This is targeted at blizzard.
With tempering, lots of uniques have become less valuable. I hope they allow tempering on them in the future but for now this is what we got.
Why do the 2h unique weapons for barb have stat ranges of 1h weapons, or in some cases less. This made them hard to use in the first place without tempering
this applies to:
Overkill
Fields of crimson
Hellhammer
Ancients Oath
I think these ranges need to be adjusted, or their legendary affixes need to be much stronger than they currently are to compete with regular legendary affixes that you temper on 2handers. Even the change coming to Ancients Oath will not be enough to account for the loss of stats from tempering and the fact that its vulnerable damage as a greater affix is less than a normal non GA 2hander roll.
Can something be done about this in season 5?
Because obviously 2k burning dmg on hell hammer makes up for it.
Kek
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2H unique has never been worth equipping because the 100% bonus to legendary aspect is better for the past year. Not going to change anytime soon. No amount of buff is going to change that.
this is a weird comment. It could easily be fixed.
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I don’t want Temperping on Uniques, because bricking items on a temper already feels bad enough, and I don’t want to imagine a world where a Grandfather gets Marksman Damage% because you tried to roll Crit Damage on it.
But yeah something needs to be done to Uniques, especially Unique weapons to compensate for it. Maybe all affixes are guaranteed to crit when you MW them? That would at least help Overkill get back it’s +DB Ranks for example.
All of those Unique Weapons should instead be Aspects.
- Hellhammer → Aspect of Molten Earth: Upheaval creates a Quake dealing X Damage over 4 seconds. Enemies standing in Quakes are Vulnerable for the duration. Lucky Hit: Upheaval has a [25 - 50%] chance to cause an Aftershock casting Upheaval again at no Fury Cost.
This synergizes with Bul-Kathos and Earthquake Aspects. While it can effectively be utilized by Leap or Ground Stomp, unquestionably, the Quake size created by an Upheaval makes it very potent.
Since Upheaval can be spammed, you can create perma-quakes which with Rumble grants you x10% Damage for each active Quake. Investing in IAS, you could theoretically reach an attack every second. Without Earthquake Duration, this means a x40% Max Bonus while spamming Upheaval. With Leap and Ground Stomp, that becomes easily another x30% or a x70% Damage Bonus you can weave in.
Upheaval can now:
- Grant Berserking
- Grant Vulnerablity
- Grant Damage Reduction
- Grant Damage Increase (Aspect)
- Grant Stacking Damage Increase (Paragon)
Earthquakes can actually deal fairly decent tertiary damage and players can simply use Upheaval as a means to boost Leap as their primary attack (Veteran Brawler with LeapQuake).
Upheaval Size will still be looked at with Tempering however Quake Duration becomes incredibly attractive Temper paired with Inner Calm to dish out insane damage.
- Overkill → Aspect of Ancestral Force:
Aspect changed to read that Hammer of the Ancients AND Deathblow quake outwards dealing x [2 - x17%].
This creates a natural pairing with Deathblow and Hammer of the Ancients. Deathblow can generate Fury for HoTA or grant Berserking as well as allow HoTA to make enemies Vulnerable.
- Fields of Crimson → Aspect of Boiling Blood:
Causing an enemy to Bleed with Rend, Rupture, or Whirlwind creates a blood pool that inflicts X Bleeding damage over 6 seconds. Enemies standing in the pool take x [15 - 30%] increased damage. You take 20% less damage while standing in the pool.
This works with any Bleeding build, even Direct Damage builds that leverage these Skills to boost damage or ones that convert DD to Bleeds via Berserk Ripping.
- Ancient’s Oath → Aspect of Ancient’s Grasp:
Steel Grasp launches 2 additional chains. Enemies that have been hit by Steel Grasp take x [20 - 30%] bonus damage from you for 5 seconds.
Additional Change
Was: Warrior’s Steel Grasp grants 1 additional Charge.
Now: Warrior’s Steel Grasp grants 1 additional charge. Steel Grasp no longer Pulls Enemies but damage is increased by 500%.
Steel Grasp can have any Arsenal Weapon assigned to it.
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They now need to rework all Uniques. This is likely what the shortened season 5 will be.
Frostburn unique affix, for example, is 100% useless now. They should probably have unique only tempers ontop of complete reworks and affix increases.
Tempering on Unique’s breaks the whole point of what a Unique is supposed to be though. And again, I really don’t like the possibility of bricking a Shako or something.
While i understand your point, i would think its safe to assume tempering will see some sort of change. Its very apparent that the current system of Random chance to hit the temper you want + random range hit with limited attempts is bad. There have been plenty of suggestions on how to solve this, and i would guess they will go with one of them, and bricking items will be a thing of the past, it will (and should be) a situation of how greedy do you want to be chasing a top roll. With that in mind, tempering should be on uniques, in my opinion. Without tempering, they would have to make these unique considerably stronger, with completely redesigned unique traits most likely. A good middle ground would be to not have tempering on uber uniques.
The available tempers for uniques should be very limited, and should vary with each item to prevent bricking them.
Especially ubers.
I thought uniques should have tempering at first but as it is, theyre sort of a relief not having to worry about bricking them through tempering. If they fix that and make it so we cant brick them, then sure.