New Foulborn Uniques in Patch 3.27.0c

Shavronne's Wrappings when?
HC SSF. What else? Ruthless when?
Lol, nice HH. Although this mean that we're never getting this feature outside of HH.
From League Starter to Shaper – Cheap, Tanky, Fast and Fun Physical ST – Very Detailed Guide
https://www.pathofexile.com/forum/view-thread/2077519

Gannicus, God of the Arena – Deathless Uber Elder for Everyone
https://www.pathofexile.com/forum/view-thread/2627521
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sephrinx#7591 wrote:
At the risk of getting BANNED again for voicing my opinion, I'm going to do it anyway.

These all are pretty damn boring and bad.

PoE has some of the most badass unique items in any game, but these are just... ridiculously lame. I could make 100 of these in 20 minutes and they'd all be sick and people would be pogging out over them.

This patch needs some excitement and badassery injected into it ASAP.

Here's one off the top of my head.

Foulborn Storm Cloud
Long BowB
Elemental Damage: 1-85
Critical Strike Chance: 6.00%
Attacks per Second: (1.77-1.95)Requires Level 9, 38 DexNo Physical Damage
Adds 1 to 85 Lightning Damage
Trigger level 20 Lightning Bolt on Critical Hit with Bow SKills.

Foulborn Great Old One's Tentacles
Impale is based off of Fire Damage instead of Physical
+(50-70) to maximum Life
(10-20)% chance to Impale Enemies on Hit with Attacks
50% chance for Impales on Enemies you Kill to Reflect Damage to surrounding Enemies


Foulborn Lioneye's Fall
((VARIANT1)) and ((VARIANT 1)) Weapon Type modifiers in Radius are Transformed to ((VARIANT2)) Modifiers


Foulborn Primordial Might
((VARIANT)) Golems deal (20-35)% increased damage for each ((VARIANT)) Golem you have summoned.
+1 to maximum ((VARIANT)) Golems.
-1 to maximum non-((VARIANT)) Golems.
Golems have (18-22)% increased Maximum Life
Summoned Golems are Aggressive
Primordial

Foulborn The Signal Fire
Adds (12-15) to (24-27) Fire Damage to Attacks
10% increased Attack Speed
50% of Physical Damage Converted to Fire Damage
+1 to Physical Damage with Bow Attacks per 8 Intelligence
Gain (25-35)% of Physical Attack Damage as Extra Fire Damage
Gain Added Fire damage equal to (2-4)% of Maximum Mana.

UP!
Could you please speed up the development of POE 2 instead of wasting time creating full-fledged content for the first part of the game?
Excellent AI-generated useless things. Guys, if you've finally decided to sabotage the first game, could you do it more subtly and gently? Instead of blatantly spitting in the face of the community that supported and paid you for a dozen years.
Are you mocking me with that headhunter?
Damn, I don't want to complain as I'm really grateful... but the minimap thing should be a QoL for everyone, this is just meant to make me feel bad when I get it.
We really need to buff ground loot, guys. This league just isn’t fun. Breach is boring, the new uniques are whatever, but the state of ground loot is terrible. This league’s gonna die next week if they don’t change the loot. There’s no challenge in making builds, no way to farm for builds, and the league mechanic isn’t fun either. So what are we even supposed to do this league?
Please fix the blood drops 💧💧💧
One breach gives you at best 5-7% of the blood you need to use for one relict.
I'm having full stashes of relicts never enough blood.
Is an interesting league mechanic locked under a non dropping blood wall.
Please fix this.
ngl this post has legit no value besides the few items shown, you promised changes to farming strats and we are waiting for almsot a whole week to not even get any information whatsoever which strats are getting taken care of, nor what kind of buff you try to bring forward. is it about ground loot, is it item rarity, is it quantity, is it scarabs?
Just feels terrible to get the information about next poe2 league out which will make this poe1 league die even faster and make all the promised "buffs" absolutely obsolete in around 1-2 weeks.

To me it feels like all the good stuff this league was qol which im happy about but you keep on nerfing stuff so much that you have to go back to buffing it by such a longshot, we had the same issue in necropolis and other leagues before. How about not nerfing everything into the ground or if you think you have to do that for whatever reason why not adjust drop rates of div cards, t0 uniques etc. accordingly?

Maybe just maybe stop that nerfing mentality and focus on bringing rewarding league mechanics.
The "normal" Breach mechanic was absolutely fine and from what i've heard well received but the idk fortress wall thing, not a single person i talked to said thats great we need this, it fucked up some mechanics u permanently have to free the walls before starting ultimatum cause mobs can get blocked behind it and generally u just dont drop anything besides from tree which was cool day 1-3 but now just feels absolutely useless besides a mageblood or headhunter in 1/100 for streamers and 1/100000 for normal players idk. i tried not interacting with that shit as much as possible it just feels bad.

thanks for the qol and sorry but u missed on everything else. gj better luck next time
Awesome! I'm really looking forward to seeing how the new unique items will impact build diversity.
It’s clear that the developers are trying to give existing uniques more variety and open up new build paths, which is great to see.

However, a build doesn’t rely on uniques alone — it also requires a large amount of carefully crafted rare gear to truly shine.
Right now, the current drop system makes it quite difficult to acquire or craft the necessary rare items to support these builds.

I hope the drop system can be adjusted so that these new and interesting items can actually find a place in players’ builds.
Additionally, I’d love to see more passive tree notables or clusters that support endgame item crafting — things like influenced items or special bases.

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