Do you think PoE needs a "Loot 2.0" overhaul?

yes
I view the vendor recipe system as the crafting aspect of the game (first time player here). Granted, the game could stand to use a few more recipes that will allow you to somehow "force" the stuff you need at the moment, particularly socketing and linking. Just reached 60 a while ago and I can feel the progression slow down to a crawl. Not only do I need to find an armor that has good stats (resists and life, primarily), it also needs to be at least 5 sockets. Not only does it need to have 5 sockets, it should be RRRGG sockets. On top of that, it has to be linked. Way too many specific requirements subjected to the RNGeezus. My character is fairly able to kill most of the stuff in the way so far, but to get stronger, I desperately need that 5L. Upgrade that to 6L once I get to Act 3 and get Multistrike.

IMHO there is a big benefit if say you can use a recipe like this:

20 jewellers orb
20 chromatic orb
3 skill gems of the same color

To add a slot of the color of your choice. Another recipe to add links. And so on.

Numbers pulled out of my arse... Sure, early on in those 20 jewellers and chromatics, you could get the configuration you want, but wwhat if you don't? Plus now you can use your currency other than hoarding them then trading in bulk without the fear of being worse off than when you started. And the best part is that you don't remove the gambling aspect. You now have an avenue to pursue with your gear isn't up to par. Btw the 4L armor I use now started life as a white item. Sadly, I can't remive it because of the linkage restriction. I've shed many a tear for the items I passed up on because of it.

Although, I have to commend the current system for allowing me to progress so far with just self found equips. I probably just traded once for Reduced Mana.
Oh, and another thing, making it so that lower affixes less likely to spawn as the ilvl gets higher would also make a fine addition. Probably would shift game balance a bit, but can make life a whole lot easier for a desperate exile. Sorry for the double post.
I know I'm probably in the minority here but I hope vendor recipes aren't considered a viable substitute for real crafting by GGG with an actual npc to interact with and a an interesting crafting window. Vendor recipes are just a cheap cop-out in my opinion but I fear that precedent has already been set. :(
Can something be done about low level maps dropping in higer level maps (all the bloody time) I really enjoy this game but when I struggle through a high level map with spastic mods (may the person who invented temporal chains as a map mod get bum herpies)and end up with an awesome number of maps say 4 or 5, but they are all below level 70, well it is not fun, it feels like I am being spat on slapped, abused raped and ridiculed.

Now that I have my well connected achievement
Spoiler
I don't care how hard it is to six link items, but that is just my selfish side to be honest I think that if it was possible to make it fractionally easier to lin an item after each fusing it would be a real benefit to the whole player base, maybe not to the mega wealthy with heaps of overpriced 6links for sale but really, I have little sympathy for them anyway. This would also hopefully stop the horror stories of people spending 400 fusings for no 5 link ( I actually never believed this until it happened to me, thankfully in m y case I did not care was going for 6, it never happend, whatever).

On the bright side of six linking being hard, I feel an irrational pride in my 6link chest, I adore it and would never trade it, this is cool but maybe the cost is too steep (for others less fortunate, but for the grace of RNG there go I).

MF, IIR, IIQ, not cool man, not cool. I despise not being able to wear the awesome attack speed life and resistance gloves I found because if I don't wear Aursieze then I never find anything fun, not cool man.

But having said all that the game is awesome and I dont presume to know more than the people that created it and at the end of the day, it is what it is and overall I enjoy it.
Last edited by NikolaDog#3910 on Jan 26, 2014, 1:27:50 PM
A few suggestions I would add. It seems one of the biggest problems is the random nature of the socket system. For the sake of build diversity and another resource sink, I would suggest some craft formulas that allow adding and linking sockets and colors of your choice with an either or success/destruction with relatively high chance of success. The formulas could use up large numbers of common currency items floating around and success rates can depend of how many components you want to gamble. Thus using 1000s of various components on a crafting session would mean most players could have a 90% chance linking 4 sockets of their color choice, a 70% of 5 and maybe a 50/50 of 6 versus the item being destroyed. Still good enough odds to attempt but a real greed vs reward risk. Also as a bonus, since it would be much easier to create almost perfect gear this way, any item crafted like this should be soul bound to the crafter's specific character and thus taken out of the economy.

One other thing I personally would suggest is a 50% reduction in drop rates across the board in the end game maps and a tightening up in quality of possible drops, greatly reducing the low level drops in top level maps and skewing the minimums up on random gear rolls for top area bosses.

My third suggestion would be to expand out the gear slots on the paper doll for different item types that add more things to work for but are weak enough not to affect gameplay much. Things like cloaks, bracelets, gorget, shoulder pads, could be non-socket items at can have very token but still desirable token stats such as a little armor, chaos resist and mind random skill buffs like 5% damage to sweep. Make this stuff low drop and with very randomized stats/effects and it would add a whole new economy with little balance effect as even minor upgrades are worth grinding for.
I think they should make it so every drop is a 6-link unique with white sockets, also they should make it so that every mob you kill drops a map and an exalted orb. that would make me happy.
Closed beta member since: March 19, 2012
Well the problem isn't just the unique drops and obscene RNG component of crafting, it's the RNG component of end-game leveling. What other game requires you to trade or be in the RNG Gods favor just to level (at a realistic pace)?

And please don't tell me you can continue to grind exp in Lunaris or Sceptre because the exp post-75 is abysmal.

Maps should be places you go to gain rare/good loot. There should be new permenant zones capable of handling the post-80 exp grind.
Absolutely not, the loot in this game is close to perfect.

The reason D3 needed the overall is because their loot system completely sucked.

Guess what? Sadly, their new system sucks too.
"
Zaqwert wrote:
Absolutely not, the loot in this game is close to perfect.

The reason D3 needed the overall is because their loot system completely sucked.

Guess what? Sadly, their new system sucks too.


POE>AH3

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