Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mean it's pretty deep into the season so I don't know how easy it will be to find sellers but it may still be possible. If not, go to Diablo 4 Sanctuary Discord and ask around there, tons of people have uniques they don't need and will give them to you or sell them to you.
My point was Blizzard's heavy handed weight system towards certain outcomes. Hiding a key unique for many builds behind an RNG wall. Give players the key early and hide the power stats behind the wall instead. Allows you to get a taste earlier and more often to try other builds.
I like the cold effects.
Penitent Greaves are pretty decent for Cold Rogues. My Heartseeker also wore them for awhile in S4 and maybe in S5, too, now that I think about it.
They're also good when leveling when specific gear combos aren't yet necessary. They've got good runspeed on them and are a common Boot drop in low Tiers. I usually keep one Sacred tier pair in my Stash for leveling characters. :)
I agree... somewhat.
However, these are mostly build-enabling sorts of items and weapon slot items are usually critical for their builds. So, it make sense that they'll drop a bit more frequently.
But..
A few days ago, I was running Tormented Boss rotations with a friend. I once got FOUR "Staff of Rage" drops all from the same kill... Four. After a quick glance, when none of them were GA'd (or not GA'd well) I cracked 'em at the Blacksmith with the rest of Unique "trash."
But, if one of those had dropped with good GA's on it? My Fireball Sorc would have probably loved getting an upgrade. As it was, my Lightning Spear sorc didn't get doodly from that kill, but I did pick up another Tyreal's, shako, and Doombringer during that series of runs, so I was placated.
The point - That those items still drop and that they are often build-defining means that at least there's a bigger chance of a getting an upgraded one with good GA's on it.
PS: AFAIK, drops are first determined by item slot/type. So, for certain classes it may be that weapon-slots are a bit more favored? Boot slots too, it seems. If the drop is determined to have xx weapon slot drops in it, that's RNG rolls on the table for what items could drop. And, if build-enabling weapons are tweaked a bit to enable character to get their "one thing" they need, it's sort of sensible to see more of those drop.
There should a bit more of a reward for cracking regular Unique items, though, IMO. Like... a bunch more Angelbreaths...
Like, it's no problem once you've played a while or looked up a wiki, but in-game, it's annoyingly silly that some times you read that a mat just 'appears from deep in the Pit'. Why not just say what tier it begins to appear at? Why not be more obvious about what uniques are more likely from some bosses?
For me, stuff being RNG or feeling random is part of the loot-based design. That part is fine.
But what is frustrating, at least at first, is that D4 is pretty opaque or cryptic about some basic-ish things that I had to run out to a wiki for.
Extremely good idea. I'd be all for that change.