Preview of Rebalanced Unique Items in Path of Exile: Harvest

omg each and every one of them got worse..
Trust your mind and strengthen your abilities!
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Mrnickwan wrote:
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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.


And to further your point, if there was a 'go to' unique for best in slot for every slot the price would far exceed 100 exalts and everybody would complain they can't afford those uniques..
Most if not all of these are garbage.
Why turn garbage into more garbage?

Enough with the downsides, why use downsides when you can just get crafted items with significantly MORE damage and ZERO downsides?

Unique items are supposed to be UNIQUE! nice items that provide a funky or different way to go about certain builds. Not just slap them with some halfway decent stats and massive/uncomfortable downsides.

Only overpowered items should have downsides(abyssus). Otherwise they're just vendor trash.
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Galaxy wrote:
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Mrnickwan wrote:
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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.


And to further your point, if there was a 'go to' unique for best in slot for every slot the price would far exceed 100 exalts and everybody would complain they can't afford those uniques..


My point precisely. Just because it makes a fun noise when it drops, it doesn't mean anything. That's like saying that a rare jewelled foil with 3 resists and no damage should be better than a magic jewelled foil with merciless and flaring because it is magic.
keep it up! thanks.
I only play one char each league and was so hyped to go with molten strike this time and splash the screen with projectiles.
Now, it´s so sad to see what will happen to wildfire.
Are you guys going to release another set of vendor trash?
Trading still sucks
Last edited by Hynova on Jun 9, 2020, 6:32:13 AM
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xMustard wrote:
interesting.
will bone nova from uul-netol's embrace still have 0.5 second cooldown? if so, not really into any of these reworks.

blood dance is funny. it used to have 1% regen per frenzy charge a long time ago. the % inc damage verses enemies with low life is pretty massive, but not really a boost overall especially if you already utilize culling strike

wildfire. what the frick. lol that looks terrible

brain rattler looks interesting, except its base damage was cut pretty massively.
and in fact that uul-netol vaal axe had its damage boosted IMMENSELY. really gives clues into what you're doing buffs/nerfs with the base weapons of those uniques.

vaal axe definitely looks like its back on the menu boys


uulnetol prbly only usable for farming still.
i mean, YES, there IS second wind to bypass a lot of the 0.5s CD.
but you still cant use barrage support (bow/wand restriction) to convert the nova into a spiral. single target thus will still suck.
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Wildfire no longer grants Molten Strike additional projectiles or area of effect. Instead, it now allows Molten Strike projectiles to chain and gives them +1 chain, but halves the number of projectiles created.


Aahahaha, absolute idiocy. Whats next? buff `purposeful harbinger' builds ? that would be logical :)

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Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire


Really ? :)
Maybe remove "Projectiles deal 50% less Damage" on gem? I do not believe :\

This is all very sad. Ancestral Cry would be enough for AoE...
I assume the Malediction from Dark Seer won't stack with the Occultist node?

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