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Some uniques do provide extra power when combined with magic items.
Viridi's Veil
The Ascetic
Hidden Potential
Some examples off the top of my head.
Anyways, with that out of the way. I think in PoE2, magic rarity will play a major role. I'm actually sure of it. Its just not in the way you described.
Right now in PoE, when you want to craft a item from scratch, it requires a massive about of clicking. Alteration and Augment spamming to land that 1/1000 chance, usually followed by a regal+annul brick, setting you back to the Alt spam.
In PoE2 they are removing Alterations and Chaos Orbs got reworked. Basically, you can't reroll a items affixes until you get what you want.
You will need to pick up magic items and hunt down the rare affixes. I imagine magic weapons with T1 or even T2 damage mods will be pretty valuable in PoE2.
So like I mentioned, its not what you were looking for, but magic items will have value in PoE2 (I assume, if what I said is all true).
modifiers will be ignored entirely in favor of others when you skim through them, if you dont want to take any chances, and thats a nobrainer for most to avoid punishment. instead of making a more thoughtful decision and being considerate of all mods, and just having fun experimenting
the sometimes apparent illusion of choice makes me want it not to be a choice, so it is seen for what it really is. just another implicit static modifier you dont have to consider, always there because it has to be in order for most builds to work. there should be no minimum requirements within choices made. the game should allow its own options to function
i cant come to that sensation with poe, no matter the amount of time and effort i put into experimenting with it. i feel awkwardly like a chef trying to make sense of the ingredients given. and the responses given by other chefs, "try look up a recipe online" and "this and that ingredient are a must, unless you do it just this way". its how it works best, but its rigid
in most arpgs, you could totally toast up a cucumber sandwich. its not going to be good but... its still edible. and you made a deliberate challenge, instead of following cook book instructions to play it safe
there is no rng to be found within the builds themselves. they are a strangely boring part of the game, considering its an arpg. or a more fitting abbreviation, ag. im not customizing my character into a roleplay experience
poe 2 could reevaluate a whole lot of that, but it will take a long while for me before i dare step in that kitchen again. will be easier to get informed by others feedback after some time has passed and the hype is out of the way
scuse me for the long sidequest gordon ramsay rant, but... its been too much devotion to understand some flawed game. not that i regret the experience, but i gotta put my thoughts somewhere. and im hungry
That would make identifying regular Rare items a waste of time in comparison, since their rolls would be truly random and Magic items would usually have just high tiers.
They did a similar thing with Talismans a while back. They added a system to make Talismans have more synergy in their modifiers, instead of having random mods. This made them more likely to be extremely good, but they were indeed too good to keep in the game.
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As Detergent mentioned, there are items that rely on you using Magic items, if you want.
A lot of crafting is also done with Magic items, using Alterations and Augments. Sometimes even thousands of Alterations are used.
could this be resolved by making regal orbs much rarer? if magical items are treated with respect instead of an unfinished project, orbs upgrading them could get the same treatment. i dont see the clash with items relying on using magic items, neither do i see it as a solution to the problem
Then you could have both the current version and something you are describing. This would be similar to some Unique item effects, like The Adorned (or Darkness Enthroned).
hmm thats not a bad idea. if its coupled with magical items having the potential (but not guaranteed) to roll higher item level mods than their current item level, that would overall make magical items worth looking at. magical can be a promise of enhancing exactly the mods you want out of your gear, while rare still takes the cake in giving a full patchwork
A) can't upgrade if one of the mods is a magic-only modifier
B) magic-only mods are downgraded to their equivalent (or cap) rare mods
C) rare items with magic-only mods receive a 10% decrease to all modifiers that are not magic-only.
those are decent ideas too. i had thought of the b) one too, but i think its ultimately going to discourage using regal orbs
the a) one could work, youd just hear that error sound and get a text message saying the modifiers are too strong for rare (compared to item level). might be a bit disruptive though, maybe too much trying around for any who cant tell
i like c) one the most. it retains the power but reduces the extra mods, to.. idk. lore stuff. but sounds sensible in terms on gameplay. maybe instead of being 10% decrease, it could just lower the item level of those extra mods, so they are always worse tiers
some thought i had is if magical is going to compete among the other rarities, there could be an opposite orb to regal orb. where it takes 2 random modifiers of a rare, removes the rest, and makes them more powerful. turning a rare into a magical. useful if you see some modifiers you want to improve on a rare, dont really care about the rest, but its a gamble if its gonna pick the mods you wanted