Value on copies of Uniques (Sacrifice Farming)

Was talking about an idea in global chat and was given positive responses, and told to throw the suggestion into the forums so maybe EHG can read it. As it stands, unique copies have very little to no value, especially if you’re not part of the trading system. Getting unique drops should always (to a degree) feel decent, it helps hold up the drop dopamine of the game. That being said, they shouldn’t have guaranteed value, as that diminishes the grind aspect.

My suggestion would be unique sacrificing. We already have a similar system to this with LP on uniques, but why does that have to be limited to adding stats? I feel a system could be approached where you can have a specific crafting system where you sacrifice unique copies onto a main unique base, for the chance to craft LP onto that unique. You could scale the chance with # of copies/Level of LP on sacrificed uniques. This also leans towards the min/max gameplay, as your 4 LP unique base might have bad rolls, and your 0 or 1 LP unique base might have near perfect rolls, so you’d much prefer to have higher LP on that base.

Circle of fortune: This provides value to target lensing/prophecy targeting to aim for copies of the unique that is core to your build, and provides actual value to copies of uniques for CoF in general.

Bazaar: This would create constant market value for uniques, even if the rolls aren’t great, as it would functionally be selling crafting materials for an end game crafting system, your bad roll uniques would be more lower value as they would be sacrifice sells, and the good roll uniques would be much higher value due to being the sacrifice target sell.

I would like to hear thoughts on this, and hopefull EHG reads it!

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Great idea.
As long as its implemented as you described it instead of locking it away behind a boss fight.

Now, whether EHG will go for this, probably not. This will increase the speed at which people get their desired gear, which will lead to diminished player numbers sooner than what this cycle establishes as a “base” since it’s the very first cycle.

This doesn’t necessarily matter only for 4 LP, a 3 LP is good too. 2 LP even. There are so many duplicates, and this will flood the market with LP items. It’s still a good thing since then the priority isn’t going to be the LP itself but the actual rolls which is far better option if you ask me.

Well, hoping for the best. +1

A korean-style upgrade system hence? The fail-state being the outcome not good enough but always a upgrade? Sounds definitely doable.

In the current state of the game obviously a bit no… but going ahead in the future it might be a reasonable inclusion into the game.
I think EHG will rather go a different route though as time progresses, especially since by then LP unique probably won’t play such a hefty role at times and we’ll have more alternative ways to get power for our characters.

I don’t like the idea of adding the possibility of getting LP onto existing uniques.

But I do like the idea of giving duplicate uniques some value.

I would prefer having a system where you can sacrifice them to increase (or simply reroll) the rolls on the same unique if you sacrifice X amount of that given unique.
This maybe could be even done on a unique that has LP it is expensive enough.

I thought about a new rune that lets you reroll Unique roll ranges and maybe this could be combined with that idea. Maybe sacrificing duplicate uniques gives some form of shards/dust/currency and you can get this new rune with it or alternaitively it could also drop (but it should be at least as rare as Rune of Creations)

I think adding LP to a well-rolled unique could be a thing, but it shouldn’t be this easy.

Salvaging extra uniques sounds useful at first glance, but I think it’s hard to find a solution that helps more than it would hurt. If we simply add some vague use for badly rolled uniques, we would probably hoard even more. If I had kept every Jelkhors, I’d have multiple stash tabs of them.

Also, simply adding some X:1 conversion doesn’t really help the game. If we could combine 3 Jelkhors into a newly rolled Jelkhors, might as well increase drop rates by 33% and save us the hustle of collecting such a set.

Maybe the “issue” of duplicate uniques is simply one of appearance. If we could filter them out by LP, they wouldn’t be in our face the whole time.

The devs have always said that they really don’t like the idea of adding LP to uniques, especially if it’s deterministically upgrading it (eg, X 1LP of the same unique → a 2LP version), so I wouldn’t hold my breath if I were you. I know a there is definitely a segment of the community that wants something like this, but the devs don’t.

Yeah, it probably depends what you want out of it but ultimately I think most of the time it boils down to additional chances for getting the particular unique, especially if it’s guaranteed for that particular one (such as converting X of the unique into a new randomly rolled one).

Destroying the uniques, getting some currency, giving this currency some off-side use.
Like manipulating the echo web, e.g. re-rolling the reward of a node. I know that there are some special nodes to re-roll all unsolved echoes, but I thought of a more granular approach.

Thus, players could also deal with somewhat useless nodes (EXP tomes after lvl 100) and up their target-farm game.

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XP nodes will still give you favour, though, so not totally useless. Especially at a point where you’re most likely to be spamming prophecies/selling stuff for gold to buy what you need.

Other than that, yes, it would be fine. more than 90% of the uniques that drop stay on the floor, even in MG.

What about this example.

Somehow you’ve found 40 times “The Slab” with 0 LP. Now you can sacrifice “The Slab” in whatever way and get a stack that improves to find “The Slab” with LP on it. There is still no option to increase how much LP is on the next “The Slab” but a chance to get on that rolls normal if it has 1-4 LP.

We would increase our chances of LP items a lot but not the drop chance of the item. On top of it we would increase the chance to get a better LP roll but without the option to simply pump an item up to T4 and still have the implemented RNG system in place.

Like I said, an X:1 conversion is pointless. We would litter our stash with unwanted uniques for sacrifice-purposes and this should be avoided. Whatever X would be, could just as well be an adjusted drop rate.

The cleanest solution would be filtering options so we don’t even see all those useless uniques.

Regarding upgrading uniques, whether it’s affix ranges or LP - that’s an entirely different subject. It could be the selling point of a new dungeon or the subject of new, rare crafting materials. But obviously not something deterministic like unique + material = same unique with LP = former LP+1.

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This would be in line with the rest of the game. I made a strict filter for my endgame toons where I picked the bases I need and the stats on it and hit everything else. Those darn low tier uniques that droped were the only items that stoped me to farm for days without a worthwhile drop.

Making uniques disapear by filtering LP would be neat but a let down on the other hand. 99% of loot is already useless making the last .8% invis as well would simply show that LE drops even more crap then PoE :smiley: .

Well I’d make 4 rules for 1-4 LP on top of the filter and have the rest displayed as normal. That way I can treat them like set items (as in mostly ignore). There are a few niche cases, in which 0 LP can still be relevant and no other rule can catch your item.

If you know which uniques you want you can make rules specifically for these.
Downside is, you need one rule per unique, so depending on how many you want to do, it might be quite some work.

I know, but I don’t think you can filter for the Jungle Queen belt for example. Base type and lvl req are shared by another belt.

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