people want OVER a rare. GGG are moving further and further away from that - they want unique items to offer something unique, while not challenging the power of a good rare. Forget the market. Forget selling. No matter how RARE a unique item is, it won't be VALUABLE unless it's better than a rare, in some way or another. But they still have their place in the game. The same do the uniques that are meant for the endgame, and these uniques should probably be looked at more often by GGG. Bring me some coffee and I'll bring you a smile.
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I remember Charan was a stickler for focusing extensively on just the storyline.
You can't forget the market, because as common as uniques are, they don't necessarily provide for the next character when you want to make it. If they aren't worth trading, then it's hard to get a hold of during leagues like Delirium where the mechanic makes trading extra prohibitive and it needs to be a decent value to interrupt what you're doing - otherwise you're left messaging a lot of people just to buy one cheap item that may take a long while, but still less than trying to find it on your own. If leveling uniques were plentiful while you were leveling, they wouldn't be an issue. By the time your first character is mapping you'll see more uniques but of those most will be lower leveling types and unless you create an army every league you'll definitely see more than you can bother to equip. That "next" character is fine, but you only have so many "next characters". All my character slots are currently accounted for, 1 is a mule I move/delete as needed but the majority are over 90 with I think 5 in the 95+ range. Aside from the placeholder sitting in harvest, I basically need a good reason to delete a character 85 or higher. It's true, most players don't even make it as far as maps. But from personal experience, having enough currency to actually buy upgrades during story was rare and needed loot heavy league mechanics. An alch or three could even be hard to come by in the sparse leagues. But speaking of "good rares": Those are some of the ones I found that I kept. But even so, without the mods found on influenced items (or even just the artwork), they have only so much value. Let's take Goldrim - its a leveling unique that tends to hold decent value the longest because its universal - a lot of resists with no level req. It also makes basically any helmet in the leveling process less desirable given its utility. Why use anything else, you're going to need resists. Tabula Rasa is the most universal of all the leveling uniques and it's natural six link makes it not only the most accessible six link but a guaranteed divine if you don't want to bother with trade at all. But a lot of leveling uniques lose their power in 10/20 levels when leveling that next 10/20 is pretty darn quick. Given how rough it can get when buying low value uniques, its usually more efficient to upgrade when you have to versus when you can. Yep, totally over league play.
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Even if you factor in leveling uniques, there's still HUNDREDS of useless uniques. And half of them require mapping levels to even equip them, in other words they're only usable in endgame and they're useless in endgame.
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That why there are so many crafting leagues.
I have yet to see a single unique that is stronger than a crafted weapon. This means that GGG cant design unique weapons. |
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" Headhunter. low HP, Zero resistance, do not sustain player to survive a hit. HH is so obsolte that it easy lose place for a well crafted stygian vise. surly i can make a list of 500 useless uniques. if not higher. |
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"You are actually really wrong about HH. Delirium,legion,metamorph, even casia all those have plenty rare monsters. With HH is way much easier to do this stuff than with super uber stygian. |
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" I would say he isn't completely off - HH is often the primary item cited in both complaints aside from mirrors. People often have an over-inflated view of it's effectiveness. Sure in Legion it was especially potent in supplementing things like physical impale cyclone or any reliable skill that performed well against both a crowd and bosses. A well crafted tri res high life sytigan is far more universal whereas headhunter typically needs a lot more build adjustment to be integrated. An HH is rarely meaningful in boss fights, and with the hp buffs to monsters that's usually the most dangerous/problematic time. As they finally did something about the temp chains self curse, it's not like the buff durations are lengthy. Yep, totally over league play.
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[/quote]I would say he isn't completely off - HH is often the primary item cited in both complaints aside from mirrors. People often have an over-inflated view of it's effectiveness. Sure in Legion it was especially potent in supplementing things like physical impale cyclone or any reliable skill that performed well against both a crowd and bosses.
A well crafted tri res high life sytigan is far more universal whereas headhunter typically needs a lot more build adjustment to be integrated. An HH is rarely meaningful in boss fights, and with the hp buffs to monsters that's usually the most dangerous/problematic time. As they finally did something about the temp chains self curse, it's not like the buff durations are lengthy.[/quote] Sure but you get way more and better stuff from those events, than from bosses. I'm skipping bosses completely and I don't see any difference. Last edited by Kastmar#4974 on Jul 7, 2020, 6:59:05 PM
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