Magic Find needs a rework
Just to say, I do think MF is great as it provides build diversity. But on the other hand I do not like how PoE handles MF in party play. I'm talking about MF cullers specifically, where we design the party that only one member has MF gear and nobody else can kill enemies through gear selection. That doesn't usually happend in a casual play with friends, because we just want to blast maps and not configure our build because of other players builds for the run. In such cases MF is just dead weight with friends.
Party size bonuses are nice, but I feel it's being exploited. Look at any Legion 5-way hosters, and they most likely tells that you are not allowed to kill anything because they have their MF culler who does the killing. You are there just for the exp, and the hosters are using you to get the group loot bonuses. One suggestion I have is to have MF bonuses equalized among party members. Meaning if one with MF-gear joins, everyone gets higher MF, and after that if someone without MF-gear joins, MF gets lower. The range for this though would be something to work out, because if there is no range, then the MF-gear guy could just idle in the start area. | |
I am playing mf right now and its not as strong as you are making out, 10 divs on 3k wisps is actually super rare, most of my wealth came in the form of 2 mirror drops.
My non mf character was farming just as many divs and i was able to do high tier maps so fractures and stuff that dropped were a useful base level. The key to getting rich on poe is just a smooth mapping character, mf is a bonus, you can get plenty of gear just playing a fast mapper. |
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in its current state it causes too many problems, its my #2 favorite build of all time in the game and im saying... rework it.
quant has been king since the beginning and rarity holds almost no value except as a bonus stat for quant. it needs to be reworked and possibly made much harder to use specifically for currency farming as its used almost exclusively for this purpose. additional thoughts: https://www.pathofexile.com/forum/view-thread/3487251 Innocence forgives you Last edited by SilentSymphony#3358 on Feb 15, 2024, 4:44:34 PM
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Upon a brief scan of this thread and other similar threads, it appears that there is either (or both) an issue with:
1) The way in which the league-specific mechanic is interacting with item quantity (and quality) mods. 2) The in which some league-specific overarching change is interacting with item quantity (and quality) mods. The problem is league-specific. I have run several hundred juiced maps on the Standard server with a wide spectrum of item quantity and item quality mods present, and nothing appears to be out of the ordinary...business as usual, so to speak, with no huge loot explosions or maps with a bunch of divine orbs or other super-rare items. So, I disagree with the (apparently reactionary and ill-conceived) argument that there is a problem with "magic find" itself, and suggest that instead a problem exists with its application within the league, specifically; Furthermore, that league-specific problem seems to be a glaring one, and suggests a failure in pre-release league mechanic testing and implementation. On the other hand, if anyone is able to simulate the symptoms of the problem outside the league environment, it would be worth reconsidering. Consider the drawbacks of mob mentality. Last edited by MoonPeace#1394 on Feb 15, 2024, 4:47:53 PM
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" It is not league specific it is an issue as old as the game and its only made this apparent to some during such leagues where the multipliers are bonkers. And i'm not just some random hating on magicfind you can find dozens if not hundreds of posts by me aggressively defending rarity/quant builds staying relevant in the game. Innocence forgives you Last edited by SilentSymphony#3358 on Feb 15, 2024, 4:52:35 PM
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" Okay. I have seen convincing evidence presented of a problem within the league, in this thread, in the form of (claimed) quantity of divine orbs and Valdo's Puzzle Boxes dropped over a short span of time. Please provide evidence of a significant problem outside the league environment, and I will happily support your position. To be clear, I agree that there is a major problem *within the league*, most likely due to a failure in pre-release testing or due to an intentional saturation of the game with rare currency and items by the designers. I don't like it, because I think it undermines the perceived value of time spent playing the game. Last edited by MoonPeace#1394 on Feb 15, 2024, 5:01:59 PM
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" Just because you can now see the problems doesn't mean they don't exist when out of your personal view. Quantity has always been busted to the point they removed it from rares in the base game and this is just serving as a magnifying glass. Anywho we don't have to come to an agreement here but i stand firmly behind quantity needing to be divided up and forcing currency farmers to pay higher premiums to get currency-quant and etc on down the line with divination-cards and the like. Innocence forgives you Last edited by SilentSymphony#3358 on Feb 15, 2024, 5:27:20 PM
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" When you are talking about problems, you must be talking about *specific* problems. I agree that there is a specific problem with the way quantity, and probably quality, are interacting with league play. I can only assume that there are countless problems that exist outside my personal view. However, with respect to the one we have been discussing, based on my experience outside the league (and I am able to test with a full 6-person group, controlled by me, with good magic-find gear, in highly-juiced maps), I haven't seen a problem. Admittedly, my POV could be off, but when we are talking about specific problems, we need to be (hopefully) talking about specific solutions to those problems. Details are important, and objective study of those details is important...not just any person's (or, far worse, any mob's) subjective or reactionary take on things. The details suggest, to me, that there problem is with magic-find interaction with league-specific factors. At least, I see it as a problem -- Developers might not. If they do, and they aren't diligent with testing, that same problem could be created again in the next league. |
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