Loot Goblin still in the game

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Zebedin wrote:
it is still ingame but not for us, average solo players :D

full mf groups will be rich :)
Organized and optimized group play generates more currency than solo play? Shocking. When did that happen? Oh right, since forever basically.

More news at 11.
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AcrylicHercules wrote:

Neither. Increased Item Rarity never had an effect on currency drops until AN, specifically the "Dropped items are converted to currency based on Rarity" mod that Lunaris|Solaris|Shakari Touched mobs have. While the labels "Lunaris Touched" and the like are being removed, the mod itself is not.

That IIR can affect currency drops, even if rarely, is a fundamental difference in MF than before AN. It is literally the source of the "loot goblin" phenomenon.

Ok, so? Before AN enemies in general just dropped more loot, it was just shifted to rares. Resulting effect is that MFing is LESS effective now, it has been nerfed, baseline drops have been buffed. If you think MF is a problem now I have terrible news for you - it has been much better for years. Whatever changes have been post-AN significantly nerfed organized MF groups and slightly buffed drops for average players.
Last edited by DemonikPath#1311 on Dec 3, 2022, 8:17:20 PM
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emulatin wrote:
Now you just won't know which mob it is



That's right, dropping 50-100 div from a single mob is such a bad design that I can't understand who defends it... Saying that MF was always a problem like that is a lie. I can't find pictures of 50 ex dropping from a SINGLE mob (don't link a mob dropping a mirror/hh/etc, u kown what I'm talking about...), but 3.19 provided plenty.

So it's not just FOMO, it's a predictable, determinist way of knowing when something was gonna drop and when u got screwed up. Completely different from getting random lucky runs in the past and has nothing to do with solo vs group.

With them being hidden, well we have to see, but if the "loot explosion" from goblins is the same, it's easy to know when u hit a goblin, even with their stats hidden. They said loot spikiness was smoothed out, and if it was done properly could be the fix, but only time will tell cuz I don't trust them anymore (specially bcz the way they write stuff in patch notes/manifestos, always choosing to phrase and present data/numbers in a way to mask stuff).
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Crimvaal wrote:
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Zebedin wrote:
it is still ingame but not for us, average solo players :D

full mf groups will be rich :)
Organized and optimized group play generates more currency than solo play? Shocking. When did that happen? Oh right, since forever basically.

More news at 11.


Organized group play is by default already more efficient and faster. Making the actual loot that drops better is insanity. We aren't talking about 50% or even 500% disparity. We are talking 12c dropping for a solo player and 60 Divines for a full party with MF cull. That is fucking stupid any way you look at it.

A random solo player that is running the same content with the same juice should have the same chance to find a Mageblood or 60 Divines as anyone in the cull party.

MF worked in D2 because MF gear had incredible stats(Shako/War Travs/Tals/etc), and all of the content in the game could be shit stomped while blindfolded with MF gear on. MF doesn't work in PoE, and parties getting loot multipliers while clearing faster and easier is just bad design.
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nGio wrote:
We aren't talking about 50% or even 500% disparity. We are talking 12c dropping for a solo player and 60 Divines for a full party with MF cull. That is fucking stupid any way you look at it.
Stopped reading there. This just shows how misinformed you (and the majority of those who complain about it) are. These 50+ divine pops you see from highlights on either Reddit or Youtube are actually a rare occurrence and not the default, even in optimized party play. You'd also need a juiced map, previously some luck with altars and / or remnants, the rare Oppulent mod and actual other "good" mods on the rare to further push loot conversion.

In my books this isn't much different from optimized groups previously printing T1 uniques but hey, what do I know. Good thing I don't suffer from fomo like many of you do else I'd probably riot aswell.

To me these rares are an absolute non issue.
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nGio wrote:

A random solo player that is running the same content with the same juice should have the same chance to find a Mageblood or 60 Divines as anyone in the cull party.


That's already the case cause I've seen plenty of 5-6 divine drops within one mob myself all without any MF or heavily juiced maps. Don't forget 60d gets shared within the entire party and it's not like every member gets rewarded with 60d lol

Fomo player logic these days is pretty damn weird
Flames and madness. I'm so glad I didn't miss the fun.
The issue I foresee with the current state of loot, is if I alch and go, and I can't sustain maps or get a semi reliable 3c+ average value out of doing a map? That means dead end in alch and go. Meaning I have to then put real work into juicing to profit off of my runs even while just filling out my atlas tree.

If I only get value from 1 in 50+ rares like last league? That's a dead league man.
Hi Exiles.

Please behave - personal attacks and antagonising comments are a breach of our rules.

If you need to refresh yourself with the Code of Conduct please feel free to do so.
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lupasvasile wrote:
As long as magic find is a thing this issue will always pop up. It's just funny how no one seemed to be bothered by it before AN. Loot goblins always existed.


Yeah exactly, agreed to some extent.

Though some might argue that the introduction of AN and loot changes, concentrated big loot explosion into rares. Which in itself, is different than before.
Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks simply isn't fun. Rework stacked decks needed.
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Senju_Hyoketsu wrote:
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lupasvasile wrote:
As long as magic find is a thing this issue will always pop up. It's just funny how no one seemed to be bothered by it before AN. Loot goblins always existed.


Yeah exactly, agreed to some extent.

Though some might argue that the introduction of AN and loot changes, concentrated big loot explosion into rares. Which in itself, is different than before.


But it makes sense in a way. Why have big scary rare monsters if they don't drop stuff accordingly. Ofc, they fucked it up by only giving a few of those rares the tasty loot. Overall, no one seems to be getting it right. The devs seem to be lost lately, and the players want all the loot from the start.

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