Should Magic Find be removed from the game (Poll)

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Bleu42 wrote:
MF is the third dimension when building a character, and has been a staple in these games for decades.

It is not a staple. It was taken as is from Diablo 2 and then no one looked deeply into it for the last 20+ years (number tweaks are not a deep look).

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Bleu42 wrote:
The balance it brings means you have to decide between Damage, Survivability, and Magic Find.

That was true before GGG gave us other instruments to balance risk and reward. Nowadays, most of the risk/reward is done in the map device or via orbs.

Throughout the years GGG has cut MF from gear (remember IIQ support?) and added juice via orbs or the map device. So having it on the gear seems like an overlooked atavism. Or GGG's unwillingness to make bold changes.

Also, how many MF options besides some uniques and IIR prefixes/suffixes are there? The shallowness compared to offense/defense options is glaringly obvious if you ask me.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Sep 4, 2022, 5:22:41 PM
Remove something because GGG broke something else not really related to it.

No.

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Sarganis87 wrote:
I am 100% for the complete removal of IIR and IIQ from gear.
It has had a very poor track record throughout the years.

At the very least, it needs a very serious and critical reassessment. MF gear is conceptually the same as it was in Diablo 2. And that's 20 years. Think about that for a minute.

Remember the times we had the Increased Item Quantity gem? It had its merit because juicing was almost non-existent back in the day. But now the tools are here and boy are they numerous! So it only makes sense to complete the transition and keep the juicing to map device/fragments/scarabs etc and character power to equipable items.
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I think if people want to heavily invest into MF as like any other mechanic, they should be able to. After all they are sacrificing damage/survivability on their item slots for the hopes of better returns. Additionally as far as party play is concerned, I feel that if group style players want to have niche setups which are min-maxed and run 6 mans heavy mega juiced with MF gear cullers, that's cool too. The values could just be tuned down instead of having crazy obscene drops. GGG needs to find the balance between investment reward and TOO much.

Thank you.

TLDR - Don't remove MF, Fix MF
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impulze3 wrote:
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Deloria wrote:
I personally feel that MF is the root of many of the major imbalance problems now hitting the game.

I put a poll up and it seems a lot of people agree. What are your thoughts?

https://strawpoll.com/polls/7rnzGPkmdgO






We have a reddit thread going that I think has some good points for- and against.

https://www.reddit.com/r/pathofexile/comments/x4v0zl/should_magic_find_be_removed_from_path_of_exile/



removing magic find is a bad idea. it was fine all these leagues up until archnemesis went core and only now people complain. maybe fix archnemesis instead of removing mf, something that has been a core part of any OG arpg and is a reason why many people, including myself and everyone in our guild, play the game.


MF is trash in PoE, and it isn't "core". People ran MF in D2 because MF gear was GOOD. Wearing a Shako isn't comparable to wearing an Andvarius or some shit ass level 5 gloves with 1-5 lightning damage or whatever.
Last edited by nGio#1658 on Sep 4, 2022, 6:57:02 PM
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Sarganis87 wrote:
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Bleu42 wrote:
MF is the third dimension when building a character, and has been a staple in these games for decades.

It is not a staple. It was taken as is from Diablo 2 and then no one looked deeply into it for the last 20+ years (number tweaks are not a deep look).

"
Bleu42 wrote:
The balance it brings means you have to decide between Damage, Survivability, and Magic Find.

That was true before GGG gave us other instruments to balance risk and reward. Nowadays, most of the risk/reward is done in the map device or via orbs.

Throughout the years GGG has cut MF from gear (remember IIQ support?) and added juice via orbs or the map device. So having it on the gear seems like an overlooked atavism. Or GGG's unwillingness to make bold changes.

Also, how many MF options besides some uniques and IIR prefixes/suffixes are there? The shallowness compared to offense/defense options is glaringly obvious if you ask me.


I guess we'll just argue semantics here, but it IS a staple, and HAS been for decades in the Diablo games, which this game was directly inspired from, as well as in PoE. MF and IIQ have been in the game since it's release. Whether you like it is up to you, but you're being deceitful trying to say that MF / IIQ hasn't been a huge focus of the endgame in PoE.

And yes, you have to choose a balance between DMG / DEF / MF. Between support gems, unique items and item affixes. Just because there aren't any options yet on the tree doesn't then mean there aren't any options.

I mean, get mad that MF is more important now for sure. Hell, write up a huge post on how YOU think players should play, see if GGG removes MF.
This discussion comes back once in a while, and it usually consists of people who immensely dislike MF to tell other people who do like it that it is boring and dull gameplay. Pretty much this topic.

Please stop telling other people what is fun.
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Sarganis87 wrote:
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Bleu42 wrote:
MF is the third dimension when building a character, and has been a staple in these games for decades.

It is not a staple. It was taken as is from Diablo 2 and then no one looked deeply into it for the last 20+ years (number tweaks are not a deep look).

"
Bleu42 wrote:
The balance it brings means you have to decide between Damage, Survivability, and Magic Find.

That was true before GGG gave us other instruments to balance risk and reward. Nowadays, most of the risk/reward is done in the map device or via orbs.

Throughout the years GGG has cut MF from gear (remember IIQ support?) and added juice via orbs or the map device. So having it on the gear seems like an overlooked atavism. Or GGG's unwillingness to make bold changes.

Also, how many MF options besides some uniques and IIR prefixes/suffixes are there? The shallowness compared to offense/defense options is glaringly obvious if you ask me.


So GGG nerfed Increased-Item-Quantity
and removed the gem, removed the rare rolls.

They basically did nothing to touch Increased-Item-Rarity which fell into obscurity until this patch where rarefinders stood a chance (in function) again.

I had to work so hard to overcome the debuffs on this gear, Probably harder than most builds to complete endgame content and my ONLY goal was to clear red maps effectively.



Please just stop trying to delete the build.

I have faith in GGG to not act on this one, Or at least act in a manner indicative of a process that considered all partys.
Innocence forgives you
Last edited by SilentSymphony#3358 on Sep 4, 2022, 10:49:22 PM
This is the first league I'm walking around with a gold flask and max rarity support. So far my divine drops from "touched" mobs is a whopping zero.

My character is usually doing 1 of 3 things.

1) completely owning everything and tanking 90+ mobs hitting me at the same time

2) dying instantly to God knows what

3) running around to get away from floating magma balls, toxic balls, burning ground, incendiary fire, giant lighting spires... etc

Not exactly thrilled with the gameplay this league. Sentinel league was way better because players from all skill levels were able to get currency.
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SilentSymphony wrote:
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Sarganis87 wrote:
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Bleu42 wrote:
MF is the third dimension when building a character, and has been a staple in these games for decades.

It is not a staple. It was taken as is from Diablo 2 and then no one looked deeply into it for the last 20+ years (number tweaks are not a deep look).

"
Bleu42 wrote:
The balance it brings means you have to decide between Damage, Survivability, and Magic Find.

That was true before GGG gave us other instruments to balance risk and reward. Nowadays, most of the risk/reward is done in the map device or via orbs.

Throughout the years GGG has cut MF from gear (remember IIQ support?) and added juice via orbs or the map device. So having it on the gear seems like an overlooked atavism. Or GGG's unwillingness to make bold changes.

Also, how many MF options besides some uniques and IIR prefixes/suffixes are there? The shallowness compared to offense/defense options is glaringly obvious if you ask me.


So GGG nerfed Increased-Item-Quantity
and removed the gem, removed the rare rolls.

They basically did nothing to touch Increased-Item-Rarity which fell into obscurity until this patch where rarefinders stood a chance (in function) again.

I had to work so hard to overcome the debuffs on this gear, Probably harder than most builds to complete endgame content and my ONLY goal was to clear red maps effectively.



Please just stop trying to delete the build.

I have faith in GGG to not act on this one, Or at least act in a manner indicative of a process that considered all partys.


I'm not trying to delete anything. I'm in FAVOR of Mf gear, I think it's an absolutely needed 3rd vector in the gearing process.

I will say though I'm slightly confused. None of your characters actually use the gear you linked - at least from what I can tell. And it seems the vast majority are a double midnight bargain / shavs build. Not that there's anything wrong with that. Anyway yea you linked a good IIQ / MF set, I just don't actually see any of your characters using it? At least not as of this writing.

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