The overall design of a lot of elder uniques is they’re intended for a large assortment of builds. Because of this, the focus on those designs are characteristics, ailments, charges, curses and auras.
The Map System
Given the central nature of maps in PoE trade currency War for the Atlas, the characteristic itself involved a great deal of time in evolution. It has been a work in progress within the duration of the last expansion, but also throughout the life span of PoE itself. The design of this machine is driven by two design goals: Random amounts are critical and “everywhere can be a functional end-game”. Most interestingly, GGG looked at issues impacting the ARPG genre in general and how it planned to address the boredom That Lots of players find at end game:
The big issue that we faced when the end-game was in the state was staleness of the end areas. Players who desired to find the best items and earn the most experience were made to repeat the same few areas over and over. While the arbitrary levels were doing a great deal of work, we had a whole lot more variety. From the 0.8.6 patch, we added a special end-game called the Maelstrom of Chaos. This was a set of consecutive regions that sprucing upwards in trouble degree, with random critters and arbitrary tilesets (from a selection of eight).
While this improved the boredom issue of people playing the PoE currency very same areas repeatedly, it created an entirely new issue that we hadn’t seen before: content difficulty entitlement. It was rather frustrating, watching people intentionally sabotage their own progression and then getting mad about it. Finally we realised that the truth: the game layout was at fault and needed to change. We had to locate a system that created players feel good about playing at the right level for their progression.