When one-shot caches were first announced, I thought that they were a very good and interesting idea.
Having some deterministic and good items that are exclusive to levelling (since they would be too weak for endgame) sounded very interesting to me.
In my expectation, the items would be diet uniques, weaker than real uniques, but stronger in their particular niche compared to low level crafted items, and maybe mildly build-enabling in some aspects.
Unfortunately, this is not how they played out.
Personal items are few, and generally weak/boring. I think this is a missed opportunity.
If these items were good, they could gently nudge players towards playing the particular build they enabled. Finding a new personal item could be a fun experience for beginner players, because they would be tempted to change their build according to the newfound item, encouraging to experiment.
The fact that the items are deterministic would also be interesting from a speedrunning perspective, because people would be able to plan their acquisition, and therefore setting up speedruns around builds with these items.
So the question is, these items are not going to be used in endgame anyway, why not have some fun with it?
Make them a bit stronger and build-enabling, and perhaps, put some mini-bosses to defend each cache. This would both give players a reason to go out of their way to find the caches, and give them a challenge to overcome to get the reward.
Oh. Yes indeed. I confused the two as well. Thanks for clarifying.
I’ve only done the campaign once since they were introduced so I didn’t really notice any impact one way or the other but I’m definitely a more ‘veteran’ player. I do recall that the Personal Affixes (not to be confused with Experimental) I never actually used because I’d already been fully geared, which now I see was the point you were making.