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I would add an Enigma alternative in the form of Boots, but I'm not talking about FRW.
Nightmare Hooves
Unique Scarabshell Boots
Defense: 56-65
Durability: 14
Req Strength: 91
Req Level: 30
Quality Level: 87
Treasure Class: 63
Assassin Kick Damage: 60-110
Level 1 Vigor Aura when equipped
+1 to Charge
-10 light radius
Having access to Charge on all characters and a 1 point Vigor Aura Synergy would make for an interesting Enigma alternative; As well as free up your body armor.
Inspirations:
I played Diablo 3 before this game and called back to Crusader's Steed Charge Skill. Provided excellent mobility as I remember.
That gives these Boots part of their name. Hooves of course, on horses but the Mare in Nightmare is also relating to horses. These Boots could very easily be overpowered so I thought to throw some minus light radius on these, similar to Nadir Runeword. Also NIGHT-MARE. I do love wordplay.
The Boots would carry a high quality level similar to Arachnid Mesh but most notably have a lower level requirement than Enigma. So once you had them, new characters will love them.
You may too have heard the use of blinding as an adjective for speed.
"blinding speed" or "blinding fast"
So having speed stats and minus light radius makes even more practical sense to me.
Notably this unique would lack in other statistics and especially FRW for further balancing.
Would you rock a pair of Nightmare Hooves on your build?
Let me hear your thoughts and comment ideas for uniques you'd like to see added to Sanctuary!
Thanks so much for reading!
Nightmare Hooves
Unique Scarabshell Boots
Defense: 56-65
Durability: 14
Req Strength: 91
Req Level: 30
Quality Level: 87
Treasure Class: 63
Assassin Kick Damage: 60-110
Level 1 Vigor Aura when equipped
+1 to Charge
-10 light radius
Having access to Charge on all characters and a 1 point Vigor Aura Synergy would make for an interesting Enigma alternative; As well as free up your body armor.
Inspirations:
I played Diablo 3 before this game and called back to Crusader's Steed Charge Skill. Provided excellent mobility as I remember.
That gives these Boots part of their name. Hooves of course, on horses but the Mare in Nightmare is also relating to horses. These Boots could very easily be overpowered so I thought to throw some minus light radius on these, similar to Nadir Runeword. Also NIGHT-MARE. I do love wordplay.
The Boots would carry a high quality level similar to Arachnid Mesh but most notably have a lower level requirement than Enigma. So once you had them, new characters will love them.
You may too have heard the use of blinding as an adjective for speed.
"blinding speed" or "blinding fast"
So having speed stats and minus light radius makes even more practical sense to me.
Notably this unique would lack in other statistics and especially FRW for further balancing.
Would you rock a pair of Nightmare Hooves on your build?
Let me hear your thoughts and comment ideas for uniques you'd like to see added to Sanctuary!
Thanks so much for reading!
Can be used to make Runewords:
I would add an Enigma alternative in the form of Boots, but I'm not talking about FRW.
Nightmare Hooves
Unique Scarabshell Boots
Defense: 56-65
Durability: 14
Req Strength: 91
Req Level: 30
Quality Level: 87
Treasure Class: 63
Assassin Kick Damage: 60-110
Level 1 Vigor Aura when equipped
+1 to Charge
-10 light radius
Having access to Charge on all characters and a 1 point Vigor Aura Synergy would make for an interesting Enigma alternative; As well as free up your body armor.
Inspirations:
I played Diablo 3 before this game and called back to Crusader's Steed Charge Skill. Provided excellent mobility as I remember.
That gives these Boots part of their name. Hooves of course, on horses but the Mare in Nightmare is also relating to horses. These Boots could very easily be overpowered so I thought to throw some minus light radius on these, similar to Nadir Runeword. Also NIGHT-MARE. I do love wordplay.
The Boots would carry a high quality level similar to Arachnid Mesh but most notably have a lower level requirement than Enigma. So once you had them, new characters will love them.
You may too have heard the use of blinding as an adjective for speed.
"blinding speed" or "blinding fast"
So having speed stats and minus light radius makes even more practical sense to me.
Notably this unique would lack in other statistics and especially FRW for further balancing.
Would you rock a pair of Nightmare Hooves on your build?
Let me hear your thoughts and comment ideas for uniques you'd like to see added to Sanctuary!
Thanks so much for reading!
Nightmare Hooves
Unique Scarabshell Boots
Defense: 56-65
Durability: 14
Req Strength: 91
Req Level: 30
Quality Level: 87
Treasure Class: 63
Assassin Kick Damage: 60-110
Level 1 Vigor Aura when equipped
+1 to Charge
-10 light radius
Having access to Charge on all characters and a 1 point Vigor Aura Synergy would make for an interesting Enigma alternative; As well as free up your body armor.
Inspirations:
I played Diablo 3 before this game and called back to Crusader's Steed Charge Skill. Provided excellent mobility as I remember.
That gives these Boots part of their name. Hooves of course, on horses but the Mare in Nightmare is also relating to horses. These Boots could very easily be overpowered so I thought to throw some minus light radius on these, similar to Nadir Runeword. Also NIGHT-MARE. I do love wordplay.
The Boots would carry a high quality level similar to Arachnid Mesh but most notably have a lower level requirement than Enigma. So once you had them, new characters will love them.
You may too have heard the use of blinding as an adjective for speed.
"blinding speed" or "blinding fast"
So having speed stats and minus light radius makes even more practical sense to me.
Notably this unique would lack in other statistics and especially FRW for further balancing.
Would you rock a pair of Nightmare Hooves on your build?
Let me hear your thoughts and comment ideas for uniques you'd like to see added to Sanctuary!
Thanks so much for reading!
Love it. But add 40% FRW please 
Of course if those existed, I would probably never wear any other Boots.
-10 to light radius might actually be annoying, get rid of that too
Of course if those existed, I would probably never wear any other Boots.
-10 to light radius might actually be annoying, get rid of that too
OP
Charge is affected by FRW
Post ur offer before adding me. No PM. Only add me if u offer bin/lf. No reply after 3 days=offer rejected
No socketing service. If u get item otherwise, retract ur pending offer. Edit ur post or post "retracted" to do so.
No socketing service. If u get item otherwise, retract ur pending offer. Edit ur post or post "retracted" to do so.
OP
Maybe the -light radius stat could roll from -5 to -10.
I figure the Hellfire Torch would negate it and make it tolerable anyways. Gotta have balance. I don't love how OP some singular items are. They oughtta have trade offs. Take Goblin Toe, for example... HUGE 25% CB but no other real good stats or FRW.
I figure the Hellfire Torch would negate it and make it tolerable anyways. Gotta have balance. I don't love how OP some singular items are. They oughtta have trade offs. Take Goblin Toe, for example... HUGE 25% CB but no other real good stats or FRW.
OP
The internet has lied to me. I cannot believe it.
I am unsure how broken, stacking FRW would make them then if true.
considering there are ~400 uniques in the game out of which ~50 are any good i would rather remove some uniques and rework most remaining to be usable
... surprisingly, looking at the unique Boots, none are completely terrible.. so maybe this idea could be implemented on a set pair of Boots, from a terrible set, like tankred's or vidala's?
... surprisingly, looking at the unique Boots, none are completely terrible.. so maybe this idea could be implemented on a set pair of Boots, from a terrible set, like tankred's or vidala's?
OP
Perhaps. I do agree most uniques are borderline unusable. Runewords are simply too good. That reiterates my point that items need drawbacks sometimes. I know that is probably an unpopular opinion and most people just want to clear entire screens in seconds. I refuse to craft Grief. I probably never will. One user said it best on the item page, it is better to ask what build, Grief, is NOT BiS for.ganseng wrote: 21 hours agoconsidering there are ~400 uniques in the game out of which ~50 are any good i would rather remove some uniques and rework most remaining to be usable
... surprisingly, looking at the unique Boots, none are completely terrible.. so maybe this idea could be implemented on a set pair of Boots, from a terrible set, like tankred's or vidala's?
That is a whole other topic, I was just interested in what the community could come up with as far as useful uniques that fill gaps in builds.
Deckard's Journal
A unique charm or equippable book that provides for unlimited item identifications.
Meshif's Scope
Another unique charm that increases the distance that you can discover the map geography.
A unique charm or equippable book that provides for unlimited item identifications.
Meshif's Scope
Another unique charm that increases the distance that you can discover the map geography.
Drawbacks and tradeoffs are really important for good design.Triumphant wrote: 20 hours agoPerhaps. I do agree most uniques are borderline unusable. Runewords are simply too good. That reiterates my point that items need drawbacks sometimes. I know that is probably an unpopular opinion and most people just want to clear entire screens in seconds. I refuse to craft Grief. I probably never will. One user said it best on the item page, it is better to ask what build, Grief, is NOT BiS for.ganseng wrote: 21 hours agoconsidering there are ~400 uniques in the game out of which ~50 are any good i would rather remove some uniques and rework most remaining to be usable
... surprisingly, looking at the unique Boots, none are completely terrible.. so maybe this idea could be implemented on a set pair of Boots, from a terrible set, like tankred's or vidala's?
That is a whole other topic, I was just interested in what the community could come up with as far as useful uniques that fill gaps in builds.
Already had posted this in an earlier topic, but as you ask, here again:
Demon's Sorrow (a.k.a. Grief's little Brother
Crystal Sword
Lvl-Req.: 57
Indestructible
+30-40% Increased Attack Speed (varies)
Damage +300-340 (varies)
Ignore Target's Defense
+100-150 Damage to Demons
20% Deadly Strike
+40% Faster Run/Walk
Fire Absorb 15%
The aim was to have a viable alternative for the runeword Grief. I think this weapon would be weaker than Grief damagewise, but therefor offers more mobility (for those who do not have Enigma for example).
Crystal Sword, because there is no Unique Crystal Sword at the moment.
It could be upgraded twice to Phaseblade, which would bring it on par with the standard Grief-Phaseblade in regards of speed.
Indestructible, so that it can not drop ethereal and outshine Grief when being upgraded twice (Phaseblades do not have durability).
The cherry on top: You can socket it with Larzuk-quest and throw something useful in there...
As much as I like to come up with new Uniques I very strongly agree with ganseng concerning the high necessity of overworking the majority of the Uniques. There is too much unusable trash among them...
Demon's Sorrow (a.k.a. Grief's little Brother
Crystal Sword
Lvl-Req.: 57
Indestructible
+30-40% Increased Attack Speed (varies)
Damage +300-340 (varies)
Ignore Target's Defense
+100-150 Damage to Demons
20% Deadly Strike
+40% Faster Run/Walk
Fire Absorb 15%
The aim was to have a viable alternative for the runeword Grief. I think this weapon would be weaker than Grief damagewise, but therefor offers more mobility (for those who do not have Enigma for example).
Crystal Sword, because there is no Unique Crystal Sword at the moment.
It could be upgraded twice to Phaseblade, which would bring it on par with the standard Grief-Phaseblade in regards of speed.
Indestructible, so that it can not drop ethereal and outshine Grief when being upgraded twice (Phaseblades do not have durability).
The cherry on top: You can socket it with Larzuk-quest and throw something useful in there...
As much as I like to come up with new Uniques I very strongly agree with ganseng concerning the high necessity of overworking the majority of the Uniques. There is too much unusable trash among them...
I'm not going full into stats, but here are some item effects that I'd like to add off the top of my head:
- Identify Belt - A Belt that gives you a +1 to identify, like Sling gives +1 to town portal. I don't care about the stats, but here are the constraints I'd put on it: it has to be a Belt (I guess it could also be a chest armor) to avoid cumbersome game play (players carrying the item and switching to identify), it shouldn't compete with rare belts in FHR+resistances (taking into account the 2 opened up inventory slots), probably should have FCR to make it a real alternative to Arachnid Mesh, might be cool to give it FRW because it's a beloved stat that you can kind of stack for free and would keep this utility-focused, keeping players from being tempted to Sacrifice convenience for power. This has been on my mind for years, Sling made me think it's something they might actually consider.
- +4 to all skills chest armor - A real alternative to Enigma for the end game. Now that terrorized act clearing allows slower-paced game play (+the ever-increasing difficulty of heralds), something like this might be an attractive alternative when not grinding short loops (ie, act bosses/super uniques). Alternatively, it could be an Ormus's robes-like item with random rolls of increased elemental damge/resistance lowering. Point is, I'd like a targeted Enigma-killer for non-grindy loops.
- Physical ring - We need The Stone of Jordan for physical characters. Bul-Kathos' Wedding Band is not it. Raven Frost is close, but it's just big AR+cannot be frozen, which is nowhere near cool enough, IMO. I'd like to see just a dumb, big damage ring, with a stupid name like "The Blunt Object": -10% physical resistance, big AR, STR+DEX, 10% AOE damage. Life/mana steal intentionally left blank.
- The anti-charm - Amulet with whatever stats and "+1% [random element] damage per empty slot, unidentified, or consumable in your inventory." Don't get caught up in the numbers/wording, point is: a way to get away from filling your inventory with charms. Should still be weaker than having a full inventory of charms: goal of the item should include not invalidating awesome charms (damage is done with those, we can't take them away from players), just to have a real alternative for players who don't mind playing sub-optimally for convenience. Should be high-level enough that it only presents the choice to knowledgeable players and doesn't prevent beginners from exploring charm management. This is a tough one and probably a bad idea even conceptually, but I'd love to test something like this.
I think a new class of wearable items in the form of trousers/chainmail leggings or some kind of leg wear! Most armours pictorially only cover the chest anyway, some some leg wear is long overdue.
Aards.
Aards.
Unique gloves that give +1 Death Mark oskill for necro/druid (even Valkyrie). Summoner's don't need fcr pre-Enigma (which would be the niche for this item i imagine) so it's a perfect fit instead of Trang-Oul's Claws / Magefist. Hopefully with not too many other good stats, maybe 25% poison resist or something, and not too rare so it's easily attainable on a pre-Enigma budget
Also (not a unique) but some Grimoire runeword that's viable as an endgame alternative to Ars Dul'Mephistos so some of these amazing bases can be put to use. Probably with +2 warlock skills & like 25% fcr but missing the -% magic resist / enhanced damage / attack rating / magic find. Make it use Sur since it's still basically useless. Sur Um and that way it has +22 all resist too. It was very brave for blizzard to return to their roots of creating completely useless runewords in rotw with Vigilance, but it's not cutting it
Also (not a unique) but some Grimoire runeword that's viable as an endgame alternative to Ars Dul'Mephistos so some of these amazing bases can be put to use. Probably with +2 warlock skills & like 25% fcr but missing the -% magic resist / enhanced damage / attack rating / magic find. Make it use Sur since it's still basically useless. Sur Um and that way it has +22 all resist too. It was very brave for blizzard to return to their roots of creating completely useless runewords in rotw with Vigilance, but it's not cutting it
Not a unique as such but I think a set called ‘BFF’ geared specifically toward Mercs.
Armour - ethereal by default. Allows some life regen, life, 30 FHR, and small DR all for survivability. 2 sockets for customisation. 10 all res.
Helm - ethereal by default. Life leach. Adds life, adds strength and dex. Gives one of level 3 lightning, fire, cold, or poison resist.
Bow / Sword / Polearm ( Eth)
250 % e damage.
30 FHR.
30 IAS.
Adds 1 elemental damage fire/light/cold/poison.
30 FCR.
10 CB.
10 OW.
10 all res.
Complete the set:
+2 skills,
double CB and OW bonus on weapon,
Helm aura jumps to level 6,
small life regen and DR rates double, 30 FRW.
Another 20 all res (so 40 total).
Merc aura. Armor and gear takes on same colour as armour of the player.
Players can also complete the set - but will have to deal with the issue of Eth on all the items.
Armour - ethereal by default. Allows some life regen, life, 30 FHR, and small DR all for survivability. 2 sockets for customisation. 10 all res.
Helm - ethereal by default. Life leach. Adds life, adds strength and dex. Gives one of level 3 lightning, fire, cold, or poison resist.
Bow / Sword / Polearm ( Eth)
250 % e damage.
30 FHR.
30 IAS.
Adds 1 elemental damage fire/light/cold/poison.
30 FCR.
10 CB.
10 OW.
10 all res.
Complete the set:
+2 skills,
double CB and OW bonus on weapon,
Helm aura jumps to level 6,
small life regen and DR rates double, 30 FRW.
Another 20 all res (so 40 total).
Merc aura. Armor and gear takes on same colour as armour of the player.
Players can also complete the set - but will have to deal with the issue of Eth on all the items.
Highlords Lifter ( Belt)
+20 % FHR
+15 % IAS
- (minus) 50 FCR
+20 Strenght
100 % enhanced Defense
You can equip Two Handed Weapons in one Hand.
+20 % FHR
+15 % IAS
- (minus) 50 FCR
+20 Strenght
100 % enhanced Defense
You can equip Two Handed Weapons in one Hand.
Too strong . It would be pretty much bis for every melee build . I would say even sorc wana wear it .Bertram The Cursed wrote: 3 hours agoHighlords Lifter ( Belt)
+20 % FHR
+15 % IAS
- (minus) 50 FCR
+20 Strenght
100 % enhanced Defense
You can equip Two Handed Weapons in one Hand.
Even with the 50 FCR penalty??NikoBelic wrote: 1 hour agoToo strong . It would be pretty much bis for every melee build . I would say even sorc wana wear it .Bertram The Cursed wrote: 3 hours agoHighlords Lifter ( Belt)
+20 % FHR
+15 % IAS
- (minus) 50 FCR
+20 Strenght
100 % enhanced Defense
You can equip Two Handed Weapons in one Hand.
I don't think melee needs any more single target dmg
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