Useless Uniques

Just take them out of the game.

Really, who is gonna use so much of the crap uniques you guys have put into game? What is the point of them?

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Some of them are for niche builds/skills, many of them could probably do with a good hard ā€œrefocusā€ so that they have some use for some builds.

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While alot of the uniques currently ingame are just lowlevel/midlevel unqiues that might be somewhat usefull for leveling or filling in slots, before gambeling or crafting very strong items, i wouldn’t say that most unqiues are ā€œcrapā€

Unqiues are not meant to be BiS on the majority of builds, they are very situational/niche.

BUT some of the uniques(especially the new ones from MoF Timelines) are really really strong for particular builds.

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Thanks for the replies. I guess I just haven’t seen one that cannot be bested by a semi-decent modded item.

I definitely can feel where your observation is coming from, lots of low level unqiues kinda seem useless, but some have weird/niche interactions.

There are even some low level ones that can boost you through the whole story.

Plage bearers staff. No other single slot can get that much poison chance, or plague chance and plague effectiveness. It’s just a good thing it can’t be applied to minions.

The first unique that came to my mind was Doublet of Onos Tull

Decent stats for any minion build, regardless of which damage type you would focus on later down the line. Also good amount of health.

They’re fun to level with but impractical to take into endgame.

After living in Last Epoch streams for the past week, I’ve learned that no one who’s serious about progressing through monolith or arena uses uniques, which is too bad because a lot of them have very thematically fun side effects (and awesome artwork).
My guess is that crafted gear can be versatile to the point of making uniques suboptimal to have in slots. Right now you have to have 100% glancing blow and crit avoidance along with high dodge, and if the uniques don’t support that, they’re getting turned to gold.
The raw stats needed to overcome endgame means there’s no room for narrowly focused items.

Sunforged Great Helm, Plague Bearer’s Staff, and Ashen Crown are BiS for some of the better builds in the game. Orian’s eye is BiS for most builds. There are others as well, and many of the new MoF uniques haven’t had time to be properly tested and discussed by the community.

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Whenever I saw people open their inventory, it contained purples and yellows. Maybe the exact uniques never dropped for their builds, but when I asked a streamer farming endgame if there were chase items, he responded that there were none; people just gamble until they get a good set of affixes at the shop.

Not sure who you talked to, or the context. Rare crafted are definitely supposed to be the majority of items used in builds, but uniques have their place. For example, the last two team tournaments i pushed over 225 waves and had undead dragon clears in the Mono on two different classes, and both had two uniques (edit: I actually used 3 in a build that cleared 259 waves) in the build that were BiS for those builds. One was actually build enabling. Uniques are meant to be a part of many builds, and build enabling in some cases, but they aren’t supposed to remove the value of good crafting, and I think they largely accomplish that even in beta

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Uniques are most certainly mostly designed for specific builds. I made a fire shield sorcerer using Exsanguinous and Rahyehs Light, for example.

I hope they don’t go the route of path of exile, with 99% of uniques being complete trash.

The best way would be to make uniques build enabling or very very powerful for niche or specific builds, but only slightly more powerful than regular gear, and weaker than well crafted T20 gear. There are alot of uniques that aside from leveling placeholders, are generally very bad. But there are some uniques that are very powerful and even build enabling. For instance orians eye is huge for sentinels, plague bearers staff enables some DoT builds and so on.

I’d like uniques to have some kind of power in which they are incredibly powerful for specific uses, but not for everyone. I’d hope that there are going to be alot of uniques in this fashion so that when you actually find a unique, you can be excited if it is well sought after and valuable, not just something you look at and leave on the ground because it isn’t even worth picking up.

I was very hyped when I found items like Shavronnes wrappings, because it was worth a small fortune (around 10EX, which is easy 1-2 full days of farming) and I was completely stoked when I found a Headhunter this past league, which sold for 60ex and basically allowed me to fund and create harvest craft that I thought was so completely out of my reach that I initiallly was never even going to attempt to make that league because I thought it would cost too much.

Alternatively, most uniques I see are just trash and don’t bother picking up.

I hope the loot filter is coming soon. As the game is right now, its far more efficient to completely ignore drops (aside from idols) in order to go faster and stack more gold, as gambling is far more effective because you are targeting the right base you need. Hopefully there will be a mod filter we can setup too, which highlights mod shards on items we need or can highlight T15+ items etc. (which we would simply overlook currently)

I always viewed a ā€˜unique item’ in an arpg to be an item that has unusual affixes or abilities not normally found on magic, rare, etc items. These would make ā€˜niche’ or ā€˜focused’ builds.

In LE, this is accomplished. Currently, however, there are way more low to mid level uniques. They began showcasing some end game uniques via the MoF bosses. I feel this is a good step, but others have their own opinions on the items. That ā€˜Woven Flesh’ chest from the Abom boss had a post recently abhorring it. I find the mixed perspectives refreshing and a delight! But this is the first implementation of end game’ish uniques. They seem interactive and build defining. Some loathe specific uniques do to things like equipment slot (Such as Woven flesh being chest. Big tradeoff for 85% GB), lack of power, etc.

But I would argue there’s a few builds that would shine with any of these uniques (mid level or higher. Low lvl uniques are for leveling mostly, as I’ve gathered. There’s likely exceptions. :stuck_out_tongue: ) Regardless, EHG wanted them in. So there they are. I simply consider it more RNG for the items I do want to find that are rare, like the plague staff. Still haven’t seen one. :frowning:

This being said, most uniques I find, leveling up or not, are an upgrade to my gambling fund. When I find a unique gambling while trying to get a base rare, I’m both surprised, but haven’t followed through with a ā€˜Oh sweet!’ as it’s usually vendored immediately. Gambling is its own discussion imo, so I’ll leave that alone for now. lol.

~Vatni

edit 1: Grammar

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I think they could do with taking some of the blander uniques & adding a thematic affix that makes it more ā€œbuild enablingā€.

I usually don’t hope for specific uniques in ARPGs except for D3, where the pool is so small you know you’ll get what you want eventually. Rather, when one drops on my main, I start thinking about building an alt around it and how fun it would be combining different skills to take advantage of its gimmick.
I’m more interested in how a build feels as I journey to level 100 rather than being able to make 100% progression, so oddball effects are more exciting to me than pure strength.

I’m with the OP. After 100’s of hours of play most of (not all) stayed in my stash.

At least beef them up to make them worth playing.

Clearly unique are not so unique as they should be (including set)
I really want to see SOJ , Occulus, Griffon’s eye , tal rash set (D2 version) . They support build and open to new one’s.

I will admit that I am not a fan of many of the uniques in the game. Honestly, I think it would be interesting if the game had no uniques, but that many of the more build-enabling effects on some uniques were turned into super rare affix shards.

We are also missing several classes that could potentially work well with some of the ā€œtrashyā€ uniques.