[T]he unique items necessary to be made in this manner that made them typically useful for a vast array of builds, and also to create a reason to keep fighting the Elder many times, or the things would cheap poe currency feel like they had no value.
The overall design of a good deal of elder uniques is that they're meant for a big variety of builds. Because of this, the focus on these designs are attributes, diseases, fees, curses and auras.
The Map System
Given the fundamental nature of maps in War for the Atlas, the characteristic itself entailed a fantastic deal of time in development. It has been a work in progress within the course of the previous growth, but also during the lifespan of PoE itself. The design of this machine is driven by two design goals: Random amounts are crucial and "anywhere can be a functional end-game". Most interestingly, GGG looked in problems impacting the ARPG genre in general and how it intended to address the boredom That Lots of players find at game:
The big issue we faced when the end-game was in the state has been staleness of the final locations. Players who desired to discover the best items and earn the maximum experience were forced to repeat the same few areas repeatedly. While the random levels were performing a great deal of work, we needed a whole lot more variety. From the 0.8.6 patch, we included a distinctive end-game called the Maelstrom of Chaos. This was a set of sequential regions that sprucing up in trouble degree, with random monsters and arbitrary tilesets (from a selection of Enjoy the best treatment eight).