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I was thinking about this, this bound item mechanic is a problem for players. I was thinking that the developers could implement a system that for each completed run we would earn 1 point. Every 5 points, we could use them to unbound an item that was bounded to a character. That way we wouldn't be punished so much.
(It honestly doesn't make any sense to have a system like that in a game like this and it's even worse due to the fact that apparently if you own the item, it's not drop again
On the other hand, I've no idea why there's a bind mechanic in the 1st place, there's no reason for that
No!
Just remove the ♥♥♥♥♥♥ bind mechanic alltogether
To answer your question, yes. If you sell the unique it can show up again. I did this with both the necromancer's amulet and the Vampire tooth. They did indeed show up as loot drops later, but it took ages.
As more loot gets added, and more character options become available, this work around is going to become less and less viable. The more that is added to the loot pool, the lower the chances of encountering the same unique again will be (after selling it I mean).
Really hope the dev decides to drop the binding requirement on Uniques.
Yes, the best thing would be to remove this system.
But the only thing that comes to mind for this game would be that the developers want you to drop the same item for several characters. However, this is not happening, so it really doesn't make sense for this system to exist. And based on this thought I made the previous suggestion.
OR MAYBE, they intend to add coop to the game. I don't know, these are just guesses
That was the other suggestion I put in the pinned suggestion/feedback thread. That once you start a run with the equippd character, the bind is complete. But, honestly, the timer just seems easier.
They both have downsides and upsides (ie. with timer you can just not notice til it's too late, and with the other one you can have someone equip something then start a run not knowing the wrong thing is equipped and not notice til then - like if it's a summon item, etc.)
I like the idea of no soulbinds at all. This isn't an mmo; it's a much simpler game. The UI, for right now at least, is also very prone to having people make mistakes like this. Having no binds would mean less storage/hoard space needed, no "whoopsie" moments, and would allow for a much more fun and streamlined experience when going back and forth between characters, trying to find the best possible builds for each one. I'm all for just dropping it. Either dropping it, or putting in SOME way to reverse it (gold or some other resource).
Maybe the best option is to only soulbind "unique" items like the ones I brought up originally in the post. Those are the only items that feel a bit more special and like you shouldn't be able to just have everyone use it (as, obviously, it's 'unique'). But then I would definitely still like to see some "buffer" period or way to remove the bind IF a "whoopsie" occurs, lol.
I actually disagree here. I think, if anything, having ONLY the 'unique' items bind to characters is the way to go. They are usually the best items (well, not always, but they are always interesting or just the best), and I don't think the dev wants you to have access to that item on your entire team once you loot it. It feels more special that way. Makes you really put some thought into who gets it.
BUT.... this is still ONLY if the dev decides to give us some type of buffer for accidents, as stated above. I also think the uniques should drop again if you sell them (although I'm assuming that may already be the case from what I see a few people saying). I'd personally still ALSO like to see some way to un-bind items via some resource maybe later on.
I'm not sure... All I can say is that I have many, MANY unique items (an entire stash slot + more) and I've never seen one drop twice. Most of them have never been equipped, so not sure if that has anything to do with it.
I have Godrage and Equilibrium which have already been equipped. Equilibrium I currently use on Avoron and Godrage is currently in warehouse, as I didn't find it as good as other normal mythic axes. None of them have currently dropped again yet. So being equipped or not doesn't seem to matter. It's just the fact that you already have it.
So I'd like to see one of two things happen, either uniques don't bind or allow us to have a gold sink (or some other new resource) to unbind. I'd be perfectly happy with either route. Even if unbinding is expensive.
I had a few uniques early on that I threw on without realizing that they can't drop again (based on other arpg style loot systems, I had assumed uniques just meant they were a static rolled item, not that you could literally only have one in your inventory), and ended up having to sell them so I could farm them again to put them on the appropriate characters after I had more experience with the game and a better idea of what items were good on which characters. As more characters get added, with their own unique stats and setups, these "mistakes" will become more prevelant, and it'll suck to have gotten an item, just to have to vendor it and pray to the rng gods to have it drop again to then equip it on the "right" character.
(the game is generally awesome for the most part)