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

Price?
Offer?
Price?

Yah, nothing wrong with loot/selling in this game.
"
RockGod wrote:
Price?

Yah, nothing wrong with loot/selling in this game.


Maybe you people should learn how to properly trade then?

Or maybe if you don't wanna trade, then don't trade.

Seriously, I mean seriously, back when I was like 8 Hockey Cards were all the craze and we traded them, and we knew how to do it without being stupid about it.
Closed beta member since: March 19, 2012
I'd like to see potential mods on items restricted to the highest mod available for the item's level. Ergo, on an weapon of item level 73, if I roll the physical damage scaling mod, I'll always get "Tyrannical" (150 - 169% increase). I can't roll "Heavy" (20 - 49%).

That would make good mid-level gear more readily-available, and it would make crafting more viable; anyone could make good blue items.

If balance is an issue, adding more unique mod-types would be a more enjoyable solution than what we have now. If I'm looking for physical damage, rolling a high-level fire damage mod, while not what I want, still feels better than rolling 1-4 added physical damage on a level 77 item.
And may the mods be ever in your favor.
"
Roccandil wrote:
I'd like to see potential mods on items restricted to the highest mod available for the item's level. Ergo, on an weapon of item level 73, if I roll the physical damage scaling mod, I'll always get "Tyrannical" (150 - 169% increase). I can't roll "Heavy" (20 - 49%).

That would make good mid-level gear more readily-available, and it would make crafting more viable; anyone could make good blue items.

If balance is an issue, adding more unique mod-types would be a more enjoyable solution than what we have now. If I'm looking for physical damage, rolling a high-level fire damage mod, while not what I want, still feels better than rolling 1-4 added physical damage on a level 77 item.


eh lets not go overboard now , tyrannical is rare for a good reason if i can cut through most content like butter with kaoms primacy 6linked i dont want to imagine what happens if i get a tyrannical hybrid dps ias rolled axe with almost twice as much dmg.

in other words - tyrannical crafted stuff with the right toptiermods is a luxury.
just like the very timeconsuming to get runewords in d2lod back then or anyother arpg with highendweaponry.

i dont count a soultaker as highend btw its midend
neither is marohi or kongors highend
rare tyrannical is where its at
however i do agree that they shouldnt roll normal or cruel mods it hurts to see 2-3 topmods being wasted by the one you mentioned.
+1 for crafting 2.0

+1 for fixing map drops rates.

+1 for removing these ridiculous gated uniques........


"
Kechop wrote:
eh lets not go overboard now , tyrannical is rare for a good reason if i can cut through most content like butter with kaoms primacy 6linked i dont want to imagine what happens if i get a tyrannical hybrid dps ias rolled axe with almost twice as much dmg.

in other words - tyrannical crafted stuff with the right toptiermods is a luxury.
just like the very timeconsuming to get runewords in d2lod back then or anyother arpg with highendweaponry.


The answer to that may be higher-level content. Would your current gear cut through level 90 areas like butter? :)

At any rate, I'm not advocating making BiS gear easier to get. I want to see a steady progression of upgrades made available to players as they level up. Not the best upgrades, but good enough to get excited about and look forward to.

Right now, the mod pool feels backwards: it's weighted to the low end. I'd reverse that. I'd make new, interesting mods become available the higher the item-level. Instead of relying on old mods to provide balance, so Tyrannical can't roll often, I'd rely on fresh ones.

If the odds of rolling Tyrannical now are, say for discussion, 1/100, don't include old mods in that pool of 100; make them higher-level mods.

I guess I'm saying there's got to be a better way to balance high-level items (and drops, for that matter) than including low-level mods, items, uniques, etc. in the RNG selection pool. :)
And may the mods be ever in your favor.
I'm sorta stuck in the middle on the subject. On one hand I agree with most that it doesn't need an "Overhaul", as in nothing needs to have their drop rate modified. However, it does need some fine tuning to be better. By this I mean mainly the mods on items themselves.

I only started playing early this month, but I've put in a good ton of hours in, and on my main char, who's now 76, done around 2-3 dozen maps, and practically none of my gear is self found. I had to buy all of it from other people because the drops I would get, were absolutely horrible, and continue to be horrible or at most, mediocre. I would get mods like +8 cold resist or +15 to maximum life, on lv 70 gear that drops from maps. This is what needs to be fixed, late/end game gear mods. Lv60+ gear shouldn't be getting lv8-12 mods.

The minimum resist a lv60+ gear should have is 20, nothing lower. 7 Fire resist isn't gonna help me when I get -60 to all elements in merciless. It maybe easy for vets to get max resist on a new char in merciless using self found gear, but for new players it's abysmal and forces us to trade, which is probably what GGG intended but still, I rather waste my chaos on cool unique's or 5-6 link vest rather than a standard chest piece with high enough resist+life to cap. Offense wise it's the same. I'm a dual claw duelist, both of my claws have over 200 pdps, both bought from other people for 1-3 chaos. All the claws I've picked up and identified my self would get mods like 20% increased phys damage or +3% attack speed with added 2-4 fire damage. Just absolutely rubbish mods every time. It could be me having bad luck, since I've only just recently found my 1st Exalt, but still all weapons/armor/jewelry lv65+ (not the requirement, the actual level of the item) should have their mods adjusted to where the "average" is the minimum.

If a mod increases my weapons phys dmg, it should not be lower than 50%. Life mods should not be lower than +50 to max life, at least on Body armor. Resist mods should not be lower than 20, or 15 unless on specific items like uniques/two-stone/prismatic rings. This would make finding decent gear a lot easier, and remove all the excess fat that is currently what drops the most, crap gear with bad mods at high lvl. No lv60 player is gonna use gloves like this:



I just got these through a piety run to show you what I'm talking about. This is a lv68 item. Sure its got good Dex, but only 23 life? It might be usable if it were at least +50 life, but at its current state, it's complete trash and will be sold for a couple alteration shards. What we need is more gear like this:



These are my current gloves. These were bought off some other person who was fortunate to get such mods. They're not even considered amazing but decently good enough to use/survive for a newbie like me. They would be even better if they had +20% cold and maybe an additional resist, preferably chaos. In short, lv60+ items need better lower end mods. If there is any overhauling needed, it is that.
-[2.0] Tokyo's CoC Hybrid Damage Frostblader ---> view-thread/1401907
-[2.0] The Samurai (2H Crit Katana Wild Striker) ---> view-thread/1368690
-[2.0] Dyadus Elemental Wild Strike - Cheap and Beginner friendly! ---> view-thread/1394595
"
toyotatundra wrote:
PoE doesnt need loot overhaul, it needs loot tweaks. Get rid of the low level rares dropping in high level areas. They have no use. Make better mods more likely, no one needs a +10 life on an ilvl 76 Astral Plate.



this pretty much.

ok, I have to talk about D3 here, about the 2 games side by side to illustrate my feelings on it, sry bout that :). Edit: sry for the long one people, ah well...

+10 life on an ilvl76, its just a bit much. I dont think we want to go crazy here, Im not saying all stats that roll should be viable rolls for its level, far from it. But by the time you are in a lvl74+ map getting +30 life on a chest, even on a glove is just 'VENDOR' right away, its awful. How far below that awful do we need to go? Do we really need to be able to roll 1/3 of awful? I think we need some sort of cap, I havent looked hard at the affix tables but for sake of convo -40 levels or whatever. Dont have to change the likelyhoods, you can take the probability for anything below -40 levels and just add it on to the lowest possible affix. Another way of looking at it, if it rolls an affix over 40 levels below, its redirected to the lowest possible for this item. Its not making higher easier, its just limiting this +7% fire res, +1-3 fire damage shit that is beyond awful when you just found it in a Precinct.

Now D3, I actually loaded up the test realm and played some loot2.0 the other day. Now there is an example of going wayyyy too far with this, the stat ranges were so small Id find say 6 yellow monk claws at one level (early game) and the dps was along the lines of 62, 61, 65, 64, 61, 63, and then Id level up once or twice and they were coming out 75, 79, 76. I tried early leveling, tried lategame with already geared up chars, the potential rolls were just way too close. Thts what they want right? Its going to make finding stuff less random, but its going to seriously shorten the item hunt too. Imo overboard, but somewhere between PoE and D3+2.0 is a happy place.



PoE definitely does not need to look at anything blizzard are doing with their item stats. I found 6 Legendaries the day I tried it, 5 of them entirely consisted of stats that can already roll on yellows for those slots, within the ranges the yellows can roll, and most of these were new Legendaries they have added. It was just pathetic tbh, the 1 I found that actually had a unique stat was... Pox Flauds, an old item (used to be swamp waders or something right at the start?) which still had the stinky stat, maybe they tweaked it a little. People were linking items in chat and Id say 75% of what I saw were just complete yellow item stat pools on orange items.


With regards drop rates, theres some good and bad in this 2.0 thing.

"
TheAnuhart wrote:

Wow, it gets better...
"
We added a system in the expansion that tracks the amount of time you spend fighting creatures without finding a legendary and after a certain period of time will slowly start increasing the legendary drop rate. Once a legendary drops for you, actual item not crafting recipe or material, we reset that timer. This is meant to be a safety net so that the random can never be too extreme to the negative end.


That's fucking amazing!!!


how many times have we seen that suggested here and on blizzards forums, and at last someones actually done it.

To be honest I feel like PoEs uniques are not really filling the same sort of role as D3s Legendaries. Do we need more unique drops? They're mostly utility/leveling pieces, 95% niche items, most of the complaints I see are 'tired of finding same crappy uniques all the time'. In D3 its all about that orange pin, most of my chars are 80% set/unique items, thats what ur hunting for. I dont have gear problems in this game, and I know you dont either Anu.

What you do have a problem with though is orbs, big time, and I dont cause I trade. I used to see a lot of 'havent found a lego in a month' threads on D3 forums, I see a lot of 'havent found an exalt in a month' threads over here. I think orbs are where we need a more fair distribution and where timers like that could really do with being in this game. Maybe some would have to be amazingly long given the rarity of some orbs and how rare they need to stay etc. But really trade acounts for wayyyyyyy to much orb acquisition compared to play, at times it feels like 98% of my good orbs are coming from trade and Im not even a particularly active trader.


thoughts on BoA, feel free to skip

Spoiler

BoA is letting D3 do some stuff that isnt viable in PoEs economy, theyre putting timers on BoA gear so the frequency etc can be drastically different. Im not a fan of BoA in principal but in practice Ive argued that used wisely on items that you would otherwise not be able to implement in a trading game. Example, a Bound, rare orb that 5 links a 5+ socket item. The resulting item also becomes Bound to prevent trading the use of it without trading it. Im sure Chris would say 'we dont like players having to make a choice between making their item less valuable blah blah', ok, I get that, but its a choice and one that they dont have otherwise. You wouldnt implement it without BoA, you are adding an optional thing, not making something that would otherwise be tradable BoA. Ci has a downside, but thats fine because its an option. It would actually work against item saturation by removing stuff from the economy, it would give people who dont like to trade ways to do things that atm only traders can. Im not even saying we should have such things in this game, maybe theres other ways around, Im just saying theres a lot to be said for BoA as much as I dont like the smell of it.


Personally I have no major problems with the crafting, mapping or item systems atm. But that is because I trade. With a bit of sense and grinding I can craft really nice gear, roll maps etc at the sort of pace that feels healthy for a long grind game. But I think peoples concerns about heavy trading being required to really craft and sustain endgame are valid. Often when I think of playing a new league, what puts me off is how long it took to get where I am atm. I know unless I take a major shift from playing all day to trading all day I wont be able to get back to having a comfortable supply of orbs to map with. I like the slow gear progression, I try not to rush my gear too much in these games, but to get the orbs that I need I have to mf farm and trade so much that I'll have op gear before I have enough currency to freely map and sustain appropriate content.

Im not sure this = buff orb drops. I think some sort of non currency sink endgame would sort a lot of things, just somewhere to grind with a lot of randomisation. Crafting, Im fine with it as is, but 95% of people are pretty much locked into low level crafting which is pure gambling, I dunno how to fix that but its obviously an issue for a lot of them.





So ya I played D3...

Spoiler

this whole smart drop thing is horrible. Im playing a DH, Im finding a few upgrades, cant use em Im wearing set hat, chest, belt, ring, pants, boots... Take my naked Wizard, dress in crap, Im slowly finding upgrades, lets do this faster with my DH... oh no I cant do that because then 95% of the gear will be Dh/Dex gear. So Im trying out Wizard skills, lets try some new ones, oh wait most of the items that have dropped for me buff the skills Im using... Im locked in here on all sides, its horrible. The items I found were painfully boring too.

but you know, its fast and its fun, the BoA stuff will give it a bit of longevity back that the item changes butchered... it'll be short lived but for what it is, like a condensed mobile version of a proper ARPG it looks like itll be worth a spin. There are some items that have stats which can change up the game play so theres something to grind for. Theres a lot of nice aspects in that game but not many Id want to see implemented over here.




I love all you people on the forums, we can disagree but still be friends and respect each other :)

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