Question about the kalandra loot nerf

Was the 90% loot nerf from around the time Kalandra league was released ever fixed/reverted? If so what patch was it in and what was changed? I've asked about this in numerous places and can't find any information about it.
Last bumped on Feb 23, 2023, 11:09:10 AM
https://www.reddit.com/r/pathofexile/comments/wxykac/what_happened_with_items/
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I also overstated the impact of the change when communicating about it in this post. I said "we removed a massive historic bonus", and this caused the community to think the impact was larger than it was. The reason why I used the word "massive" was that the numbers sound big when viewed in isolation, but are less impactful when viewed in context. For example, the rarity bonus that was removed from a Red Beast was 750%. This sounds big, but a four-mod Archnemesis rare has a 41000% bonus. Players have been saying we massively reduced drops (throwing out numbers like 90%) but in reality, a large difference could only occur in the most extreme situations involving Beyond, Delirium and Incursion stacked with party quantity, rarity, sextants and scarabs and a dedicated MF culler (peak efficiency of every juice mechanism that exists). Every other player is unaffected on average. For example when playing Breach, the reduction in currency items found is around 7% (when comparing 3.19.0d to 3.18.1f). In 100% Delirium maps, the difference hits 17%. In Incursion and regular non-league content, you'll find 25% more.

https://www.reddit.com/r/pathofexile/comments/ww8y73/improvements_to_item_drops/
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We have massively increased the rarity bonus for items dropped by monsters with multiple Archnemesis mods. This is proportional to difficulty, so there's a moderate improvement for two mods, a large improvement for three mods and a huge improvement for four mods.

We have massively increased the rarity of items dropped by Map Bosses. They now act like late Act Bosses, dropping fewer normal and magic items but many more rare and unique items.

We have globally increased the drop rate of unique items by 33%. In addition, with the massive item rarity bonuses added to map bosses and multiple-mod rare monsters, they will drop many more uniques than before.

We have globally increased the base drop rate of currency items by 25%. Because we removed some drops from past league content, we are giving rare/unique items back from rare and unique monsters, but are giving currency back from all content in the game.
Archnemesis rework in 3.20 could somehow affect this, but globally that's it. They didn't revert the historical loot bonus of league specific monsters, and they didn't plan to. People are generally fine with current rewards from what I can tell.
If you are a player whose PER MAP investment was measured in divines, the initial change was a very noticeable hit. The later fix restored some of it but not all and this was intended to close the gap some between the top juicers and everyone else.

If you were NOT such a player, the main noticeable difference you saw initially was a lot less uniques dropping. After the fix, you pretty much get roughly what you used to on the whole if not a little bit more.
I disagree strongly with the final thoughts in both of those replies. Maybe things are fine for people in league, in standard however people are so poor the only thing they are willing to buy are divine orbs and accidentally underpriced items with a very high value. It's getting so bad that I'm running out of stash space with 40 stash tabs. The loot drop rates are so bad I'm only getting one seven years bad luck and one dragon's heart per 250 maps.
Dont forget about shadownerfing stuff without communication.

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