Make Uniques Great Again. (idea)

How about making uniques scalable?

For example, take Brynhand's Mark (the one-handed mace). What if you got its current stats when it drops from monsters level 1-10, but if it drops from level 11-20, it gets some percentage stronger—and so on? The same could apply to staffs, wands, and other magic items. Right now, most of them feel underwhelming because +to skill level is just too strong. But imagine if you found the same staff dropping at level 80, and it actually had scalable stats to match that level. Wouldn’t that make these items a lot more interesting?

Another idea: what do you think about a system where you can’t drop the same unique twice until you’ve found all the other droppable uniques? Would that be fair or interesting? Just throwing the idea out there—I'm not sure if it would be good or bad, but curious what you all think.

Last bumped on Jul 9, 2025, 3:47:17 AM
Their approach to uniques is just strange. Even if you buff 99% of the uniques with say 30%

They're still not top end.

Why even release such worthless items in the first place?

+1 👍 great idea
GGG's philosophy on unique items has always been that they shouldn't necessarily be the best or most powerful items, but that they should be unique in function or ability. It is intended that players will have to decide between the unique effect and a rare item with more favorable mods. With that said, I've long wanted a method to making uniques more viable throughout a character's life.

I would like a system similar D2's cube upgrading, which allows for upgrading an item to the next-higher base type. Using currency and a higher base item, we would be able to reforge the unique into an upgraded base type, thereby increasing its base stats.

If this system seems too powerful, there could be penalties to balance it. For example, upgrading an item could remove all quality and/or added enchantments, or the process could apply a Divine Orb effect during the upgrade, or the process could fail entirely, using up the costs and leaving the unique item unchanged.

Spoiler
To brainstorm and expand on this idea:

The mechanic would require a vendor or a new workbench of some sort.
1. Recipe ingredients are placed in workbench.
2. The game rolls for success chance.
3a. If successful, the unique item is upgraded to the next-higher base tier. All added enchantments and item quality are removed. A Divine Orb effect is applied to the new unique item.
3b. If the roll fails, the unique stays the same and the other costs are used up.

Recipe requires:
1. Item to be upgraded
2. Orb(s) of Refinement (new currency specifically for this purpose)
3. Normal, Magic, or Rare version of the higher base item; must be 20% Quality and not Corrupted.

Using a Normal item requires 1 Orb of Refinement. This results in either an upgraded unique item with randomly-rolled numeric values, or the original unique stays the same and the recipe ingredients are used up.

Using a Magic item requires 1 Orb of Refinement per prefix/suffix. Using a Rare item requires 2 Orbs per prefix/suffix. These result in an upgraded unique item with progressively-better chances for favorable results on the Divine roll. Recipe can still fail.

Using a Rare item with corrupted or instilled enchantments and adding a Vaal Orb and an Orb of Transference (new currency) has a chance to transfer one or more of the enchantments to the new item, but the process has a higher chance to fail.

As I said, this is just brainstorming, but this kind of mechanic would likely be popular, though I'm not sure it would be easily-balanced.
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Last edited by WhiteBoy#6717 on Jul 6, 2025, 3:55:05 PM
No, Strong Unique Item hurt this game badly.

look what "Tangletongue Forked Spear", "Ingenuity Utility Belt", "Pillar of the Caged God“ have done to POE2.

they're so strong that nobody use currency to craft good rare items. the result is inflation of currency.
Uniques need crafting options other than the Vaal, sockets and quality.
HC SSF. What else? Ruthless when?
"
No, Strong Unique Item hurt this game badly.

look what "Tangletongue Forked Spear", "Ingenuity Utility Belt", "Pillar of the Caged God“ have done to POE2.

they're so strong that nobody use currency to craft good rare items. the result is inflation of currency.


but nobody cares about that except traders and its not currency, its crafting materials.
"
No, Strong Unique Item hurt this game badly.

look what "Tangletongue Forked Spear", "Ingenuity Utility Belt", "Pillar of the Caged God“ have done to POE2.

they're so strong that nobody use currency to craft good rare items. the result is inflation of currency.


Probably because they got sick of burning through all of their crafting mats and bases on useless outcomes. The odds of actually crafting "good rare items" that actually fit a particular build are staggeringly low.
If most of unique items considered as garbage, why not letting them to be tradeable in vendors? Nothing will change.

We said it ton of times. Uniques should have at least 10 quality modifiers to be acceptable as uniques.
They should just copy D2 system. Only on uniques you can find special affixes like "Cannot be frozen", "Deadly strike", "Crushing blow", "Phys damage reduction", "Cold absorbed", and so on and on.

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