Good rares just never drop - is there any plans to revamp rare drops?

Well this is a kiwi company and a large part of the audience is from NZ and China too.
Diablo 4 will probably adopt the pay-2-win model, their core audience is not us but the whales that spend in the thousands. Game currency sales are more profitable than selling the game itself, plus they don't need to make new content as often since they don't have to appeal to the general market.
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NightCicer wrote:
Sorry, the game is balanced around trade league. Can't have too many people finding their own items or it hurts longevity or some BS.

In seriousness I agree. While I have had a few good drops, I wish they were more consistently better so I could play more builds without spreading myself too thin.


First sentence is on-point, the game revolves around trade and getting currency to trade. You can't have exciting drops if you want a half decent trade economy. Its a shame for a primarily solo game, for whatever reason epeen buying expensive items trumps a fun solo experience finding and crafting things yourself without:

- POE becoming a job.
- playing the meta where you can finish the content reasonably cheaply, the caveat here is give up engaging with the game in favour or ctrl-v ctrl-c what someone else did ZZZzzzzzz.

or die somewhere L80's playing your own way because you push content you know you shouldn't because your getting sick of SSF fruitless grind.
Last edited by AmpegV4#2473 on Sep 19, 2022, 6:52:31 AM
Game has turned into a Casino simulator. Its gotten to be How D3 gear released. Just horrible RNG
TO be honest I remember specifically two leagues where id'ing rares felt worthwhile and what rares drop hasn't been changed. Harvest ( item editor ) and Sentinel ( recombinator )

Both instances a rare could be good the second it had 3 decent mods on it because there were ways to upgrade or reroll these. I remember specifically in Harvest finding triple t2+ resist boots with bad prefixes and rerolling them keeping suffixes until it hit something good. Sold many multiple ex. boots and gloves that league that dropped on the ground and were finished in Harvest. In sentinal you had the same with recombinators. t1 life and a few good res is currently a 1c item but if you had two in sentinel you could gamble on a recombinator and maybe hit something amazing.

You could tweak drop quality but I think a new crafting system would help a lot in making rares worth picking up. As long as bad rares that can potentially become great rares exist picking up rares are worth id'ing.

I would personally love to see harvest reverted to the power it had previously. They should just implement crafting durability to items so that each time an item is crafted using life force that life force eats away at the items "durability" within a range. A targetted Aug would reduce it by say 30-50%. If you have crafted on an item a few times and it has 40% left then you have a chance to destroy it alltogether. You give players a way to improve rare items but limit them to a maximum amount of attempts per item. Perhaps targeted annuls and augs, reroll keeping prefix and suffix is too powerful to be so easily available. Perhaps something like this could give players the crafts they so sorely want but with a clear limit to how much it can be used per item. Just some ideas.

I just think that the issue with rares is that the specific requirements for a rare to be good are too high if you can't target craft them. An items needs to hit that 0.05% chance to have the right mods at the right tiers. Make it so that rares that hit a 1% roll that is good but not good enough hold value because they can be crafted on. Harvest crafting that would allow a few crafts, just enough to turn a good rare in to a great one, but not enough to craft from scratch would be a good way to make rares worth id'ing.

8 years passed
im still saying this

this game need Loot 2.0

less drops better drops" at least "

all we here , using filters to hide 99.9% items
why bcoz we know items never rolling good

Can anyone explain me why POE used to work in the early days with rare item drops and when crafting was insanely expensive?
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POE 2 is designed primarily for console.

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