Giving away my Eternal Design-a-Unique - Vote Thread - Poll is up

Which unique should win?

Visage of Kaom by gresk
2311.79%
Necromantic Haste by null03
12162.05%
Aurora's Right Arm by BlondeKnight
5126.15%
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ScrotieMcB wrote:
In my eyes, the quiver, hands down. I don't even like the other two suggestions.


This. Though it sounds overpowered as is. At the very least, the +minions bonuses are unnecessary, imo.
Last edited by D623932883#0055 on Dec 3, 2013, 7:56:10 PM
These are the finalists?

Don't get me wrong, I fully appreciate what you have done for the community and it's your choice in the end, but...

The sword brings on that sickly feeling I felt when I first saw Soul Taker. Completely OP with no redeeming features whatsoever. 75 fire resist to wield? Cannot dual wield? Who cares? Everyone has 75 resist by end-game. Even if you increased this to 80, this is not a drawback - the gate you are using is an advantage in itself. This one needs a lot of work.

The quiver is OK I guess. Doesn't really interest me personally and doesn't really scream out as a community-made item.

The exile is way too complicated. Impossible to code and there is no reasonable way to convey to the player the risk vs. reward at hand. I suppose a mod such as 'Can destroy equipment on hit' or something could, but that's becoming a far cry from the original intention, and seems unnecessary when simply making the exile dangerous accomplishes the same thing, at least in hardcore leagues.

And as for the reward for killing this exile.. a unique item? That's it? This is likely to already be introduced when Inner Treasure inevitably makes its way into the default leagues. If you're going on about absorbing weapons or something, then why not make the weapon stronger when the exile drops it. 'Exalts the weapon which slays this monster'. That's at least more interesting than a unique item and completely sets the exile apart from anything else in the game. But once again, too complicated. And when any attempt to improve the design makes it even more of a mess, something is wrong at its very core.
In addition to what Mark has said already, I've added to the OP some comments from Rory on each item that should have been there from the beginning. Sorry about that!

I'm sure everyone will agree that this whole thing has gone swimmingly.
Im a bit disappointed in these suggestions. They are either insanly OP or near impossible to impliment

The Quiver even if implemented would probably drop down to maybe 1 extra summons. Chance to cast 2 skeletons on crit. Which would be balanced but no one would use it.

I would prefer to see something interesting like

Quiver of knifes.
Can not use a weapon
Enables bow skills to be used as unarmed.
+500% unarmed damage
-100% crit multiplier
Doubles chance to evade projectiles ie arrow cutting
Accuracy reduced proportional to distance to target.

Or
Mystical quiver
Enables wands to use bow skills.
Wand physical damage is converted to elemental hit type mechanic.
+/- some% to elemental damage depending on how insane this is considering the number of +wand damage nodes.

Or and probably a desync nightmare, or not implementable.
Shield of Punishing Momentum
-50% run speed
+10% run speed per second while moving.
Moves monsters out of the way like shield charge when moving.
-30% run speed per second while attempting to stop. Stops when below 100%
Can not evade.
+5 endurance charges while standing still.
Can not use movement skills
+500% thorns damage
Attack speed is halved.

Can not be put in inventory. Only fits in the shield slot, or in your stash or your cursor.
Can not use an alternate weapon set while equipped.








Last edited by Ozsmeg#5347 on Dec 3, 2013, 10:44:50 PM
I'm going to vote for aurora's right arm, just cause I feel we need a good option for a non dual wield tank weapon that does good damage.

Darn so sad I missed the original thread?

Here's my idea anyway:

Name: Immaculate Clairvoyance
Type: Staff

*Deals no damage.
*Cannot use skills that deal damage while staff is equipped.
*Takes both weapon swap slots (so you can't swap to it for utility)
*Cannot be carried in inventory outside of town after identification (also to prevent players swapping it on/off for utility.
* You have no armor or evasion from gear or auras (Regardless of gear worn)
*Player is cursed with vulnerability, elemental weakness & critical weakness while staff is equipped.
*No light radius when no players are nearby. (Screen should be all dark around you like shroud walker)
*All players in the party share the light radius of the player with the staff equiped when in range of that player's auras.
*10% reduced light radius while staff is equipped (Not sure exactly what this should be but the idea is to make light radius a big mechanic)


*10-30% faster run speed. (Varies)
*Reveals all areas of the map and locations of rare and magic monster packs, including bosses and rogue exiles.
*+5% increased effect of your auras per player in range of light radius.
*20% of All Armor & Evasion is converted to energy shield (regardless of source, whether from gear, auras, or skills)

The idea of the staff is to encourage group play and to reward it, while increasing risk and excitement and the pace at which the group moves through content. If it wasn't obvious this is a staff for aura builds, the idea is to gain powerful support by making yourself more fragile and reliant on protection from your party. I am no theory crafter so I'm sure some of the numbers might need to be changed or reduced.

The no armor//evasion theme is part of the whole arcane magic theme of the item.






^Way too much stuff, half of which can't even be implemented
merp merp
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Navac wrote:
^Way too much stuff, half of which can't even be implemented


<\3 no luv. There goes my inspiration. Heh
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Mark_GGG wrote:
.. Monsters don't have the kind of item-storage that players do, so storing the weapon in the meantime becomes a problem... & ...No time passes in an instance with no players (or in parts of an instance which are too far away form players to matter)..., ...We cannot track time on an object in an instance with no players...


Sorry for the abridged quoting but that makes perfect sense now it's been defined a little more from the GGG side. So just wanted to pop a thanks up :) I guess it's not VB script anymore in gaming - that makes me feel old ;P
I'll be voting for the quiver once the poll is added, mostly posting so I can easily find this thread.

I like the animate guardian exile idea as long as the destroy a weapon is removed and the guaranteed unique is removed. It's also too much like the ruler of wraeclast design-a-monster pack, rather than a design-a-unique. Still, I like the idea of an animate guardian exile which would use different skills depending on which random weapon it is using.

Overall, the quiver sounds like a super fun unique.
What the developers wrote as feedback is pretty much what I thought they would say. Also the one thing they did not mention, which I think will also be the case for the exile is that it can be perhaps Kaom related in a 2nd or 3rd degree but not first degree (as in it actually is a part of Kaom).

Most likely GGG have their own plans for Kaom. In fact I can see him return in act 4 or 5. (No mention of him dieing, just that he went inland).

I don't know, @ OP, if you read my 2nd post with The Griever, but in there I showed something that is possible which is a new buff/ mechanic (just ignore the item, should be obvious why GGG won't do it, but it can be done). Similar to how Soul Taker has that mana mod and we now have consecrated and desecrated ground. You can work along those lines, but it need to be interesting for GGG or simple (as in just create a new buff, with altered existing properties, whereas consecrated is an entirely new ground effect).

I think it would be interesting if you the supporter, EpsilonWhale, could rework the 3 suggestions based on feedback from GGG, such that we get 3 options closer to what we might see in the endgame. It would make for a more interesting vote from the playerbase.

In the spoiler tags I am adding some work around keeping the theme from the quiver, but something that might be easier or faster to make into the game.
Spoiler

For example the quiver, as I predicted might be possible but only in the future (minimal 1 year). However if you have the quiver have add a curse on hit, which currently exists (we got shields and weapons that either reflect curses or apply a curse on hit).

The item:
It would be something like:
10% Chance to cast level 16 Decay on hit.

The skill:
Decay (curse):
Cursed enemies have 30% chance to summon a zombie on death. The zombie level equals to the curse level.
Quality adds 0.5% increase to summon chance.

The technical difficulty for GGG (I think):
These are issues that I think will exist, they would also exist with the current quiver format.
It would be an on death trigger, but currently the last on death trigger that seems to happen is the creation of a corpse. Hence how can the curse create a zombie from the minion that you want to turn into a zombie, since there is no corpse yet? Either there would be need some rework, which would lead to a whole new set of options for the game in the future (interesting enough for GGG to try)
Or the curse would be limited such that: the enemies you kill can only create zombies from corpses around them.
Why GGG might not be willing: It is a mod that leads to a new skill. Now the way I did it I do not think it is a powerful skill and quite balanced, but it is a skill nonetheless.

Another possible option to the quiver:
Skeletons(?) and zombies that die leave a corpse.

This would also involve a new mechanic (long time to get the item done), except that it is already seems to exist in the game on some enemies. Like the lunaris unique summoner. Kill a zombie and he can resurrect the same one it seems. I put a question mark on the skeletons one, because that would be very powerful and potent. I think that could be a very desirable mod for summoners, it would also make wicked builds with detonate death possible.

There is also a technical limitation and that would be the possibility of an endless corpse spamm on the instance, that could come from skeletons leaving behind a body (why it would take a long time to design, since that would definitely need rework, don't think the servers/ client would like such an abuse).


Like what is in the spoilers it would interesting what your take on the unique items (exile) would be. That way it also would be a bit more an EpsilonWhale unique ;)
Last edited by Ozgwald#5068 on Dec 4, 2013, 5:15:21 AM

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