⚠️POST Your IDEEAS for UNIQUE ITEMS + ASPECTS !⚠️

Please if you want to chat about other things maybe do it in another thread, lets keep this one for just this → your post should be the item and anything that needs to explain it. and thats it.

I will probably try to copy the best ideeas and paste them here with the name of the one that posted it so that they are all seen.

Keep it clean.


My own ideeas :

Aspects:

→ One random mod of the item is increased by 50%, the mod changes randomly if you change the aspect. 75% on two hander. 66% on amu.

→ 1-3% chance per each cast of basic or core skill to instantly kill every enemy on screen except uber bosses.

→ 5% chance per any kill (or 25% per elite kill) to enter rage state where you get 100% attack and move speed bonus but lose 75% of armor and res. Rage duration is 5-7sec, can only happen once 2-3mins, and skills cost no resource during rage.

→ 15% chance when you kill a non-boss monster , it instantly revives that monster that has double the life, double the damage and drop rates as the original one.
So you kill 30-50 mobs, 5-10-15 appear 1sec after that, even elites, any enemy except big or uber bosses, up to the item drop rate.

→ Eveytime you Teleport (by skill or enchantment if u have oculus) you cast the master skill of your chosen key passive’s damage type. The mastery skill casted is either level 1 if u dont have any point allocated in, OR, at the level that you have allocated points in. So if u have it at max level or over, it will be cast at that level every time you teleport.

→ whenever you kill a treasure goblin there is a 10% chance that 3 more pop out after you kill it.

→ for each 1000 gold you pick up, you get 10 resource / 100 life points. can be 2 aspects one for resource one for life.

→ Your crit chance is converted into lucky hit chance at half value or full value if its not game braking. you have zero crit chance. Or vice-versa and you have zero lucky hit chance.

→ Every time you pick any a gem up, it will release a nova of your chosen key passive’s damgae type that benefits from all the passive skill points that the key passive benefits also from.


Crafting:

→ Gem of Corruption - changes one randomly chosen mod of the item, to any other mod, not bound by the item itself, so you would be able to get gloves mods on your boots and so on. The value of the mod is not changed, if you have max roll of one mod, it will change to max roll of the other. If you have a 75% roll, it will turn into a 75% roll.
Any item can have a gem used on it a max of 5 times. After that it becomes locked, and no other gem of corruption can be used on it. But the item is still open to other types of crafting.
The gem can only be found at events as legion, world boss, and anything similar that is not repetable farming so its not beeing abused. The gem can 100% be traded.

→ Has 66% chance to change the colour of the socket on jewelry, and 33% chance to delete the item’s socket, leaving the item without any socket and the posibility to add a new one. Can be traded.

→ has a 5% chance to add 1 socket (1 is max) to gloves or boots. Can only drop at world bosses with 15% chance drop rate. Cannot be traded.

→ adds 1 random mod to a white item, making it blue, or one random mod to a blue item, making it rare. Can also be 2 separate gems, one for each.

→ changes the unique aspect affix on a legendary item to another random one. Keeps the value of the roll (if its a 100% perfect roll, it will remain a perfect roll) Can only drop at world events with a 25% chance.

→ Gem that changes the sigil to another sigil, changing the dungeon in the process.

→ Gem that has a 50/50 chance to either increase one random mod of an item by 10% , or decrease a random mod by 10%. Once you use it, and for ex it increases one mod by 10%, the next use might be on another mod, and so on.

→ Gem that locks a random mod of any item, and keeps it as it is, no mather what type of crafting is made on the item. You use it once, it picks a mod to lock, you use it again, it might pick another mod, or the same one.

1 Like

Barbarian - aspect of thorns: everytime you damage an enemy, you receive the damage instead.

Sorcerer staff of the void: your spelldamage is increased by 50% but your mana is always 0.

1 Like

Aspect of the Golem: "Your maximum number of Golems is increased by 1. (2 for two-handers.)

edited message abshdalskfja;sdadadfa

Deathspeaker’s Pendant
All minions now inherit all your equipped aspects.

Aspect of Vengefull Costumer > everytime you experience a bug, all the devs get a light eletroshock

3 Likes

Unique - Messerschmidt’s Reaver (Barb 2h Axe)
+10% Damage when covered in blood underneath a full moon
+5% Attack Speed while immobilized
Lucky Hit: 35% chance on critical hits dealt to frozen enemies to extend the length of the freeze by 0.25 seconds
Lucky Hit: 15% chance to enter frenzy for 5 seconds when shattering enemies
Copium Frenzy: Gain 25% Increased Damage and Attack Speed. Movement speed and experience gain reduced by 75%.
Leap Area of Effect increased by 250%. Leap no longer deals damage.

added something there so they work and not just be troll mods :stuck_out_tongue:

That’s not what the task said and it’s in line with the current items in the game.

I understand you sarcasm now. :smiley: then you were on point…ill just randomly teleport somewhere now.

No! dumps over waste bin and tracks mud all over the floor

1 Like

Wrote this one before think will write again:

Curator’s Rod (unique wand, wanted to make it staff but think Necro will benefit more than a Druid would be)

  • 10% LH
    • Critical hit chance 3-5%
    • Resource cost Red. 5-10%
    • +25% damage vs Close
    • +20 to all Stats
      ** Close damage radius increased to 7 yards. While in this range all projectiles travel 75% slower, have unlimited penetration, and never dissipate

The idea is basically to have a killer wand that can make players literally ESCORT projectiles for as long as they want to… Initially thought that to be a Ball-Lightning Aspect only but think hits better home like this :slight_smile:

It also empowers “close combat” in more than 1 ways - anything that is close range is a guaranteed close damage proc (Graviton aspect of BL for ex. but also Bone splinters from up close) AND at all times you’ll be able to see what is close and what is outside

About Aspects ?, IDK, maybe I have one in mind but not sure:

  • Aspect of the sharp forging - Every time you direct-hit an opponent you also addictively deal [4-10]% of Thorns as physical damage

My minions gain increased minions. Did I just become a grandpa?

1 Like

The issue with uniques is in the very principle they employed behind them, which makes each particular unique item underwhelming.

So, my suggestion would simply be not a particular item; but a change in the philosophy behind the unique items altogether:

Unique items are called unique, because that item alone provides an affix, or affixes, or a combination of affixes, which no other item could ever provide. That’s exactly what makes it “one of a kind”, or “unique” - because no other kind of item provides exactly THIS one affix; or these TWO affixes; or the entirety of affixes in that particular combination.

So, in order to “make uniques great again”, you need to introduce exclusive affixes for particular uniques, or exclusive combination of affixes on particular uniques, which makes it… unique, thus no other Legendary, or other unique, could ever replace it, or serve the same function to the same degree.

In its current state, Legendary items easily replace Unique items, because there’s nothing unique about Unique items, other than the name. In D2, for example, no yellow item will ever roll the affixes of the Shako; and no other unique will ever have the affixes and combination of affixes of the Shako> so, the Shako is special in this way. And so on with the rest of uniques.

So, make uniques special, because being special is what makes them unique. So, either remove and rework Legendary items altogether; or elevate Unique items to be much more special, than Legendary items.

That is: the meta behind itemization need to change. The issue is with the philosophy behind itemization, rather than the particular items we get from that philosophy: the particular bad and underwhelming uniques we currently have are simply the result of bad design philosophy; and not that they are particularly bad themselves. They cannot be made good with this design philosophy to begin with.

Wand of the Hydra (One-handed Wand) Unique (Name can be anything)

+15 % Hydra Attack Speed
+1-3 Ranks to Hydra
+Lucky Hit: Up to a 5 % Chance to reset the cooldown of one your frost skills.
+Apply 10[x] % more Chill

Summon instead a Frost Hydra that deals damage in a short range cone of frost.
(Damage is the same damage as the Hydra skill. So one breath of frost deals the same damage combined as all the Heads. F.e. at Hydra level one, one attack deals 12% x 3 =36% with each attack at Rank 5 it would be 17% x 3 = 51 %.)

Easy they had all what is needed in d2.

Hereitishttps://classic.battle.net/diablo2exp/items/uniques.shtml

Aspect of the Iron Grip.
Two-handed weapon can be used with one hand.

The Rastacap of Blastacap

Plus 4 to traps
Cooldown Reduction
Maximum Life
Movement speed (unique modifier for a hat)

Smoke grenade has two charges, pulls in nearby enemies with every second cast and each cast generates the “Artillery” shrine effect on your next cast.

Every time you trigger your Hydra enchantment all other Hydras present are also 5 headed and their duration is increased.

Human Form Lightning needs to get something. Druid