Death Must Die

Death Must Die

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Dragaan Dec 4, 2023 @ 11:46pm
Selling unique mythic items in order to re-loot them?
TWICE now I accidentally equipped a valuable unique mythic item to the wrong character due to a) being a bonehead b) feverishly doing inventory management late at night. Two nights in a row, two items.

One was a +1 revival belt I REALLY wanted to give to my main char (who already has 3 onyx dragons and the 24skeleton mythic amulet - soon to be 4 dragons once the chestpiece drops) and ended up equipping it to my absolute worst char, who I never even play. Second was a +55 armor ring which I know doesn't seem the best but it would have really gave this second character a really great set of stats.

As they are "Unique" I assume I can never loot them again.... but is this still the case if I sell them to the vendor? If so, does it matter if it's still visible in the buyback tab (ie would I need to clear it off the tab so it's no longer visible at all before it will drop again for me?)
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Showing 1-15 of 16 comments
Dragaan Dec 4, 2023 @ 11:47pm 
Not sure about the rest of you, but I think a "grace period" of 1-5min on the soulbind mechanic wouldn't be a TERRIBLE idea...
Delacroix Dec 5, 2023 @ 12:06am 
I understand your feeling a lot, I did the same thing with the Skeletal Army amulet. I sold it in the store and now I hope to get another one again.

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 :steamfacepalm: )
Vigilance Dec 5, 2023 @ 5:20am 
Unique just means their name, rarity, stats, and description are always the same. I've gotten the Samurai Hat (unique common) multiple times after selling it. No idea if you can have multiple copies of one.
Vespertellino Dec 5, 2023 @ 7:38am 
Originally posted by Dragaan:
Not sure about the rest of you, but I think a "grace period" of 1-5min on the soulbind mechanic wouldn't be a TERRIBLE idea...
I'd say it should bind once you start a run
On the other hand, I've no idea why there's a bind mechanic in the 1st place, there's no reason for that
Slaanesh Dec 5, 2023 @ 9:33am 
Originally posted by Delacroix:
I understand your feeling a lot, I did the same thing with the Skeletal Army amulet. I sold it in the store and now I hope to get another one again.

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 :steamfacepalm: )

No!
Just remove the ♥♥♥♥♥♥ bind mechanic alltogether
Emprah Dec 5, 2023 @ 11:56am 
I think that binding is fine, but Uniques just shouldn't bind. It's obnoxious to have the Uniques bind.

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.
Last edited by Emprah; Dec 5, 2023 @ 11:57am
Delacroix Dec 5, 2023 @ 1:44pm 
Originally posted by Slaanesh:
No!
Just remove the ♥♥♥♥♥♥ bind mechanic alltogether

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 :rotrswords:
Dragaan Dec 5, 2023 @ 5:12pm 
Originally posted by Vespertellino:
Originally posted by Dragaan:
Not sure about the rest of you, but I think a "grace period" of 1-5min on the soulbind mechanic wouldn't be a TERRIBLE idea...
I'd say it should bind once you start a run
On the other hand, I've no idea why there's a bind mechanic in the 1st place, there's no reason for that

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.
Last edited by Dragaan; Dec 5, 2023 @ 5:16pm
Dragaan Dec 5, 2023 @ 5:21pm 
Originally posted by Emprah:
I think that binding is fine, but Uniques just shouldn't bind. It's obnoxious to have the Uniques bind.

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.
Dragaan Dec 5, 2023 @ 5:24pm 
Originally posted by Vigilance:
Unique just means their name, rarity, stats, and description are always the same. I've gotten the Samurai Hat (unique common) multiple times after selling it. No idea if you can have multiple copies of one.

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.
BareNakedSlayer Dec 5, 2023 @ 5:36pm 
I am lukewarm on the soul bind, but I also wouldn't mind a heavy fee at the vendor to unbind an item. Even if it was like $20k, and then it goes up each time for a given item. If unique items do not drop again... we have to what?.... erase our save game and start again? That is a terrible thing.
Delacroix Dec 5, 2023 @ 6:10pm 
Originally posted by Dragaan:
Originally posted by Vigilance:
Unique just means their name, rarity, stats, and description are always the same. I've gotten the Samurai Hat (unique common) multiple times after selling it. No idea if you can have multiple copies of one.

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.
Emprah Dec 5, 2023 @ 10:02pm 
Originally posted by Dragaan:
Originally posted by Emprah:
I think that binding is fine, but Uniques just shouldn't bind. It's obnoxious to have the Uniques bind.

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.
If we have a resource sink to unbind a unique, then i'd have zero issue with them binding. Right now we have a small enough loot pool that selling to the vendor and farming again for the drop is viable, but over time as the loot pool becomes more diluted with additional items being added, getting that item again will become harder and harder.

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.
Doctor_Akiba Dec 6, 2023 @ 2:37am 
The character binding mechanic for equipment is so horrid that it is actually worse than D&D's attunement system and it would be nice to see this be removed in an official patch or failing to have that, a mod.

(the game is generally awesome for the most part)
ShANk117 Dec 6, 2023 @ 12:28pm 
I honestly don't understand the purpose of gear binding in a game like this. Fun game, but that one aspect of it is really dumb and pointless IMO
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Date Posted: Dec 4, 2023 @ 11:46pm
Posts: 16