Unique items don't seem all that unique

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CliveHowlitzer wrote:
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blightedmythoss wrote:
Those Dragonscale Boots you posted are a perfect example. The %50 less frenzy charge duration is such an unnecessary negative effects. I mean really?! The item would be just waaaay to overpowered with out it right? Give me a break... I feel like A Lot of items have unnecessary arbitrary negatives that just ruin the fun of the unquies. What's wrong with just having power unquies?

I happen to very much like items that have downsides. I'd even go so far as to say that I wish rares would have some more powerful statistics on them and could spawn with negatives.


To a degree, I agree. But I look at those boots, and I see two downsides first off. First, no fire/ice resist. Second, a max of +35% run speed that is situational (I'd rather have 30% that's always on). Then the obvious and intended ones, of course. For the plus side, it can net you a poor mans acro of 14%, and an additional frenzy charge. The 14% acro doesn't seem that great to me, since it's a multiplicative 14%, not additive to your existing dodge chance. The frenzy charge is cool... 5% att/cast speed is always cool... but at the cost, I don't see how it's worth it.

So, 3 downsides (I'll be neutral about run speed) for a couple marginal gains, in my estimation. I agree, there should be downsides, but the cool factor of this item is totally overshadowed by the crap factor included. To my eyes, anyway.
No. Calm down. Learn to enjoy losing.
Last edited by b15h09#7812 on Jun 18, 2013, 6:35:57 PM
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b15h09 wrote:
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CliveHowlitzer wrote:
"
blightedmythoss wrote:
Those Dragonscale Boots you posted are a perfect example. The %50 less frenzy charge duration is such an unnecessary negative effects. I mean really?! The item would be just waaaay to overpowered with out it right? Give me a break... I feel like A Lot of items have unnecessary arbitrary negatives that just ruin the fun of the unquies. What's wrong with just having power unquies?

I happen to very much like items that have downsides. I'd even go so far as to say that I wish rares would have some more powerful statistics on them and could spawn with negatives.


To a degree, I agree. But I look at those boots, and I see two downsides first off. First, no fire/ice resist. Second, a max of +35% run speed that is situational (I'd rather have 30% that's always on). Then the obvious and intended ones, of course. For the plus side, it can net you a poor mans acro of 14%, and an additional frenzy charge. The 14% acro doesn't seem that great to me, since it's a multiplicative 14%, not additive to your existing dodge chance. The frenzy charge is cool... 5% att/cast speed is always cool... but at the cost, I don't see how it's worth it.

So, 3 downsides (I'll be neutral about run speed) for a couple marginal gains, in my estimation. I agree, there should be downsides, but the cool factor of this item is totally overshadowed by the crap factor included. To my eyes, anyway.


This sums up my thoughts perfectly. And this is just one example of many.
This game's uniques are the best I've seen. Look at diablo 3's, they are just beefed up rares ... total crap, the devs are redesigning them for the 2nd time lol ... total fail.
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b15h09 wrote:
"
CliveHowlitzer wrote:
"
blightedmythoss wrote:
Those Dragonscale Boots you posted are a perfect example. The %50 less frenzy charge duration is such an unnecessary negative effects. I mean really?! The item would be just waaaay to overpowered with out it right? Give me a break... I feel like A Lot of items have unnecessary arbitrary negatives that just ruin the fun of the unquies. What's wrong with just having power unquies?

I happen to very much like items that have downsides. I'd even go so far as to say that I wish rares would have some more powerful statistics on them and could spawn with negatives.


To a degree, I agree. But I look at those boots, and I see two downsides first off. First, no fire/ice resist. Second, a max of +35% run speed that is situational (I'd rather have 30% that's always on). Then the obvious and intended ones, of course. For the plus side, it can net you a poor mans acro of 14%, and an additional frenzy charge. The 14% acro doesn't seem that great to me, since it's a multiplicative 14%, not additive to your existing dodge chance. The frenzy charge is cool... 5% att/cast speed is always cool... but at the cost, I don't see how it's worth it.

So, 3 downsides (I'll be neutral about run speed) for a couple marginal gains, in my estimation. I agree, there should be downsides, but the cool factor of this item is totally overshadowed by the crap factor included. To my eyes, anyway.


1 max frenzy charge and 16% dodge (2% x 8 charges) for build with acrobatics taking it up to 46% dodge from 30% ... pretty substantial impact ... and acrobatics build can now still have ES and armor, in addition to block and evasion.

reduced frenzy charge duration .... you can get frenzy charges on killing enemies all the time - blood rage - and passives get extra duration to frenzy charges too. no biggie

Its a pretty unique item, I like it. Well designed. Not op and has niche purpose.
Last edited by jsn006#2582 on Jun 19, 2013, 10:27:09 AM

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