Introducing New Base Items

REEEEEEEEEEEEEEEEP mirror worthy items in Std! :D

Time to craft new shit guys! :')
Trying to satisfy the whole PoE community is like telling a nymphomaniac to only have sex once in a week.

I think that's fairly accurate. :')
Finally some real end game bases. Can't wait for uniques
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Dudes need their beauty sleep too
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They are SO OPIE!
GGG, giff us MOAR new base types
nice :) this will be good expansion :) I can't wait for lunch :)
These bases are going to be soooooo rare.
the es belt have been so long underway. 20 es have always been a complete joke
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CalamityAOE wrote:
These bases are going to be soooooo rare.


Actually i im thinking they are gonna have balance in these by them not dropping in the highest possible tier maps instead. That way these new very powerful bases will not be able to roll the Tier Zero mods if that is the case. Well see though. If they only drop in the highest tier maps and they are this powerful then holy shit.
There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
wut the es gloves have less es then the current highest , that sad so old ones are still the best for non spell dmg users
Every Class 100
Discord Fyndel#8812 if u cant catch me online in Poe
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grepman wrote:
I'm serious- what do the damage bases accomplish exactly ?

they have high lvl req, so by the time you get these your increased damage should be extremely high.
just unimaginative design, sorry guys.

I can kinda understand the belt and the ammy (ammy moreso, regen is not trivial to get but also getting ubiquitous), but the damage bases are just...why are we adding tiny bit of damage and what does it accomplish aside from adding a base just for adding a base? is there really a lack of damage in the game ?

if rares are to be made great again, isnt it best to experiment with some rare mods ? not saying they have to be build-defining, but something you dont normally find on rares or in the tree.


so spot on. i realy like the idea that for certain builds you will realy want specific bases that support your build. like rf builds wud realy want the regen neck base.
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grepman wrote:
I'm serious- what do the damage bases accomplish exactly ?

they have high lvl req, so by the time you get these your increased damage should be extremely high.
just unimaginative design, sorry guys.

I can kinda understand the belt and the ammy (ammy moreso, regen is not trivial to get but also getting ubiquitous), but the damage bases are just...why are we adding tiny bit of damage and what does it accomplish aside from adding a base just for adding a base? is there really a lack of damage in the game ?

if rares are to be made great again, isnt it best to experiment with some rare mods ? not saying they have to be build-defining, but something you dont normally find on rares or in the tree.



I'm in agreement with this statement. I feel like damage mods are less impressive by the levels we will reach these bases, and something unique would be more desirable.

Like increased area of effect, increased projectile speed, pierce chance, chance to blind, increased duration, increased curse effect, reduced duration; honestly anything that cannot normally be obtained on rare items would be great(sort of like what you are planning on doing with essences).

I actually feel like most of the unique items I equip are specifically because they grant my build something rares can't (and apparently won't). Like what you did with some of the Maraketh weapons. And talismans. Sadly, Talisman didn't survive to the base game. RIP.

I really liked the new armor/evasion belt that you guys decided to create, and I'm hoping the last 3 to be revealed surprise us with something astounding! (Maybe with limitations to the actual inner Atlas and its guardians/the Shaper himself)?
September 24th, 2019: A ruler is lost.

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