Bit unrelated to all the current complaints, but I feel the more I play, the more I feel like the LP system has not done what it was intended to do.
The general idea behind the system is lower level items generally have an easier time getting LP. this system was added so that low level uniques with interesting effects could be slotted into end game builds allowing you to get their unique effect without losing out on large amounts of damage or life etc.
However now a days I see so many builds that just slap on a 3lp just because the unique happens to have say +3 all attributes, or +10 str or some other decent random stat, then they shove on more of that stat. They dont give a crap about the unique effect of the item that enables a build, LP items are just being shoved in every single slot as stat sticks.
I feel like its gone so far passed the actual design intent of the system. And that the reason people feel so passionately about the LP system and missing slams is because they are trying to slam 2-3 stats onto an item that only is worth using if they actually hit the slam. like take for example the above ring situation, you have a unique ring that gives 5 all stat, if you slam it with t6 str/attunement, it suddenly gives 21 to both those stats. or a good example I see a lot is bone clamor, they dont use it because of its “Ward gained per necro res” they use it because it rolls the equal to a t6 dex, so if you slam t7 dex on it, its like a mega dex helmet with a few other generic useful stats like armor and res. This item isnt being built around, its just a big stat stick. if you miss the dex slam, a t6 exalted helmet is probably better cause you can get lots of other stats like health or dodge, etc. it is only worth running on a dex stacker if you actually slam dex on it. Where as the intended system is “oh I need this low level pair of gloves for its unique effect, it defines my build” And getting any stat on them is a positive. so you slam it with 4 stats you want, and whatever 1-2 land is thumbs up.