Should "powerful" uniques exist in PoE or any other "online" ARPG?
Ignoring that this is a kopo thread because the title is an interesting topic -
Personally I think they shouldn't have uniques above a certain level/performance, build enabling power is good and adds depth, so do chase uniques. MB/HH are too far however for me, MB has a stat allocation that makes every other unique look like it was designed at a daycare crayon hour and it goes completely over build enabling into just being a crutch for basically anything. HH is in a similar boat being a difficulty inverter which is ludicrously powerful due to how much we scale maps but I will say i'm alot softer on HH just because of how iconic it is to how PoE is played. Other chase uniques are fine despite being very powerful, really well crafted rares tend to beat everything that isn't a unique modifier in any other slot. Aspirational items are incredibly important to an ARPG you can't just remove them, crafting goals aren't the same as they are transient whereas a specific unique is a fixed objective. |
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my take on uniques is that they should fall under 2 categories
build enablers: low level uniques with special mods one can build around like pillar of the caged god min-max uniques: high level uniques that trade everything for a single very powerful mod like kaom's heart chase uniques are bad in the sense that they become best in slot leveling uniques are useful on games that take a while to reach higher levels but POE is not one of those game so there is little use for a unique that is only useful for couple days at most. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 | |
As long as the item does not break two rules;
The item is not -Required- to progress the games core. As much as you might want a Headhunter or Mageblood or whatever, PoE does not require either. They're wanted as much for status and their inherent rarity as much as their power. This excludes niche builds that are built around that item. The game -should- be completeable with rares in general. The item is not gated by limited mechanics, i.e only ten ever drop, only the first player on a ladder, etc. This is just generating toxic FOMO. Even the uniques not getting shuffled into standard is some of this, and is an issue in PoE to me, but not to such a large degree that its a hostile design, as most uniques do get added to standard, and generally only uniques that tie in very tightly with the league don't. But it was a bit of a annoyance that the Kalandra base rings didn't get shuffled (even if they where never that good). This isn't "You're playing offline? No 80% of the best rune words don't work then, get on ladder scrub." That D2 had as one of its black marks. And not an issue in the overall to me. |
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What?
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" Firstly, you don't need to put quotation marks if you're not quoting someone. You're quoting a strawman, and it comes off as juvenile. Secondly, you need to come off your high-horse: "...if you understood the words you're using properly by its defined meaning...I simply display care by spending my time to discuss about this..." this is just silly. Get to the point. This is not a thesis proposal. Lastly, you'd assume one would recognise that the rules of an event determine how you approach it and prepare accordingly. If you can't do a 12-hour marathon, why join one to then simply scoff "...reward "extraordinary" performance, compared to who's slept the least...". This is like saying you got an A+ on the coursework portion of a paper, so why should you have to sit the exams? It makes no sense and not only that, but you're also actually trying to use one person's luck as a justification for removing many people's motivation for playing. This whole thread makes me think of Roses by Outcast. Except there's nothing beautiful or fine here. Just poo poo. I'm struggling to come up with new goals to keep me playing this game.
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"powerful" is a relative term. Dropping a unique item that a lvl 90 wouldn't sneeze at...while YOU are at level 10 is a "powerful" unique.
The vast majority of uniques that you find on your quest TOWARDS the highest level content are not considered "powerful" except to the people that can actually get use (and great use) out of them. And that is a GOOD thing. Luck should ALWAYS have a place in a loot-based game. And uniques have a special role: generally multiple or even many levels stronger than their rare counterparts, and also UNIQUE effects or mods. This accomplishes many things, a couple of which are dopamine and adrenaline to keep you playing, and a potential reason to alter your build to suit the unique. No rare that would ever drop in a game like this would make you say "ooh I got this cool item, I wonder what kind of character I can create to use it to the fullest?" |
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" I agree. But I do, to some point, also agree with OP. In a competetive environment, luck shouldn't have much more impact than skill/ endurance. Powerful uniques, on the other hand, should have their place in an ARPG, imo. So... PoE just isn't designed to have competetive events in its current form. If I remember correctly, Charan put the drop restriction on Oni Goroshi so that it would not interfere with races. Making it rare would not be enough, because some lucky person would surely find one early in the game, gaining an incredible edge over every other player. So he hid it behind a Hillock grind, which excluded it from having any impact on race events or even league starts - because at the time you've farmed an OG, most other players would already be in Part II of the game or even in maps. Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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Should any powerful items exist in a game? Should players be allowed to have fun without spending at least 10 hours a week and passing a physical fitness test? Should all game challenges include an IQ test?
Learn the mechanics, do the meta build, spend enough time and anyone regardless of supposed skill level can end up with a top tier character and do whatever content they want. There's no "challenge" in the game. The same critique against powerful unique items could be made for powerful crafted items. GGG has chosen to make their game gear focused. Arguing over the current problem is like arguing about Kaom's Heart or Shavs or anything else being too powerful. GGG will shift the game balance and top items and builds will drop back into being good, but not best. If GGG tried to adapt their supposed RNG so that uniques dropped appropriately for the item area and character level, they would be more fun, usable and not much of a balance issue. PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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" I wish COMMAS were unique in this paragraph. Jaysus..... |
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My opinion is that too many unique modifiers should be on the passive tree somewhere instead of deal 20% more fire damage or whatever.
Honestly they should just delete the chase uniques and mirrors and re-balance the game. Stuff like t0 uniques and mirrors just don't exist for me because they never realistically drop. The more GGG balances around players that play too much where they say mageblood/headhunters are too common, the worse the game gets. |
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