I have mentioned this several times as a sidenote in other conversations, but I’d like to put a spotlight on this, albeit too late for 1.1:
I’ve spent the past month farming for an exalted helmet to slam onto a unique, which has been kinda infuriating. I suppose my hopes were unreasonable, but that’s mostly due to the bloat of possible prefixes.
There are 20 potential suffixes for helmets, which feels like a very good amount: a lot of variety, yet targeting certain affixes is quite possible.
Prefixes however (on class specific slots) are horrible, I get 52 for Rogue helmets in the LET planner. I suggest to trim those down to 20-30. Some could be removed, some replaced and many could be grouped:
remove (edit: As pointed out by Iogann, these are wrongly listed in LET):
- Strength (?), Intelligence, Attunement
- Minion dodge rating/health/health reg
Having these on items that are Rogue only makes no sense, not sure if anything uses strength.
In general I would like to have affixes not class-locked where possible (like fire pen with ignite or inc shred effect/duration). It’s a non-factor for using the exalted item as-is, but it matters for slamming uniques.
group/replace:
- Chance to bleed/ignite/shred/slow on Bow/Shuriken hit → lose the bolded part
- Added phys throwing damage while dual wielding → just enable the “Catapult’s” prefix from relics, it even has higher values
- Bow ele damage → again, just enable ele damage
- Inc Area with Acid Flask, Dive Bomb, Cinder Strike, Dancing Strikes, Detonating Arrow
- Inc crit chance with Flurry → this is meh for it’s only one skill, rather have generic crit chance with Rogue skills - there are a few more single-skill affixes, won’t list them all
- Inc crit per dagger → this is my favorite affix, could be extended to swords though for both are treated equally in the passive tree
- Inc damage while wiedling bow/dagger/sword → there is a somehow hidden functionality here that allows you to stack these when wielding one dagger and one sword, which is nice. But I’d rather group these and enable a few generic inc damage affixes instead (like lightning or melee)
- Level of skill X: Grouping them all into + Rogue skills would be overpowered, but you could create groups of mutually exclusive skills
- Mana efficiency with Decoy/Sync Strike
- Inc Throwing phys damage → too specific, the values aren’t really higher than generic inc damage affixes, I would remove the damage type condition
- Ward gained on Shift/Shadow/Smoke Bomb