Should Magic Find be removed from the game (Poll)

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Bleu42 wrote:

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.

To start: Got a little heated there, I don't mean to offend anyone or imply their opinion does not matter.

Well I'm not against finding a compromise that works for everyone :D

IIQ IIR could definitely use re-imagining, CUlling strike for example used to be almost exclusive for mechanics like rarefind or other IMPORTANT reasons to get the last hit in a party became commonplace in almost every ascendancy and on so many unique items to the point even if you were trying to rarefind for a public party you'll only cull a small percentage of things.

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Bleu42 wrote:

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.


True there's next to no characters left with that gear on them, I've not done the build for the last few leagues because my friends quit and i was solo, I've pushed rarefind to the perceivable limits in recent history using Breach rings and Vaal Portal and Jewels but prior to this patch i did not feel it was worth it to have some extra rare's on the ground when i already had more than i could pick up without it.

I'd love to play rarefind this patch and try to get some helpful data but as you might have seen that stupid amount of midnight bargains on my account right now are a result of trying to finish a build for maybe the last 5 leagues or so, some of which i made rarefinders in but primarily i have been trying to push it to a "finished" state.

Edit: i actually feel bad for not having made one this patch but damnit i couldnt afford to finish my other build for so long i just want to be done with it xD

Innocence forgives you
Last edited by SilentSymphony#3358 on Sep 5, 2022, 1:22:54 AM
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impulze3 wrote:

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.


Was it fine? It was unimportant enough to not care too much about. Ignorable isn't fine. In fact if you can't split the difference between unimportant and all important, well maybe it's not good.
No, MF adds depth and is an avenue for players who enjoy a particular playstyle it would make the game poorer to remove it.

This really wasn't a problem prior to AN culling so i'd point the finger where it needs pointing. Rarity/quant working on currency sounds good in principle but it makes it too important to leverage every bonus when you encounter rare combinations.

If you couldn't recruit outsiders to do it for you that might be OK but the current implementation is worst of both worlds.
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Draegnarrr wrote:
No, MF adds depth and is an avenue for players who enjoy a particular playstyle it would make the game poorer to remove it.

This really wasn't a problem prior to AN culling so i'd point the finger where it needs pointing. Rarity/quant working on currency sounds good in principle but it makes it too important to leverage every bonus when you encounter rare combinations.


I agree.

Just wrong. It was an issue before. It is already pointed out in this thread.
"I have a gut feeling but no evidence, so let's vote on it!"

facepalm..
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Draegnarrr wrote:
No, MF adds depth and is an avenue for players who enjoy a particular playstyle it would make the game poorer to remove it.

This really wasn't a problem prior to AN culling so i'd point the finger where it needs pointing. Rarity/quant working on currency sounds good in principle but it makes it too important to leverage every bonus when you encounter rare combinations.

If you couldn't recruit outsiders to do it for you that might be OK but the current implementation is worst of both worlds.


Honestly if I was GGG, I'd consider having the mobs' IIQ/MF be set to the player who first engaged it, not to the player with the final blow. Not near as exploitable, and you'd immediately get rid of this TFT culler nonsense.
Give us follower that can only equip MF gear and 1 aura. non combat follower.
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Bleu42 wrote:
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Draegnarrr wrote:
No, MF adds depth and is an avenue for players who enjoy a particular playstyle it would make the game poorer to remove it.

This really wasn't a problem prior to AN culling so i'd point the finger where it needs pointing. Rarity/quant working on currency sounds good in principle but it makes it too important to leverage every bonus when you encounter rare combinations.

If you couldn't recruit outsiders to do it for you that might be OK but the current implementation is worst of both worlds.


Honestly if I was GGG, I'd consider having the mobs' IIQ/MF be set to the player who first engaged it, not to the player with the final blow. Not near as exploitable, and you'd immediately get rid of this TFT culler nonsense.


Base it on the party average IIQ/IIR, at the time a mob is engaged. That seems fairer. If the whole party is willing to take the risk, they get enhanced rewards, but one charatcer (culling or not) won't make the difference.

The problem otherwise isn't so much with the playstyle, as with GGG balancing around it. GGG too often seems to take the high end of what is achievable and uses that to dictate "average" requirements and outcome. And if 450/100 IIR/IIQ is taken as the standard for loot drops...
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Latze wrote:

Just wrong. It was an issue before. It is already pointed out in this thread.


This is semantics, it very rarely came up before and was mostly associated with fomo players comparing solo to group play. Those kinds of issues are only fixed when everything is homogenised and realistically the solo players experience doesn't actually change, only their frame of reference.

That is pretty textbook for a worthless change as its tantamount to i'm happier because someone else isn't.

I agree with the other posters about locking IIQ/IIR, i'd do it on map open personally and validate that the opener was present to prevent people making door opener characters.

Alternatively you can set it to map open then only downgrade it, so if you have 100/100 but the guy leaves you go down to whoevers next highest.

They aren't great solutions to be fair but I think a cheap fix is important right now before it becomes too baked in.

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