i m a massive magic find hater, heres why

1. i believe players should be rewarded for having strong builds via being able to breeze through content easily and via the ability to clear harder content.

people would use highly optimized meta builds in order to achieve this.

2. penalizing build diversity, relevant to the first point. not are players expected to be able to clear content with a good build, they're also expected to have magic find too.

3. drops are balanced around magic find. there are many vids of people dropping 10 exalts in a map and tons of other currencies. this happens when maps are juiced out. on the opposite end, newer players running "white" or "blue" maps would consider dropping 1 exalt every 10 as something extremely lucky.

also i've played this game near 10 years, the closest i ever got to a mirror is a shard.

also i might be wrong about this, low level area farming used to be a thing till GGG decided it shouldnt.

4. MF introduces heavy FOMO. you have an invite, cool. do you run the invite as is or do you craft it and add mods? it took a lot of effort to get it, but you could die or even brick the invite if its too hard.

5. MF contributed to harvest's sorry state. last time u ran harvest, even with the worst craft options you could get some value. currently if you run harvest and your MF is low, you get a poor amount of harvest juice if any at all.

i m pretty sure there an argument of how MF rewards good players for being good and being able to craft good gear, or how to juice a map you need a lot of investment.

regardless, when i play p2w games like TLI and Undec I find it bloody ironic that I feel like I'm getting enough drops to craft. random gear drops can be good upgrades too. i want to come back to POE but i m waiting for POE to be "more fun" which i dont know if that will happen.
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Last bumped on Nov 29, 2022, 10:54:48 PM
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Agree.
Harvest juice is tied to MF? Really? Hard to believe, that'd kinda be spectacularly dumb, wouldn't it?

Apart from that, I don't like MF and its effects either. I see that some people like it, but group MF farming and MF culling are bad game design IMHO.
Remove Horticrafting station storage limit.
Its tied to pack size rather than rarity and quant which is not represented on gear. For everything that is not harvest juice however, op's opinion stands - mf makes gearing even more of a challenge.

To make another point, mf balance rewards party play even more heavily as sinergy makes up for gear dedicated to mf.
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exsea wrote:
1. i believe players should be rewarded for having strong builds via being able to breeze through content easily and via the ability to clear harder content.

people would use highly optimized meta builds in order to achieve this.

2. penalizing build diversity, relevant to the first point. not are players expected to be able to clear content with a good build, they're also expected to have magic find too.

3. drops are balanced around magic find. there are many vids of people dropping 10 exalts in a map and tons of other currencies. this happens when maps are juiced out. on the opposite end, newer players running "white" or "blue" maps would consider dropping 1 exalt every 10 as something extremely lucky.

also i've played this game near 10 years, the closest i ever got to a mirror is a shard.

also i might be wrong about this, low level area farming used to be a thing till GGG decided it shouldnt.

4. MF introduces heavy FOMO. you have an invite, cool. do you run the invite as is or do you craft it and add mods? it took a lot of effort to get it, but you could die or even brick the invite if its too hard.

5. MF contributed to harvest's sorry state. last time u ran harvest, even with the worst craft options you could get some value. currently if you run harvest and your MF is low, you get a poor amount of harvest juice if any at all.

i m pretty sure there an argument of how MF rewards good players for being good and being able to craft good gear, or how to juice a map you need a lot of investment.

regardless, when i play p2w games like TLI and Undec I find it bloody ironic that I feel like I'm getting enough drops to craft. random gear drops can be good upgrades too. i want to come back to POE but i m waiting for POE to be "more fun" which i dont know if that will happen.


deleting or nerfing MF would just get almost everyone who mainly plays MF to quit the game, make items even more scarce and slower to play. you are aware that they don't re-balance the game once they take something away, right ? to GGG a harder and more time consuming game is equal to making it more fun
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
MF is and always has been an awful game mechanic.
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impulze3 wrote:


deleting or nerfing MF would just get almost everyone who mainly plays MF to quit the game, make items even more scarce and slower to play. you are aware that they don't re-balance the game once they take something away, right ? to GGG a harder and more time consuming game is equal to making it more fun


i totally understand it. which is why there are many reasons pushing me further away from enjoying the game.

making items scarce and slower to play from the loss of MF's actually can be counter balanced with GGG making drops balanced around "no trade". the only reason why everythings so rare is because players are expected to trade, which is ironic given GGG's stance on wanting players to play more than trade.

that said, its a problem at a fundamental level. ggg will definitely have to make a choice. make drops more normalized and mfs/juicers might rage quit. on the flipside if the game is normalized, casuals would actually have enough currency to comfortably craft and not rely on trade.

as it stands, a lot of casuals are now more "woke", they have come to realize that they're really being handed out scraps for not playing "optimally".
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exsea wrote:
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impulze3 wrote:


deleting or nerfing MF would just get almost everyone who mainly plays MF to quit the game, make items even more scarce and slower to play. you are aware that they don't re-balance the game once they take something away, right ? to GGG a harder and more time consuming game is equal to making it more fun


i totally understand it. which is why there are many reasons pushing me further away from enjoying the game.

making items scarce and slower to play from the loss of MF's actually can be counter balanced with GGG making drops balanced around "no trade". the only reason why everythings so rare is because players are expected to trade, which is ironic given GGG's stance on wanting players to play more than trade.

that said, its a problem at a fundamental level. ggg will definitely have to make a choice. make drops more normalized and mfs/juicers might rage quit. on the flipside if the game is normalized, casuals would actually have enough currency to comfortably craft and not rely on trade.

as it stands, a lot of casuals are now more "woke", they have come to realize that they're really being handed out scraps for not playing "optimally".


There's no problem as i see it, And nothing to be woke about if anything there's a lot of misinformation about the effectiveness of these builds and how easy it is to take advantage of them.

Setting up partys with these builds is difficult to say the least unless using the often mentioned southbound methods which personally i do not employ when i play rarefinders, the whole service that erupted for MF's also seems to be a ceartain community's doing and often this service is used as a reasoning for removing MF.


Innocence forgives you

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