Why is MF and the supposed "loot goblin": a problem? Expalin it to me like I'm an idiot

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Crimvaal wrote:
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DarthSki44 wrote:
I will give 1 cookie if you do "xyz". However if you were wearing a red shirt while you did "xyz", I would give you five.

Which you would respond, "I didnt know if I wore a red shirt I'd get five. Here I am wearing a green shirt because I like the color, and now I'm hungry and sad all the red shirt wearers have more cookies."
What a terrible analogy. In your example there is no inherent drawback from wearing a red shirt. Unlike PoE where you actively sacrifice character power for the possibility to get more or better loot.

People discussing this topic like to pretend wearing magic find gear is free and quickly forget about the negatives. Outside of optimized group play it is a fine balancing act between magic find and character power. A bit too much and you suddenly lack offensive and defensive options you can only make up with either an HH, MB or by dialing back your difficulty. It is an act of opportunity, always has been.

To answer the topic the supposed problem is fear of missing out. People see these highlights of dedicated groups or lucky people dropping 20 to 50+ divines, ignoring the fact that these are in fact a rare occurrence where the stars have to align for it to happen. They then proceed playing their alc and go maps, obviously not getting the above loot explosions from their god-touched rares and claim disadvantage.

This wasn't a problem in the past where said optimized groups were printing div cards and T1 uniques but now it suddenly is because the common perception changed.

Ehhh... actually, people were NOT fine with the unfair advantages on party play for a LONG time by now, the goblin stuff is just the latest chapter on a novel around party being magnetudes more rewarding in every way(its safer, faster, and have more loot, and that is before you factor stuff like cullers and aurabots)

What made the goblin stand out is that you could capture in a single screenshot how idiotic the situation has become and it is plain bad design that there is no arguing around, it is a situation even streamers cant replicate with any alternate method

And your first line shows how bad you missed the point: Yeah, MF is supposed to be a compromise with more loot in exchange for less character power, but the issue is that party play allows you to render that drawback moot: The monster scaling is nowhere near enough to adjust for an extra player and the bigger the party, the more out of line the balance between players and monsters become, to the point a large party can have a "dead weight" character that just wear gravebind and stack MF to dumb levels and the drawback is negated by the party/monster balance disparity
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DarthSki44 wrote:
My dude it wasnt perception. There were not 80 exalts mob pops before 3.19, nor was anyone buying cullers on 3rd party sites to maximize looting.
Yeah not shit. Pre 3.19 you would have gotten an HH in that map instead. Bohoo :(

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feike wrote:
Yeah, MF is supposed to be a compromise with more loot in exchange for less character power, but the issue is that party play allows you to render that drawback moot: The monster scaling is nowhere near enough to adjust for an extra player and the bigger the party, the more out of line the balance between players and monsters become, to the point a large party can have a "dead weight" character that just wear gravebind and stack MF to dumb levels and the drawback is negated by the party/monster balance disparity
That was always the case and isn't something that suddenly appeared in 3.19. Talk about missing the point.
Last edited by Celestriad#0304 on Nov 18, 2022, 1:23:07 PM
Hmm, MF and loot goblins make Headhunter and Mageblood more desirable. So pursuing HH or MB and then MF makes progression harder and longer. Some players find that a problem. Some players love harder progression.

Maybe GGG will introduce some chase MF gear so HH and MB are not necessary but I doubt it.
Gutting Gameplay Gradually
Last edited by zakalwe55#2432 on Nov 18, 2022, 1:23:03 PM
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Crimvaal wrote:
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DarthSki44 wrote:
My dude it wasnt perception. There were not 80 exalts mob pops before 3.19, nor was anyone buying cullers on 3rd party sites to maximize looting.
Yeah not shit. Pre 3.19 you would have gotten an HH in that map instead. Bohoo :(


Oh interesting.

Pre 3.19, you could identify a mob, call in a culler and get a HH? Seems legit.

In fact uniques themselves (as I understand it) specific tiers are not impacted by IIR. The roll is RNG, you just get more unique rolls on average per mob killed, not better chance at more rare uniques.

However if IIR does impact the rarity tier of the unique, this is even worse lol
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Nov 18, 2022, 1:22:15 PM
Headhunter is loot goblin. Delete it from game!
Mageblood is loot goblin. Delete it from game!
Mirror is loot goblin. Delete it from game!
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
POE 2 is designed primarily for console.
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Crimvaal wrote:
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feike wrote:
Yeah, MF is supposed to be a compromise with more loot in exchange for less character power, but the issue is that party play allows you to render that drawback moot: The monster scaling is nowhere near enough to adjust for an extra player and the bigger the party, the more out of line the balance between players and monsters become, to the point a large party can have a "dead weight" character that just wear gravebind and stack MF to dumb levels and the drawback is negated by the party/monster balance disparity
That was always the case and isn't something that suddenly appeared in 3.19. Talk about missing the point.

Ikr, quote just the part of the post that talk about other things and ignore the whole rest of the post that adressed that and talk about missing the point, awesome tunnel vision, man, youre a great example of a internet forum warrior
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feike wrote:
Ikr, quote just the part of the post that talk about other things and ignore the whole rest of the post that adressed that and talk about missing the point, awesome tunnel vision, man, youre a great example of a internet forum warrior
Well, unlike you I extensively played this league and tried different approaches towards magic find myself, forming my own opinion on that matter. Can't say the same for the majority of players on reddit and these forums brigading against magic find now that ArchNemesis is considered solved.

I wouldn't expect otherwise from a community that is mostly regurgitating whatever the current "hot take" is, though.
The problem with loot goblins is that it puts the player before a choice : kill it yourself and get 3C or call a culler and get 3div. Both choices feel like shit - you drop the 3c and feel the loss of the divines you could have gotten, or you interrupt your play, call a culler, deal with that, and get your div doing something you wouldn't ever want to do.
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lupasvasile wrote:
Seriously, how is one's own choice to give in to FOMO (fear of missing out) the fault of the devs? This applies to any game not only PoE. I look forward to the answers of people far more intelligent than I.


An ARPG is all about getting powerful. Why is the "next step" to make yourself less powerful (sacrificing good gear for less good MF gear) to make the game feel better? It's paradoxical at best.

On thing is FOMO you "give in to" yourself, another thing is when the game and its mechanics are designed around creating that FOMO, by making non-MF gameplay barren while at the same time making MF gameplay so visually superior by funneling 'most' of the loot into "loot conversion rares" - just to get those Hollywood clips.

MF isn't a problem if non-MF gameplay feels good, with a somewhat smooth progression curve when it comes to currency.

Bring me some coffee and I'll bring you a smile.

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