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You don't even start to find gear with more than 2 boosts until level 12 or so
Regarding the second part, I do play with those other uniques mods I mentioned in the description, so its more balanced sinilar to those as far as stat allocations go. I did a nerf pass a while ago for base attributes, I can check again for the ability ones. Also, I'm planning to add the ability to toggle off the auto leveling for people who want that since it is the biggest power issue the mod has.
The thing about this mod is that just the availability of the new uniques is itself a significant increase in power. If you're going to add a ton of bespoke items to the world, they can't be equivalent in power to some of the rarest items in the world. Interesting Uniques doesn't have the same issue because uniques are still rare overall. If uniques are going to make up the majority of your arsenal, then they should be comparable to blue items from levels 1-13 and purple items from 14-19. (After that you might as well go crazy and just make the uniques as wild as possible since the game is almost over anyway.)
As much as I'd hate to have it nerfed since it's one of my favorite if not my favorite item in this mod but looking balance-wise it sure is pretty powerful.
Perhaps would give only the peace of mind(& the mind-related cc disabled to avoid the bug) and farsight, and have no other buffs on it at all tho have 1-3 rune slots to potentially provide some buffs due to the player putting runes in it.
I think that all the items this mod adds which are niche and specific are wonderfully made and are justified in being best in slots. Some examples off the top of my head are the two intelligence scaling daggers, the cleric belt, the constitution scaling sword, etc. These items are clearly made to fit into and significantly bolster the strength of very specific builds like a spell blade, a cleric, a tank, etc., and thus it makes sense that throughout a playthrough they would not be replaced by other items, as they function strictly for that one specific build.
When this issue of best-in-slot becomes a problem, however, is with the items such as the hunter's quiver, the two broken act II amulets, and other items which do not fill specific niches of builds and exist only as *permanent* best in slots. I'm currently doing a huntsman/scoundrel hybrid build that swaps between daggers and bows, and now that I've found the hunter's quiver, *I literally never have to swap belts again*. It is undeniably the best in slot belt and for the rest of my playthrough, any intrigue that I would have in any other belt is just instantly gone. It's very much the same with the two amulets in act II aswell, the one that sets permanent clear-minded and the one that sets permanent bless. I understand the power fantasy of having very strong items, but these items are so unbeliavably broken that there will never ever be any reason to replace them, and thus they become kind of... boring? Like, the bless amulet gives you a *permanent* ~30% resistance to every single element on top of accuracy, dodging, and immuniity to literally half of the debuffs in this game. Similarly the permanent clear minded amulet, on top of providing immunity to a dozen debuffs, gives a flat ~5 to each base stat as well as wits on top.
Another example I can think of are the two daggers from act I (fleshrend and snakespine[?]) which are just straight up the best daggers without competition and *without drawbacks*. They are ONLY replaced in act II, by two more daggers, which, sadly, are also just pure stats with no intrigue. I dont think it makes a lot of sense to have a mod about bonus UNIQUE items, and make them not actually unique, but rather broken stat sticks.
I think that many of these items which do not exist to fill specific niches and are instantly broken on a plethora of different builds should have interesting draw backs to them or be flat out nerfed. For example, the two aforementioned amulets need to be SEVERELY gutted (looking at you bless amulet). An amulet that just straight up gives bless is instantly broken, so I think the amulet should provide 0 magic armor and be just [sets blessed] if its to ever be balanced. The daggers from act I and act II (as well as any other best-in-slot weapons) NEED to have interesting draw backs, as theyre dreadfully boring. Why not make it so that the daggers incur a heavy accuracy penalty? Or make them take away a reasonable amount of armor / health value? The hunter's quiver could come at the cost of movement, the gambler's deck could set a random % damage effect on the wearer (for example, anywhere from -10% damage to +20% damage each turn), the elementalist's sash could be an elementalist's blindfold and reduce the range of abilities by 3 metres, etc etc etc!
I really love this mod but some of the items are outright broken which makes them kind of boring, which is a shame as this is one of my favourite mods. Just my two cents though, its up to you if you take the feedback to heart!