With the introduction of the legendary system, I can’t seem to wrap my head around why there are no monolith nodes/dungeon modifiers for exalted items in these 3 slots?
It is especially painful since the glove/boot slots have very good uniques that could benefit greatly from the legendary system. Is this a design choice for game balance? Or an oversight?
Belts are too easy to roll, Gloves and Boots arent much harder as they only have 2 ‘dead’ stat which is Armor/Dodge which may not be dead stats to some
If anything the focus should be on Wands/Staffs as they pretty much have zero end game potential than worrying about a belt that can easily get T5HP/T5HP%
I think my original post was a little misleading so I’ve edited it to make it clearer. I’m specifically referring to the lack of ways to farm for exalted items in these 3 slots (as fodder for legendary crafting).
Personally speaking, I have hoarded nearly 20 tabs of exalted items for potential legendaries and out of that 20, I can just barely have 1 full tab of gloves/boots/belts combined.
The problem is that if the item doesn’t drop with really good affixes, it isn’t worth using it as a legendary base. It is hard enough getting rare/magics with good affixes. So even if you farmed a lot of exalts you will have difficulty finding ONE that is good.