One thing i liked about POE is that the yellow gears can have absurd rolls, some of which will beat its legendaries for a mile, but getting there require quite abit of farm. Nevertheless, rolling a perfect yellow/rare gear is like a long term goal, one that keeps you playing.
Greens in this game can have very good rolls but i never felt it can roll amazingly, perhaps an expansion on prefix/suffix, especially the top ended ones would be great, give us incentives of keep playing and also alternative options to some of the legionaries.
Note: i do know that some builds use green gears, but i feel their rolls could be improved even further, with rarer and more powerful rolls being an endgame goal for people after obtaining their desired set items/legendaries.
Hm, I’m all for “empowering double-rare items” but I feel like the expansion already did that to a significant extent.
Not only do much more double-rare items drop now, we also got a metric ton of “monster infrequents” that bring unique skill modifiers - modifiers that can “even define your build”, as has been said for legendaries before.
I’d say - let’s see how this works out before planning on further changing this mechanic.
From the prospect of a gear hunting game, giving player game breaking combination of gears but require quite alot of time to farm isnt new in ARPG.
In Diablo series theres that one legendary that let you teleport anywhere in mere seconds.
In Torchlight 2 series there is the legendary/unique sink with uber enchants, sockets and more.
In Path of Exile, there is mirror worthy items that kills Shaper in seconds.
I think as a gear hunting game, giving a wider variety of modifiers for greens would make the game much more exciting for gear hunting, and enhance it’s life span. Not to mention it is a relatively simple change.
Well, we’ve had a lot of similar discussions here and I agree that the expansion changes are not equivalent to what you (or others) have requested.
I, too, think that it would be cool to have super-powerful affixes for items, but I also think that it might pose problems from a game-design perspective.
They would probably either become the new standard, reducing the value of all items that had previously been good, or they would have to be so ultra-rare that most players wouldn’t ever see an item with such an affix.
In the end Grim Dawn just doesn’t offer enough late-game content but rather gains replayability through it’s complex build system that tempts you to make another character who has use for those cool items that you previously found.
Having to farm for weeks on end to finally find one of those hyper-rare items you were looking for just doesn’t fit into this very much.
But you’re right, adding a dozen (or so) new powerful affixes shouldn’t be a big effort; especially when balancing wouldn’t be a big consideration as those affixes would be basically designed to be overpowered; and perhaps we’ll see something like that in the future.