3.17 Prophecy Removal - A look at the uniques.

DISCLAIMER! I will be not talking about prophecy removal as a whole, but almost exclusively talk about the fated uniques and the planned upcoming changes. If you look on a discussion about wether propehcy deserves to stay in general or not, this isn't it.

Hiya! So I wanted to give my small two cents into the mix about the prophecy removal, which in shortI support even though I'll be missing Navali a bit. Sure, the far and few prophecies that were pretty cool and not related to fated uniques, such as twice enchanted, trash to treasure, jeweller's touch etc., would be difficult to miss, but this isn't all about it.

In following, I will put a full list of each fated unique, talk a little about it, and conclude on wether I believe they should be staying, or think the choice to remove them was a good choice.


List of fated uniques that were decided to be kept
Spoiler

Winterweave
Not much of a change here. Basically a stronger elemental hit ring instead of a clunky yellow ring. Fine to be around with only updated version, don't think anyone will miss the unfated one.

Thirst for Horrors
I don't think I saw anyone ever really use that shield, outside for an MTX-Factor. I feel like this was kept, because nobody ever used the unfated version, but there was cool 3D-Art on it, so might as well update it. Strange if that is the reason, but I don't mind.

Cragfall
The only change between the two is a chance to double stun-duration. But you now have to use a bow for it instead of being cheeky by using facebreaker stun-build or soemthing with cragfall. The difference between the two is so miniscule, might as well put the update on the original, because who knows.

Geofri's Legacy
Turning a +1 Resistance helmet into a +1 resistance helmet with utility is nice, so again, why not. People did use the regular version while leveling for the +1 if they didn't have a 5L as a spellcaster, or other utility, so this feels alright.

The Iron Fortress
I am glad that this stuck around, because people have made builds around it, especially for its strength-stacking. So it's cool this niche item wasn't removed.

The Dancing Duo
Total meme sword, but if you aren't going to remove the original, you might as well make it better as a result. I doubt it will see much use anyway.

Timetwist
I am not sure if someone used that, but I am pretty sure nobody used its unfated version, so might as well have the upgraded form just for a chance to be used.


Fated Uniques that were decided to be removed
Spoiler

Corona Solaris
A fire attack wand changed into a fire attack wand with blind gimmicks. I am suprised this wasn't updated with the base version, because the base version is incrediblly lackluster. But I don't feel like having it be gone is much to be griefed about.

Icetomb
The noteable change between unfated and fated is that you turn it into an argueablly better lightning coil but take cold damage instead. I don't know why you didn't udpate it for that specifically, to have a cold-version of lightning coil, but due to the power-creep of influenced body armour this likely won't be missed.

Deibellow
Change is that warcry give you an onslaught like effect. I feel this is the first item on the list of removed items, that will be missed actually. It allowed for faster leveling, was potent and useful enough on its for stuff like facebreaker starters, and with the warcry element made it just good enough to be ran into maps. I wish this would stay, even if the "Onslaught" effect would be reduced.

Dreadsurge
More fire damage axe, with a really silly conditional to deal even more fire damage. Outclassed fated unique that probably nobody ever used and thus won't be missed. Good removal.

Ezomyte Hold
Cannot be stunned somewhat negated the negative aspect of cannot evade attacks, so I see why this wasn't updated. But then again, I only know of one person who would actually be upset about this change, due to inside-memestatus. Good-riddance, I'd say.

Fox's Fortune
Conditional massive evasion rating, but makes it higher level. I am pretty sure people used the unfated unique more than the fated unique, and it only gives you more evasion rating, which doesn't make it all that unique. Good-riddance.

Greedtrap
Would be funny actually if wondertrap would have been updated to instead give 50% rarity and 5-10% quantity on low life. Nobody would still use it I think, but why not? Anyhow, good-riddance.

Hrimnor's Dirge
Just makes it a stronger melee weapon, with not much unique about it. Not necessary to be updated so might as well begone.

Kaltensoul
A figurative who-cares upgrade. Kaltensoul gives you 20% of fire hit damage taken as cold instead. Goodbye.

Karui Charge
Another who-cares upgrade, that gives you minimal attack speed. Nobody got excited about it, so it doesn't deserve to stay.


Martyr's crown
Yet another item that nobody got excited about, except maybe solaris' lorica spellcasters on a heavy budget. Which is almost meme-status level of budget. Good-riddance.

Mirebough
Not exciting to find, even if you level as a trapper. That said, I think the upgraded version would be much more used than the unupgraded one, just for a pseudo 6-7L with the downside of having to use a staff. I think if the levels would be lowered of the gems inside the item, this would be an okay item to keep.

Ngamahu Tiki
I feel like keeping this upgrade would make Araku Tiki an actual "unique item". I am sure Righteous fire may actually level with this occassionally. I think it would be nice, if updated Araku tiki would have the fire damage. Personally speaking it fits more thematically, too.

Panquetzaliztli
Makes the hammer just flat out stronger, which doesn't make it all that exciting for an upgrade. Agree to discontinue it.

Realm Ender
I actually thought the +3 / +4 staff was genuinely kinda cool. Even though I personally didn't use it, I think for leveling something that would benefit from +3 / +4 socketed gems would miss this for leveling. Any chance to leave this in over the unfated unique would be nice.

Sanguine Gambol
Making it into a stronger knife makes it not really exciting to see, so good-riddance.

Shavronne's Gambit
The 1% ES Regen is so miniscule of an upgrade, I am suprised you didn't just update Shavronne's pace with it. It's not exciting, but it changes nothing else but ES-Regen that you might as well slap it onto the regular item and call it a day.

Silverbough
Now argueablly this one hurt the most to see gone, as I know it's been widely used for leveling bow-skills that are reliant on levels rather than stats. +1 bows can be crafted as early as lvl 1, but +2 at earliest can only be crafted as early as lvl 50. If we are going from the pure "Excitement" factor, people did actually get happy / hyped to find silverbough for leveling Caustic arrow, Toxic Rain and I think even Galvanic arrow until you get your Imperial Legacy cards.

If all possible it would be nice to reconsider with this item, to keep the +2 at the high level, while players, if they wanted +1 bows, having to alt craft it instead, and still seeing it drop. I would much appreciate it.

Sunspite
What a weird item. Definitly don't think anyone got excited over that, so might as well see it gone.

The Gryphon
Having an item just do more damage doesn't make for an exciting upgrade, so I see why this has been trashed.

The Oak
A classic item used to level righteous fire with, but doesn't make for a very exciting item. I do feel however that springleaf would do well with an update to grant like 40-80 life (instead of 100-150), so it would be useable very early on. Maybe RF-Players could enlighten me here, if they would like this change. But overall, not the most exciting item.

Voidheart
This used to be great, but has been powercrept, so nobody is excited about it. Not particulary miffed about seeing it gone.

Wall of Brambles
Meme-item. Who cares, but collectors.


Thanks for checking the list!

Let me know if some items deserve to stay in your opinion!
Last bumped on Dec 6, 2021, 7:05:14 PM
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i think GGG will find way to add it or someth
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The only entry on this list which genuinely shocked me was the Realm Ender. I've literally designed entire builds around this weapon and taken them all the way to Maven; with the right niche setup it's a +4 7L caster weapon that typically costs under 50c with high rolls.

It was DEFINITELY too powerful to be a level 40 item, but that's an easy adjustment to make so it's surprising that they removed it instead of replacing the base staff with the Ender and making it require level 75 or something.
Last edited by ARealLifeCaribbeanPirate#2605 on Dec 3, 2021, 2:58:06 PM
few comments on these uniques, mostly 'melee' uniques: Dirge, Pinzwhateveruili

melee has TERRIBLE time gearing while leveling. in theory you 'can' get good weapons with essences, rustic recipe and such, but in practice - how many contempts/rustics you find while leveling? how many of these crafts end up with 2-3 cold damage and ~10 fire damage rolls?

having smooth lineup of leveling weapons is absolutely necessary for melee players to enjoy the leveling process. you can get +1 all X spell gems wand from the FIRST ZONE in the game. ive leveled a character deep into maps with two such wands.

melee on the other hand needs to constantly upgrade their gear. why make it harder? esp the 'explody' mace is just fun to use, fun enough to try and bruteforce it into endgame

then there are:

Deidbellow - absolutely amazing item for a playstyle GGG destroyed (warcries)
Realm Ender - very strong yet very niche and with a drawback. all qualities of a well designed unique
The Gryphon - why make leveling new chars WORSE?
Voidheart - just un-nerf it and keep it (100% chance to poison/bleed). It is a very, very good item for a niche and currently unexplored archetype of bleed+poison


in general - why keep crap versions? remove the base, keep the fated as 'standard'
imo just toss the fated versions of all the ones they want to remove into core drop pool.

bam done, now a mouse over doesn't tell you which one it is, its one of two now.

nobody will miss them because they still exist, the originals still exist so nobody will be annoyed by their favorite unique potentially suddenly having a higher lvl req to counter its adjusted mods.
Are they physically removing the existing items or just making them "drop disabled"?
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
"
dW2005 wrote:
Are they physically removing the existing items or just making them "drop disabled"?


just disabled so they will exist in standard only.
"
Rakushi wrote:

The Dancing Duo
Total meme sword, but if you aren't going to remove the original, you might as well make it better as a result. I doubt it will see much use anyway.


Dancing duo is still the highest clearspeed minion build possible, its extremly effective at what it is doing and is in the top 5 of "clearspeed without a HH" category. It also deals really good damage if you build it correctly.

"
Rakushi wrote:

Corona Solaris
A fire attack wand changed into a fire attack wand with blind gimmicks. I am suprised this wasn't updated with the base version, because the base version is incrediblly lackluster. But I don't feel like having it be gone is much to be griefed about.


The only reason this wand isnt used anymore is because of the deadeye change. Stacking light radius + deadeye AoE passive made it possible to have fireball explosions that covered the whole screen. It was glorious, gpu killing and insane. A corona solaris fireball deadeye had way better clear and area coverage than a kinetic blast wander. It also dealt good damage because every single fireball explosion overlapped. Bringing back another AoE skalling ascendency, more sources for light radius or other AoE increasing items would have made it good again. Its right now a decent beginner ele wand if you know how to scale it.

"
Rakushi wrote:

Karui Charge
Another who-cares upgrade, that gives you minimal attack speed. Nobody got excited about it, so it doesn't deserve to stay.


One of the best mid part leveling amulets. You often just switched from the base version to this at lvl 24 if you do not use astramentis/one with nothing leveling.

"
Rakushi wrote:

Sunspite
What a weird item. Definitly don't think anyone got excited over that, so might as well see it gone.


Stable part in a lot of self hit, self ignite ect. builds only overshadowed because now its so easy to get yourself ignited.


"
Rakushi wrote:

Wall of Brambles
Meme-item. Who cares, but collectors.


This item makes you basicaly phys immune while leveling, 2000 armour at level 30 to 60 is insane. Its one of the best leveling uniques in the game. For some weird reason someone in my guild finds a 6L one almost every league and if not, it costs nothing if you buy one six linked.

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