More minion unique items please!

Imho the far greater problem apart from uniques is that weapon support for minion builds usually feels super bad.

Running upheaval totem … i use a staff cause i have to.

There are 2 usefull affixes on the weapon for me:

  1. Castspeed
  2. thats allready semi bad with most my damage being meele cold but there is % minion phys damage

At least there is a good base for a minion build now (+1 skill hooray)

That’s the same problem though, there aren’t many minion-focussed uniques on item bases that support/allow minion affixes.

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I don’t agree or even follow what that reasoning is supposed to be. You’re still taking character defense stats on a minion build. You can’t tell me that adding the maybe 2 stats you actually care about for your minions onto a defense heavy unique is pointless just because the unique doesn’t directly affect minions.

the dream is to have a double exalted 2 stat only staff with minion spell damage and minon damage over time to put on dragonflame edict, but outside of that, leggos are a worthless concept to necromancers.

Are you kidding me haha.
I think there are plenty. Even in this patch there are a few juicy new ones.
I have to say that iam biased though since i dislike pure minion builds :wink:
At a serious note i had a feeling that i saw plenty minion sets and uniques but i might be wrong.

Unique should be “build enabler” where you build around, not “big boost” in your actual build. Big boost are enable by well craft rare.
And, I see a lot of minion build enabler here : Search - Last Epoch Item Database

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One really good one is reach of the greaves wand if you go archer/caster, like I do in my fire build.
And then you got the glove and the amulet.
Also not legendary but really useful for super def and +2 minion skill is the synthia sets.
So yes maybe as not as many other build but you still have option here

Most of you guys are missing the point. There aren’t a lot of unique items that are good for pure summoner builds. I just want the ability to chase for a legendary, especially in important slots. The helm and body slot are the best in terms of DPS for minions, as you can get base crit chance, class specific skill levels, etc. Like I mentioned, there is only 1 unique for both of these slots, neither of which is worth crafting onto.

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Again : Unique should be “build enabler”. You build around a unique.
There aren’t a lot of unique items that are good for pure summoner builds
This is a bit false.
Exemple of minion build enabler

I could get that you just “want more unique”.

But it’s a difficult process of creation. Because a legendary item need a unique way to be a center piece of a build, not just a best in slot for any random minion build.

That tickle me, because you started with this

Most of the time, well crafted rare will always be the best in slot. That all.
And that’s good. We don’t want the same mistake than this garbage Diablo 3 with perfect stuff as green set everywhere.
Crafting should be rewarding. As in Path of Exile.

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It’s not that I “just want more uniques”. I just want at least 1 viable unique for each slot. Whether it’s just a general defensive unique or one specific to a class/spell, I don’t care. I just want to be able to have the option to make a legendary for a slot, if I have an amazing exalted item for that slot.

You can’t use 2 stat exalteds to create legendaries.

Unfortunately, the unique effect from Dragonflame Edict is really bad.

If you are playing a summoner end game then I think Exsangious and Last Steps are required to go Ward based as its superior to life in virtually every way on a Necromancer that would keep you busy plus some examples -

Ribbons of Blood - Melee hit minions - ring so lots of stats
Last Laugh - Manifest Armor - Crit+/Phys+/Minion Melee
Death Rattle - any crit minion - its an amulet it has lots of stats
Reach of the Grave - Spriggan Companion - Minion Spell damage/Physical
Legacy of Forest - Vine Spriggan - minion hp/dmg
Eulogy of Blood - Abomination / Cold Wolves - Minion melee damage

Plus more like Artors helm, The Fang, 4LP Arboreal Circuit would be mega end game to get that minion movement speed

Then it is a worthless system.

No, they just don’t want you to get an exalted item & remove any “bad” affixes so you can guarantee what goes on the legendary.

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i mostly agree with this, i made a post a while ago about that. Iam glad that since then a lot more build enabler uniques were added.
I still hope that some of them will be adjusted so they get a bit more interesting.

It’s fine to have differing opinions but let’s keep things civil. I have deleted several off topic posts.

Since you’re here, Mike, perhaps you could give us a rationale then to settle the argument.
I understand you probably had no hand in the decision, since you’re the forum guy, but why did the development team, or whoever was responsible decide to make a system built on an already multi-hundred if not thousand hour grind for those unlucky with drops result in a single dice roll instead of a deterministic outcome?
Why does this already diluted RNG system result in even more RNG?

I am a senior developer and one of the designers that was heavily involved with the Legendary item system. So while I’m not the one person responsible for this, I did have a hand in it and am very proud of the system. While it’s not perfect and we are still ironing out a few little things, I feel like it’s going to be very popular going forward.

I feel like there may have been a bit of a miscommunication as to the intention of these new items. Legendary Items are very rare and not absolutely necessary to have in every slot. These are end game chase items that you’ll be working towards.

Finding super end game uniques with LP at all is going to be very rare. Possible but very rare. It’s difficult to look at an item system and not want to plan for BiS but I think that’s a big difference between ARPGs and MMORPGs, you can’t really get BiS in every slot in an ARPG while you are expected to strive for BiS in each slot in a MMORPG.

I understand the draw to want perfect gear and that’s fine but that’s not the game we are designing. You won’t have perfect gear. You’ve got to decide on priorities and pick the best of several imperfect options. This type of decision making is something we look to add to almost every system. The shape of your idol inventory so you don’t just end up with 1 type of idol, skill trees having more things than you can ever get at the same time and gear that you’ll need to evaluate and swap around as you find new pieces.

Part of the reason that we have introduced the crafting update at the same time is because they play off of each other quite heavily. Most of the new crafting items can be useful when preparing your exalted for creating a Legendary Item.

There is a lot of RNG involved with assembling a really great legendary item. Along the way you’ll probably get several good ones too.

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nobody enjoys an endless chase.
How many hours do you intend to be sunk into a single item? there are 15 classes in the game (or at least, there are going to be) you could more than justify making the system a bit more generous. Imagine how long it would take (assuming you’ve played diablo 3) to get a full set of primal gear with max caldesan (150) for every set on every character. simply put, you’d never be able to do it, and that’s in a DETERMINISTIC system with set stats and known pieces.
then imagine if Caldesans had a chance to add a random useless stat to any given item, and if it chose the wrong stat, you now need to go get a new primal version of that item to try again.

this is what the legendary system looks like right now.

(endless grind gets longer for no determinable reason)

I would agree if there wasn’t a competitive leaderboard. as it stands, you’re separating characters by luck, not by skill. no matter how many layers of RNG you add, someones going to have the stars of every universe align and get the perfect item with perfect rolls and a perfect legendary forge really quickly, and everyone else will have to grind for longer and longer just to compete.

Then I would say please reconsider. for all the faults Diablo 3 had, primals were generally a good idea. (as an example of “a perfect piece of gear”)

This is not a benefit in the eyes of a non-religious-no-life player who can’t afford to play this game for several thousand hours per item per character.

I appreciate your well thought out response Mike, but please understand. right now you’re making a game that makes players play more. You’re not making a game that makes players WANT to play more.