long time rare finder, Maybe its time to change or even remove iiq/iir as we know it.

Hello, Rarefinding has been a passion since i discovered this game many years ago and during the older times it was much more impactful as a fun element of the game when many of the uniques still held good value and rares themselves were the pinnacle but a lot has changed since those times and what we seek as "rare" is much more ambiguous all the while the outdated iiq/iir systems cause chaos for the developers and players alike.

I think general Item-Quantity should be removed and divided into new category's of item quantity for specific types of drops, currency, uniques, divination cards as well as influenced/fractured/synthesized items with the same changes being done for item-rarity.

Other additions could include new types of MF stats such as:
-the amount of mods on items (negative and positive)
-the tiers of mods on items
-the general quality on items
-the tiers of bases dropped
-specific item-base-type drops

Additionally the MF archetype in general seems to cause a lot of issues and while i'd never advocate for the removal of dedicated builds for this maybe making things a little more fluid is a better idea going forward by adding a final crafting tree which these new rare-find stats would be allocated and players would choose what kind of stats to influence their drops with https://www.pathofexile.com/forum/view-thread/3304040- some past thoughts on the topic of a crafting tree.

Players would be able to select drops that better represent their playstyles and that would carry into party play while in exp range and stack with other players bonuses but to make things fair these bonuses would be amplified when in smaller group settings but never so much as a full party would receive but shortening the gap between the two extremes.

Current MF gear could be reimagined with slots to customize them for the type off mf people want to go after and that gear would stack on top of their passive bonuses reaching current levels if not more or less give or take the quality of the items slotted into them and their base stats while also making these items less about strictly farming currency.

these items with MF stats that would augment your crafting tree and MF gear could also have generic tier mods that work in almost all content and content-specific mods that only work in a specific content but offer a greater advantage while losing out when running other stuff.

thanks for your time.
Innocence forgives you
Last bumped on Feb 11, 2024, 1:55:48 PM
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ggg has already dedicated itself to providing methods for players
to seek specific item types. this has actually reduced the mf requirement
a lot. you dont need to chance things as much with luck. you can seek out
preferred content and items. this being said I agree that IIR is far less
useful. I mostly see it useful for me personally as a way to increase high
level jewellery drops. theres half a chance one of them will be noticeably useful to someone. when it comes to other items? bad hard to tell unless its
multiple related t1 stats.

simple answer is remove iir and replace withj iiq.

iiq would catch all, currency and item drops. in a heavily juiced map items
will go way up in rarity, if you got quantity... you get more rares.

i welcome suggestions for adding value to iir or replacing it in a fair way,
I just dont know how. subdividing rarity into "increased weapon rarity"
or "increased jewel rarity" doesn't seem like the trick.

for sure I want to see a payoff to those who have the skill and capacity
to take content on at a disadvantage. I want to see that better rewarded.
just dont know how. ultimatum tries to approach this, by crippling you and
offering escalating rewards. its how ggg is thinking about this.

still tho... why even have iir?
if you're weak you slap on MF and become slightly weaker but you can farm low tier maps.

ggg doesnt like that.

but at the same time ggg wants to reward players who can squeeze in MF.

this is in line with their philosophy of making a game to be played forever.

theres always room for improvement, to squeeze in a lil extra.

i hate this philosophies for 2 reasons.

1. if it exists it SHOULD be used. you can say "its optional etc", BS. if you've tried running unjuiced t16s, normal or magic, you would know how scarce item drops are. might as well go MF and play lower tiered maps.
2. slotting in MF means optimizing. optimizing means using efficient builds. stop and think awhile about the inverse effect of this. if you're using an inefficient build, you farm less, you can afford less, your gear is less good, you can clear less things. ultimately this kills of player creativity as the best way to play is to be highly optimized. this issue exists even without MF being in the picture.

what i prefer:

mf be slapped onto maps directly rather than on gear. despite jonathan mentioning that he wants MF on gear. i still think its a bad direction. but yeah who am i? this is just my opinion.
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"
AgnosiousD wrote:
ggg has already dedicated itself to providing methods for players
to seek specific item types. this has actually reduced the mf requirement
a lot. you dont need to chance things as much with luck. you can seek out
preferred content and items. this being said I agree that IIR is far less
useful. I mostly see it useful for me personally as a way to increase high
level jewellery drops. theres half a chance one of them will be noticeably useful to someone. when it comes to other items? bad hard to tell unless its
multiple related t1 stats.

simple answer is remove iir and replace withj iiq.

iiq would catch all, currency and item drops. in a heavily juiced map items
will go way up in rarity, if you got quantity... you get more rares.

i welcome suggestions for adding value to iir or replacing it in a fair way,
I just dont know how. subdividing rarity into "increased weapon rarity"
or "increased jewel rarity" doesn't seem like the trick.

for sure I want to see a payoff to those who have the skill and capacity
to take content on at a disadvantage. I want to see that better rewarded.
just dont know how. ultimatum tries to approach this, by crippling you and
offering escalating rewards. its how ggg is thinking about this.

still tho... why even have iir?


IIR isn't what's busted, subdividing it gives you some control over what you're influencing instead of just a bunch of useless uniques also changing how IIR works so that IIQ is not king of the hill but has to share the space with IIR otherwise you get lots of white items because your rarity is so low which is how it should've been the whole time making each stat required for full effect however that is not what you get in PoE's past or present.

Putting IIQ into groups as well forces people to choose between currency and other things they might find useful.

Additionally splitting some of this stuff up would allow GGG to better specifically adjust these nodes without blanket-nerfing the entire build archetype.
Innocence forgives you

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