Rework mods of rare items. The solution is so close.
Hi there.
I am raising this topic again and this time I will describe to you in more detail and with arguments my proposal, which can solve the current problems that you cannot solve (which is especially noticeable in this league). Global Problem: 95% of the items you drop are hidden by a loot filter due to low rarity or a low level base. Picking up and identifying rare items is not profitable in terms of time and super low result of obtaining a useful item. In the late game, players can hide 100% of all rare items. Global Solution: Significantly reduce the quantity of dropped items. Rework the mod tiers system to compensate reducing quantity of the drop items. Details. Abolish the tier system. All current modifiers will hit on items with values that will depend on variables such as: ilvl, random scatter multiplier (RSM), base value (BV). Here is an approximate formula that can be mathematically complicated, but I will write a simple version of it so that everyone can understand. Numeric modifier value = (BV) * ((ilvl + RSM + C)/100) + 1 Required level = ilvl + rsm RSM = -20 to 20 C - constant = 20 (if ilvl is 1, rsm -20, C compensate this.)
Example
BV = 50% fire res
ilvl 86 50 * ((86 + 6 + 20) / 100) + 1 = 57 fire res. It's work for low lvl bases 50 * ((15 + 5 + 20) / 100) + 1 = 21 fire res. This change means that when you find a high-level rare item with a good base, you will most often get an item with decent values. Problem: The introduction of such a system devalues crafting, because the player will find items with good modifiers. Solution: A RSM value has been added to the formula to add randomness, which can affect for the worse and for the better. Dropped items cannot have more than 4 mods (the other 2 mods will have to be completed by yourself) Also, do not forget that there are quite a lot of different modifiers in the game, and not always one will meet together to make really strong items. Many items have 10-20 different prefixes and suffixes, and finding the strongest combinations of these affixes is already a challenge. In the current game, this is further aggravated by the fact that more than half of these modifiers will have disastrously small values. Problem: There are modifiers that have small values or are an unscalable modifier. Solution: Balance the base value so that the value overcomes the threshold at familiar levels.
Example
+1 for all cold spell skill gems. BV = 1 1 * (2 + 1 + 20) / 100 + 1 = 1.23 (rounding for 1) 1 * (86 + 1 + 20) / 100 + 1 = 2.07 (rounding for 2) Unscalable modifiers will work with a value of 2. You have Consecrated Ground around you while stationary BV = 1.1 1.1 * (75 + -3 + 20) / 100 + 1 = 2.01 work :) 1.1 * (68 + -20 + 20) / 100 + 1 = 1.74 dont work :( Problem: global RSM on item may be too dishonest. Solution: Given the current value of Divine Orb, this system would be extremely appropriate. But in order to avoid abuse of good bases with strong RSM and further crafting on them, the initial value will be applied randomly to each modifier. When applying Divine Orb, RSM becomes common to all modifiers. This eliminates the reluctance to use such orbs for fear of not getting a good roll on most mods. Problem: Even though getting 5-6 needed modifiers will still be quite difficult, thousands of good items will appear on the market, which will break the economy or devalue these items after a week of the league. Solution: Make the influence modifiers stronger and more desirable. Add a rare new orb that will double a random modifier (cannot be cast on an item that already has a doubled modifier). The RSM modifier will roll in the -20-0 range 80% of the time, and only 20% of the time in the 1-20 range. Problem: Craft modifiers and their power. Solution: A crafting modifier guarantees results, so it's a fair decision to give it a reasonable value penalty. The values presented still depend on the item level. The cost of crafting is proportional to the level of the item. Problem: In such a system, it would be extremely unprofitable to use items with 1-3 modifiers. Drop-down items of Magical rarity will still be of no use to anyone. Solution: Add a recipe to the Crafting Bench that adds the enchant "% increased affix effect for each empty affix" and "% increased affix effect if the item is Magic". Problem: The rarity of item bases dropped leaves much to be desired. Low level and weak armor and weapon bases for offensive builds will be ignored. Nobody needs low-level jewelry bases with closed beta era implicits. Solution: Apply multipliers relative to ilvl to low-level jewelry bases. Add a more modern and affordable way to change implicits (like talismans). Problem: Essences. Solution: If this league is not been removed in future, then the essences will give the same modifiers. Different tiers will affect the resulting RSM. Where the small tier will give small values at a low cost, and the high tier will be as close as possible to the maximum values. This topic can be developed further. I just wrote down what I remember at the moment. Such a system will be much more convenient and understandable, and most importantly, it will reduce the quantity of dropped items. I understand that you are all guys in the development department with great experience, and your game is still alive and has a solid online. And you probably don't like advice of this kind, which tells you exactly what to do, and not something in the style of "do it good pls" and you do it "good" according to your vision and feeling. But I beg you, at least consider this option. At least on paper. I spent several hours writing this post and I sincerely tried to help you with the current problem. Please let me know that it was not in vain, and this post did not go to the trash, simply because there are too many letters. Please let me know if you even saw this message. my hideouts - https://www.pathofexile.com/forum/view-thread/3228515 Last edited by moonretealoud#1487 on Aug 28, 2022, 8:20:46 AM Last bumped on Aug 29, 2022, 12:17:59 PM
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I lik this. I am in support of it.
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The irony is now rare are everywhere.
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I would rework complete the crafting system.
I would tie magic mods to sufix 1 and prefix 1. If you upgrade to rare, all rolls are over sufix 2 and prefix 2, but magic ones are fixed. Then, we have "platinum object" tied to sufix 3. (Maybe a new use for the exalted orb) Once a item is rare, you cannot reroll magic mods. You have to use a orb of scouring and start from the scratch. The system would be more deterministic, progressive and easy to understand. Essences are easy to adapt. They provide a guarantee mod to a normal object, convert into rare with three random mods. This is only for the crafting perspective. Random rares you find in loot boxes are still the same rare with up to 6 mods. Last edited by B00b#4465 on Aug 29, 2022, 12:33:54 PM
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