I think that the Item Rarity Mod should be removed.
Supa, the concept of the Action RPG genre is exactly that. You improve your gear to become stronger, and gain levels. The genre actually IS farming, and that is what alot of people enjoy about it. If you intend to play the game till you "beat" it, define what "beating" it is, and simply work towards that.
Farming comes hand in hand with the game, it is what defines the genre. The best games of the genre (PoE, D2, D3 to a degree) all offered players multiple ways to farm and progress, and that is why they are the best. Lastly, from a financial side - ARPG players are limited, there aren't alot of us compared to say RTS or FPS players. The company designing the games for ARPG players need to have a way to get players to stay. If we all beat the game in a month, then never play anymore, then what does GGG gain? As a company, they have to make money, sure they can make a great game, but they have to make money. There is a reason no other games are "play once thru, no farming, then you are done" and also Free to Play, multiplayer with servers paid for, and provide constant patching and new content, that reason is the almighty dollar. TL;DR - farming is part of the genre, get used to it, or you probably won't enjoy the genre. |
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" I'm sorry, but I have to ask -- you're listed as a Supporter, but you didn't know this game is a Diablo clone? I'm not even using "Diablo clone" sarcastically here -- it's an almost literal clone, lifting a rather large amount of the mechanics from Diablo; randomness being one of them. Path of Exile is being developed to improve upon, and further expand on, the Diablo 2 experience. GGG could work to greatly normalize the randomness with additional orbs, and haven't done this for a reason. Most people will get enough good drops to trade, and if that doesn't happen, there's always farming to fall back on. If farming solo is too boring, do it in a party -- that's what they're designed for. Instead of thinking about your character being X level, think about them being X Level and X Level of Effectiveness. Leveling increases your Level, while getting better gear increased your Level of Effectiveness. If you were Level X and needed to be Level X+Y to safely do the next section of a RPG, you'll most likely just say, "Oh I need to go kill things until I can beat this"...well that's the same with gear. This is a pretty basic rule of RPGs. Now I'm not saying you have to go do the same content over and over again. The Diablo experience offers randomized areas, which PoE takes even further with the Eternal Lab. There are tons of ways to get a different experience while you work on gaining more XP and/or Loot. |
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" What a load of rubbish, plenty of people play the game without consciously stacking any IIQ/IIR gear and do absolutely fine. |
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Diversity is BAD!
GGG remove all stats except thorns!!!!!111 "Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason is that our enemies are human beings like us. They can only be our enemies in relative terms." Last edited by kamil1210#5432 on Mar 21, 2013, 5:05:53 AM
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It is kind of silly that for endgame, the best way to gear your character is to forget about stats that are actually useful for survival / dps, but purely focus on IIQ/IIR. I understand why it exists, but I don't really much like it.
That doesn't mean IIQ/IIR does not have a place in this game. I would just love to see it separated from current gear. Suggestion: Introduction of charms. Every character has 5 charm slots. Charms are items, just like everything else, that can drop in the given rarities (white / magic / rare / unique) and can be crafted using all the existing orbs. Charms can have different stats: -Item Quantity -Item Rarity -Currency Quantity -Currency Rarity -Map Quantity -Map Rarity -??? Stats can either be positive or negative. So an abundant charm of Bad Luck would look something like: +43% Item Quantity -26% Currency Rarity This way you can remove IIQ/IIR from gear slots. IIQ/IIR support gems still have use (cause they have synergy with the new charm stats). You can even introduce passive nodes to enhance charms, but they might be too powerful (and people feel they are mandatory) so that is probably a bad idea. You can even keep unique items with some IIQ/IIR to make them truly unique (although I do think stuff like Andvarius should be toned down then :D). |
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Interesting idea but WHY?
The idea behind IIQ/IIR is that it's a tradeoff. You are trading away the ability to survive/dps for better drops. Having an entire equipment set for item gaining might not even be the best way to grow, given the sacrifices you have to make. If it's going to be separated to the point where EVERYONE can have it, then why even bother putting it as a separate stat? Why not just grab the % loot in the main game and ramp it up for everyone? (note: the attempt to randomize is with negatives is silly since it's just a matter of picking the 'best' combo and switching out as needed with no penalties to what I'm actually after. +Currency and - Item Rarity: well worth to have nothing but whites and Chaos/Exalt orbs drop) If you want something like this, the pentalty has to be a PENALTY: something you can't sneak around. + Currency but -life, + Unique but 0 resists (not actual examples, just proof of concept) You want something that'll make me choose. There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.
This game really isn't for people like that. This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr |
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" The problem with the current design is that there is a huge gap between builds that rely on gear and those that don't. Basically any build that requires gear gets shafted, mostly again melee. It is near to impossible to get decent IIQ/IIR while maintaining resists/life/defenses. Not to mention that it feel completely unnatural to toss aside great items purely because they lack IIQ/IIR. That said, why does it have to be a tradeoff? Just because other games did it like that? I want to be challenged by the game and it's content, because it is difficult. Not because I have to completely screw over my own build to get decent drops from otherwise easy content. The whole concept is just so completely outdated and imo wrong. I understand why GGG followed this path, considering it is a proven concept (in a way). Still doesn't mean this is the only, and best way to do it. |
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There needs to be some sort of tradeoff for having incredibly good high end gear. As it stands, IIR and IIQ offer a reason to not be decked out in your most efficient mob clearing gear.
IGN: Iolar
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" I hate to break it to you, but you picked the wrong game. PoE is a classic hack and slash ARPG in the most basic sense. You can move, and you can use offensive skills. That is all the control you get. If you're looking for genuine difficulty, you're not going to get it from a game where the core concept is to sit there and spam your primary skill until things die. IGN: Iolar
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" Why should there be a tradeoff? To me, good design is where that incredibly good high end gear is required to beat the most difficult content. There are 2 reasons to play endgame: experience and loot. There is no point in doing high endgame stuff if it doesn't reward a player in a proper way. All IIQ/IIR does on highend is make 90%+ of all rare drops useless because it lacks IIQ/IIR. We already have way too many stats that are required (life/es, movement on boots, defense % armor/eva). I know people feel there should be a tradeoff for having high IIQ/IIR, but why do people feel that way? Step out of the box, think beyond the current design most games utilize. Why can't you make IIQ/IIR a stand-alone 'minigame' on it's own? Like I suggested, the charms would have positive and negative stats (and were just an example). They come with their own balance, when done right. Yet they operate separately from your actual character. |
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