Introducing the Unique Annulment Orb
" My point is that when you are creating something as generic as a currency you should make how it works (at least the basic concept) as clear as possible. Specific workings (like how Awakening orbs deal with similiar modifiers) could be left in a Patch Note (but it shouldn't. Honestly). For example, Exalted Orb has "Adds 1 modifier to an item. Remove up to 20% Catalyst quality (if any) in order to increase chance for a modifier with the same tag of Catalyst quality to be added". It is clear the basic effect (add 1 modifier), it is somewhat clear that you can influence the outcome (the more quality it removes, the higher the chance to slam a certain kind of modifier). It implies that you don't really have a way to completely control what the modifier is going to be - you could remove 20% Life&Mana Catalyst Quality from a lv100 Belt and still end up with a "+1 to max ES" - it's a bit less probable, but still possible. Reading, instead, "Removes a modifier from a Unique item. Has a higher chance to remove Unique modifiers, and a lower chance to remove negative modifiers" gives me a lot of doubts. What is the absolute definition of "negative modifier"? How can I say a modifier is "Unique" if all modifiers on a unique item has no tier? What happens when a modifier is both "unique" and "negative" (for example, "Has no Socket" on a Kaom's Heart)? Please understand - I like what you are trying to do. The game already has items that give you bonus for wearing Magic or Normal items (The Ascetic, Hidden Potential), and there is a certain combo, Whispering Ice + Perandus Signet, which promotes you for being clad in unique gear - and even got a heavy nerf with the "max 5 IceStorm" rule. We have already seen Legacy uniques (Ancient Reliquiaries) and Uniques with a twist (Replica uniques) - sure enough the concept of "uber-unique" would be nice to see ("Yeah, your Kaom gives you 1000 Hp, but MINE gives you a 6L") and it's implied it's a venture even Heist targets tried to reach when doing Replicas as byproducts. I would just like to see a more clear set of rules on its workings, unless we just go with a "It's an Annullment Orb, only for Uniques". Some ideas I can think about right now: - Remove the "lower chance to remove negative modifier". Add a new "Unique" Tag in order to clearly separate with Advanced Description whether a modifier is "Unique" or "Non-Unique" - Make the chance to remove a certain modifier scale with the number of tags for that modifier - the lower modifier it has, the higher the chance it would be scoured. |
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" ya, youll just end up with worse unique items because the devs cant balance them, then you wont have a use for the orb because the devs wont add the potential for the broken stuff you want to do with the orb. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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1%?
The amount of people buying Abyssus, Trypanon, Cold Iron Point or Marylene Fallacy in bulk to break them will go thru the roof. |
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Thief's Torment, Bringer of Rain, Oni-Goroshi, Uber Elder uniques.
It hurts item diversity too much, Headhunter is controversial as it is. We don't need those kind of items for every slot. |
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" "You should make how it works as clear as possible" Ok let's take a look at some It reads, reforges the links between sockets on an item. It doesn't say what links are gonna be created or that the chance for more links is lower. Now let's take a look at some It reads, removes a random a random modifier from an item. So i think it's fair if this new currency says something like "Removes a random modifier from a Unique item". Let the playerbase figure out the rest. This is the way of PoE and has always been like this. Now if you mean that i should completely flesh out the idea of its inner workings then that would be a little difficult for me to do since i do not know the inner workings of PoE, only the devs do. It's just an idea with a lot of potential imo. Devs never implement ideas exactly how you think of them anyway. They know better. "What is a negative modifier and what isn't?" I think it's pretty obvious that the devs wouldn't balance the orb around fringe case scenarios that take negative affixes as positive ones. It's only logical. Maybe you got a point and there is a unique out there that is pretty ambiguous but emberwake isn't. The devs added "ignites you inflict deal damage faster" on the passive tree because they know that it's something desirable (positive) for most builds. "How can i say a modifier is Unique?" Again, pretty obvious. That modifier doesn't appear on rare items and it is what make the unique "unique". Some uniques affixes appear on rare items nowadays so i guess it should work as a regular annulment orb in those cases. Most negative modifiers are unique modifiers. Rares don't have negative modifiers as far as i know. About your ideas: 1. The unique tag is already in the game. Just press alt on a unique. 2. Why would you make the chance to remove a certain modifier scale with the number of tags for that modifier? Maybe this would work for some reason that i am unaware of? Ultimately, the chance is for the devs to balance. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Mar 14, 2021, 12:26:34 AM
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no thank you
I have never felt further from what I know and love
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Balance by rarity doesn't work, it has never worked, unless you make something so rare that on average, you have less than one of the thing per league. At which point it might as well just not exist.
This is another balanced-by-rarity thing that will be easily available to top players, and never be seen/used by normal players, widening the gap. So yeah, it is stupidly OP. It is also stupid. Remove Horticrafting station storage limit.
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" The concept is cool, but there would be too many unique (sorry) ways to abuse it, since too many negative Unique mods would swing the power of the item too much. It doesn't matter how expensive the orbs are or how rare the mod-chance is, having to go through all the uniques to make sure this couldn't cause a problem wouldn't be worth it. It's a cool idea, just not a feasible one. What is the value of my own life when it is taken from others so easily?
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being able to craft and change uniques would be kinda cool
most uniques suck anyway Need more brains, exile?
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" Sure, I agree. My definition was a bit more in detail, but yours is more on par with the actual wording of Annullment Orb " Once again it's a matter of perspective. Some builds out there manage to get bonus for what should be considered a negative modifier (Coward's Legacy boosts you while under Vulnerability, Winterweave literally reverse Chill's effect on you, every self-cursing build out there). Even something that is clearly negative to the player life self-reflect from Heartbound Loop, Scold or Eye of Innocence can be worked out to become a bonus by combining it with CwDT. Would a Soul Mantle user find the self-cursing modifier as a "positive" modifier? What about a Soul Mantle user with an Atziri's Mirror? The only way you can get out with this, as you have done, is using the word "most". Most builds would find useful to increase their DPS. Arguing here would be arguing on what is GGG doing with the game itself, but that's out the scope here. " Agree with this. The only way for a rare item to gain a "unique" (not in the "Unique tagged" way) modifier would be via Essencecrafting. The only way for a modifier in a rare to be negative are in Strongboxes and Maps. " That tag, as it is now, does not work the way we (or at least I) are intending. "+1 to All Spell Skill Gems" from Xirgil's Crank is almost the same as a "Magister's" modifier for Staves (+1-2 to all spell skill gems), yet Advanced Tooltip would register it as "Unique modifier". The tag is only there to mean "The range of this modifier does not follow the ordinary Tier system and has a pre-set values that will never change". The "new" Unique tag should mean what you said before: "the modifier does not appear on rare items" " At glance, I have noticed that some "unique modifiers" do not have tags. "Has no Socket", "You can't wear other rings", "Has 6 Linked Sockets", "When you kill a rare monster, you gain its modifier" (maybe this last one has "Duration"?). Of course it's not meant to be a rule (Stun modifiers do not have a tag. Yet.) but it could be a start. |
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