I've been loving Rampage until I started running with MFers, and seeing how broken MFing still is.

There was a thread about magic finding back in closed beta. At the time I didn't know if I cared about it being in the game or not. I wish I could go back in time and cast my vote against magic finding being in the game. I just think its counter intuitive and implemented poorly.
Standard Forever
MF just plain shouldn't be tied to gear. It's limiting and too necessary a stat to require 2-3 gear pieces dedicated to it. Maps are a good way of balancing MF. Diablo 3 has difficulty settings you can change any time with MF bonuses. These are better systems than gear based MF and always will be imo.

MF on gear is not a necessary part of a 'hardcore' rpg. It's outdated and should be dropped, like so many other mechanics have been over the years.
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Last edited by Wooser69#4318 on Sep 9, 2014, 8:31:27 AM
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Zanixx wrote:
I play solo and self found so for me, I have both. An MF'er who I love to play. Sit my ass down for DOminus farming all day is a nice way for me to spend my sunday.
I also have my 'main' which is fed by the mf'er.

Only advice I would give is for people to play their own game and not be concerned with others. If you don't like party mf'ing etc then just don't party. I don't get why people let themselves be so bothered when the choice is available to everyone.


Because the rarity of items and the prices of them are determined by those players who grind the most with MF cullers. I don't bother trading simply because everything I have is worth maybe 1 chaos each now and anything I'd want is a hassle to buy. Not because I'm a self found purist.
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Wooser69 wrote:
MF just plain shouldn't be tied to gear. It's limiting and too necessary a stat to require 2-3 gear pieces dedicated to it. Maps are a good way of balancing MF. Diablo 3 has difficulty settings you can change any time with MF bonuses. These are better systems than gear based MF and always will be imo.


It adds complexity, however. It's a "bonus" stat that, if you can fit it on your gear, will give you a benefit. D3's solution is just part of the "dumbing down" that the game is infamous for, and that isn't a "better" system. The same argument could be used for other stats, and in the end we arrive at a point where we play an action game with only one type of stats: dps related ones.

IIR by itself isn't an issue. The way it can benefit groups (culler) is, because in that scenario the downsides of IIR (slower killing speed) are completely bypassed. Another issue is that drop rates are relatively bad without 100% IIR, so people feel that "some" MF is mandatory. There is also the flawed perception that getting shit drops is because of a lack of IIR, but that isn't accurate. I found every and each of my "several ex worth" uniques on characters that had no or below 20% IIR.

There are better approaches, but removing IIR entirely or detaching it from gear isn't one of them, in my view. I'd start with groups (including the bonus groups get) and the Culling gem (make it ignore all or half of the person's IIR if they deliver the killing blow).



MF is for poor people.


In any case -
you don't need MF - you can equal it easily with clear speed, and there's a bonus - you get free exp on top of finding the same amount of stuff!



Seriously though, real wealth doesn't come on the ground - I stand by the clear speed thing. Play power characters, feel powerful, and enjoy playing the game. Going MF is just building a weak character and deluding yourself as to where nice things come from.
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Someone who has gear with higher magic find is probably lacking something else in another department. If you think it's "absolutely required", then by all means make yourself a MF char and use it to find gear for your other chars; it's kind of like having a spoiler in Lineage. In my opinion, as long as you're willing to trade with other players and know how to use poe.xyz, magic find is pretty much useless since you can get better gear much faster than clearing whole levels with magic find.
Last edited by Tom7i#1833 on Sep 9, 2014, 8:56:04 AM
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Mivo wrote:
The same argument could be used for other stats, and in the end we arrive at a point where we play an action game with only one type of stats: dps related ones.


I hate to burst your bubble but PoE and D3 are already there. The game is just about maximizing eHP and DPS. They are literally no different, but in how they are presented and the way in which you get there.

I'm inclined to side with some previous posts here. IIQ/IIR is such an outdated feature. Along with the trading system I'm sure GGG could be more creative. I don't think it was their intention to have MF cullers using the chaos recipe completely dominate the trade economy.

All that being said I'm a solo player. I cap myself at around 100, just to help the RnG along a little bit. That seems to be the sweet spot for me, since I do mostly boss farming, and clear speed isn't as important.
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Saltychipmunk wrote:
I don't get the grief here , mf already has its down sides.

even amongst cullers it is an established fact that stacking over 300 iir suffers massive diminishing returns. using the number 600 might seem like an omg too much iir nerf nerf moment.

but you must understand that ggg has nerfed it , but they purposefully have made the mechanics behind iir a mystery for us.


you will get the most out of irr if you just have 100.

not only that but those people wiht 600 irr are either wealthy as sin or are made of tissue paper and wafers and die to a strong breeze.


it takes alot of over compensation on the part of defense to make a true culler work. and at the end of it all when you finally have 600 irr your killing speed is so slow that people with 100 irr clear 20 times faster than you do.

sorry but 600 iir wont make up for clearing 10+ times faster. it just wont.


I know you said there isn't much of a GGG post on this, but is there any proof that the optimal MF is 100?
I used to put my characters down here.

The list became so long, and I've had to DELETE over 50 characters to make room for others, that I've stopped updating it.

#firstworldproblems give me character slots free or WAY cheaper GGG ;(
optimal is what ever you can afford to have without hurting your build , 100% is just a base line many use because after that you can visibly see the diminishing returns
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Semune wrote:
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Mivo wrote:
You give other people, and how they play, way too much power over your feelings.

You were "loving Rampage". Recall why, and focus on that.


You are right in a sense... but I'm competitive.

I don't play hardcore leagues because my system lags sometimes, not often, but enough to possibly get me killed.

I don't like to look around me and see all the really good uniques inflating in price because people have a ton more currency than me at around the same play time. As these IIR/IIQ players get currency, the lesser uniques and rares get devalues to 1 alch/1 chaos, and the rest skyrocket.

It's a race against time in new leagues, and the MFers have an extreme advantage in the first month of a 3 month league.

I don't want to run MF because it is simply boring to me... and I'd have to level up a character for the sole purpose of sitting behind parties throwing flame totems down.

You should be able to compete with MFers while playing conventionally, not have a near 600% deficit to overcome.

I wouldn't mind it if the IIR was capped at around 200% - that number is fine, 400% is not. With 200% IIR you'd still have to give up damage and survivability to gain 2x the rarity, but it wouldn't be so insanely overpowered. I mean, just think about it, 400% IIR and 50% IIQ... why is that even a thing?


Is this about the ladder? Because i could care less if others farm items more efficiently than me in any league. Unless you care about your ladder position there is no reason you cant enjoy the game as is and ignore the "MFers".

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