i tried several builds in endgame and the same problem occurs to me in regard to legendary powers on unique items. As you know, uniques with 3-4 legendary potential are far superior to most of the items you can craft/loot. They are the chase items for endgame, which i like. You need to have some item to chase during endgame as well as content to chase.
Problem is that there arent unique items for all builds. For some builds there are very few viable uniques, while for other you can use uniques on most of gear slots. This results to issue, that some builds can get much stronger end-game gear than others (and also have items to chase during end-game). You can literally have +10 viable affixes depending on your build. Many uniques are directly linked to some skills, which doesnt help to build variations, as they are worthless for everyone else.
Better fix for this is: add way more uniques with “general benefits” usable by many builds add more uniques for more builds/skills.
Worse fix, but easier: reduce maximum legendary potential to 2, so uniques arent that overpowered in comparison to rare/exalted items (with sealed affix).
All uniques are not built the same. There’s a stat called ‘Legendary Potential’ tied to each one that determines how likely it is to drop with LP (and how much of it). So something like Wings of Argentus has 0 chance to drop LP4. LP3 is roughly 1 in 400 million and LP2 is a 1:45,902
yes, thats correct. thats exactly what im talking about. LP3&4 is making uniques too strong. If there are not uniques for all builds, build variety is hurt.
Yeah, i notice the same problem, some build don’t have enough choose, for example also the famous paladin with the hammer, I don’t think that have a specific unique with throwing damage, level of hammer, or some unique mechanics that was worth over the normal item, not to mention the exalted ones, i quit at level 85, after reaching the empowered and played a bit them, this build for that reason, at a certain point to go up the only way is with almost generic unique with 3/4 LP for the throwing damage/speed/streanght and similar affix, the wall to improve was just to high and to quick, the normal item was always far better that a Unique with no LP or even with 1/2 LP, and without experiment with Unique the gameplay become a lot boring, unlike for example a sorcerer, that it’s also not so strong or OP, but can use a lot more unique that work also on their own at the start without 3/4 LP, or with few LP, without give up half of the damage to use an unique but actually improve it with also new mechanics, these are my 2cent.
If your build doesn’t use uniques, you can still use 3-4 LP uniques. As long as the unique has 1 or 2 affixes that work with your build and the rest of them don’t hurt it, it will always be better. Just think of it this way: rather than have a 4 affix exalted piece of gear, you can have the same 4 affixes on any unique that will give you even just 1 affix.
A lot of uniques can reasonably with LP for just a couple of affixes.
Just as an example, my healing hands paladin really wants to have high attack speed, so it is reasonable to use falcon fists with LP for the only reason that it can have up to 27% AS, which can be added to exalted AS you slam with the legendary.
Your expectation that 4 LP Unique everywhere is the end goal is already flawed from the beginning.
This is not how the system is meant to be.
While there are a couple of builds that can utilize a lot of different uniques, most builds are not meant to use like 5, 6 or 7 or even more uniques.
Very well crafted exalted items are much more realistic and achieve able and sometimes outright better than some uniques(even with 4 LP).
What you suggest here is what should not, never be the goal:
Uniques are meant to not be glorified Stat sticks. It is absolutely OK that there is not a unique for every slot for every build. And adding more generically good uniques would literally work against, what a Unique item should be: A Item with Unique properties.
yes, that’s the point, aside the LP3/4 for some build the unique are almost useless, so the time span between an equip without uniques and one with usefull uniques, that can really improve your build, for that type of builds is a lot longer compared to others, my sorc for example have changed lot of uniques, always going up in efficency with the same core skills setting, also with unique with low LP, without throw half of the damage, this with the hammer paladin was almost impossibile, i sudden hit a wall to hight to improve the equip, and using always the same things started to be really boring, it’s not a problem of the game in general, as said this with a lot of other class/mastery/skills don’t happen, but the uniques aren’t in my opion well balanced for all the possibile outcomes.
As @Heavy said, uniques aren’t meant to be used on every build or on every slot. The way the system is now, in many cases it’s better to use an exalted than a unique. And that’s fine. I feel like LE managed a balance which Diablo never achieved. In D2 you had to use uniques in every slot (that didn’t use a runeword anyway), in D3 you used sets in every slot.
In LE, all items have their uses and you don’t feel required to use any of them.
Yes, some builds with uniques can have a higher growth, but LP4 items are very rare, so that balances out as well.