Preview of Rebalanced Unique Items in Path of Exile: Harvest

That Wildfire nerf lol. That jewel looks horrible now.
I like these changes! I'm much more likely to use them in a build now.

For those of you complaining about the "Wildfire nerf" ... did you read that "Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire." ? You're saying it's nerfed before even trying it, before seeing the numbers, and likely before thinking about how it could work with Gloomfang etc ...
molten strike doesnt look good :(
i want to subscribe
none of this uniques are any good before or after change

still 1 alch items...
Cool!
These are pretty much unusable... The UUl nethol axe with the -25% attack speed etc are still just mediocre to lame items. Maybe Brain Rattler can be used and harmony will be a leveling item for CoC builds Then again leveling or CoC is way smoother with sellslinger so... also meh. If that's the rework.. they shouldnt have been reworked. Still wendor food.
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Wuffell wrote:
I like these changes! I'm much more likely to use them in a build now.

For those of you complaining about the "Wildfire nerf" ... did you read that "Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire." ? You're saying it's nerfed before even trying it, before seeing the numbers, and likely before thinking about how it could work with Gloomfang etc ...


The str of wildfire is in it's ability to hit the same target many times, not how much dmg it does per ball.
The Rich Get Richer, the Po Stay Po.
The changes to Wildfire are actually a buff to Molten Strike depending on damage changes to the gem.

Some of the other changes are useful such as Ungil's Harmony being good for levelling CoC builds, many are stil 1 alch trash or for very specific interactions.
0 interest in "buffs" like this

and nice sneaky Wildfire nerf
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
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sbexile wrote:
Whats the fascination on having items with drawbacks. Who at GGG seems to be championing this concept that uniques have to have some negative. Its a game about good loot not finding silly ways to ignite or blind yourself.

Totally underwhelming. If you want to create more diverse builds you need items that are easy to incorporate into builds.


Why doesn't every unique item have 400 flat life, 500 resistance, 700% Inc damage of all types and culling strike against enemies that are on full life. They're uniques why not also add the mod "killed enemies drop exalted orbs"

The point in the restrictions is so that uniques aren't the most powerful and go-to choices for every situation. If every unique is best in slot for basically every build because of how strong it is then what happens to crafting? It becomes completely useless. Uniques are generally significantly weaker than their crafter counterparts and that is to encourage you to craft you own endgame items.

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