What is the point of +% Light Radius and Reduced Attribute Requirements!?
Oh god the tear tidal wave in this thread is intense.
Yeah it's a real shame you can't roll a perfect stat weapon now because of those two mods. Like the chances before they were introduced was 100% now it's like what? Not possible right? GGG gives me Diablo 2 Teleport? I give them 50 bucks. No questions asked.
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And they still haven't removed thorns.
I'd never thought I see a mod half as useless as thorns but Light Radius % Increase... well, this coming from someone that has a low life build and tried a combination of items at 34% life; that's damming. Reduced Attribute Requirements makes sense for high base items. A lot of skills cap out at 150 or so on pure atribs but there are items that exceed 200. It makes it off class characters be able to use better items much more easily knowing that they could max out skill gem relevant for their build. Eg. Bow Templar. The thing that baffles me is why is it an all item mod. You could get away with global reduced requirement mod instead and it applies to belts/jewellery. It's application is so limited that the first thing I would think about applying something like that that would be passive tree. Otherwise it's junk to 99% of builds. |
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" I've been following this thread for days, wondering if anyone would stop to read the patch notes instead of just jumping on the bandwagon. If I read the patch notes correctly, %light radius increase is paired with increased accuracy as a single mod. Is increased accuracy that useless a stat? If not, the light radius may have some future use such as increases radius of auras, AOE and who knows what else could be tied to light radius on a Unique? |
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A few ideas sitting in my noggin for light radius...
1. Extra damage to undead. 2. Searing damage to mobs that venture within the radius. 3. Random ray of light shooting out when taking damage. 4. Offensive or defensive bonuses when fighting in dark areas. 5. ??? And cosmetic suggestion... Currently looks extremely dull. Make me glow or radiate like an angel. :D |
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" Was going to raise this point also - increased accuracy. Also, the very very very obvious likelihood that new areas and mobs will be coming where you will benefit from having this mod. Complaints are understandable but "useless"? Derp. IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore |
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Great idea on how to fix/make RAR more attractive in this thread: http://www.pathofexile.com/forum/view-thread/355516
Alteration Orb Union Local #7
"Alts are 16:1 Chaos. You got that tough guy? |
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" Well that's all fine and dandy, but in the meantime, they are completely useless and quite the annoyance. We all assume they are going to add in beneficial factors, but then why not wait until those factors exist to include these affixes in the game. Bad, terrible planning...? Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768 |
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" My point was that increased accuracy is good by itself. It could allow some builds to skip some accuracy passives and allow for more skill variety(or more health nodes). It could also be combined with the passives to make a rarely/can't miss build. The light % is just a bonus as far as I'm concerned. Everyone in this thread seems to be focusing on the light radius and completely ignoring the accuracy boost. |
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^This
10%Acc equals 1 passive point Elementalhit+incrAcc with lowlife build https://www.youtube.com/watch?v=drDs-Y5DNH8
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I agree about the accuracy. It's % increased accuracy instead of flat accuracy so it's actually really useful.
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