Way too much loot now.

I agree completely. One of the main reasons why I bought the game was because apparently there was less loot but meaningful but now there is just too much of it, making it meaningless. I feel like I'm playing Diablo 4 and that's not a compliment.
This is an arpg. It's supposed to have loot.

Also this will only get worse and worse as more league mechanics get added in. And more players find the most OP broken meta builds so that everyone can copy+paste them and zoom around exploding screens. Group MF is looking pretty similar to the group strats in PoE 1 already, and you can just make a build that explodes screens and runs like 200-400% rarity and play solo too.

People just wanna farm in the most efficient way possible, it's how most arpg players have fun in these games.
Last edited by Toforto#2372 on Dec 21, 2024, 7:05:27 PM
bait waste of time thread
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But the yellows and uniques have been dropping too much given how much of the crafting system is based around starting with white items.


Well you just outlined the actual problem. That kind of crafting system has a place in a survival game, not an arpg.
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AintCare#6513 wrote:
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Toforto#2372 wrote:
This is an arpg. It's supposed to have loot.

Also this will only get worse and worse as more league mechanics get added in. And more players find the most OP broken meta builds so that everyone can copy+paste them and zoom around exploding screens. Group MF is looking pretty similar to the group strats in PoE 1 already, and you can just make a build that explodes screens and runs like 200-400% rarity and play solo too.

People just wanna farm in the most efficient way possible, it's how most arpg players have fun in these games.


except loot suppose to feel good, seeing 100's of the same loot in short time doesn't feel good feels tedious. also running maps is not 'farming'. farming was targeting specific area boss/mobs to get specific things. it required time to get to them, well except gold farming trav.. poe players have some ill concept of farming. if you are mapping you are just playing the game, not farming anything


That's why we have loot filters.

Also apparently GGG don't want players to target farm things, because guess what. Div cards don't exist in PoE 2 lmao so good luck trying to do anything in ssf. If you aren't trading for a unique or good gear then you're gonna be super behind in progression.
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Nagisawa#4090 wrote:
I'm sincerely confused. The loot patch, heck ANY patch hasn't dropped yet, how is anyone suddenly getting 'more' loot?

I'm not. And I'm playing RIGHT now, in between typing this post.


https://www.pathofexile.com/forum/view-thread/3611708

0.1.0c Patch Notes (restartless)
0.1.0c Patch Notes

-Campaign bosses killed after the first kill will now drop less currency items, replacing them with other items.
-Increased the drop rate of Regal Orbs.
-Significantly increased the drop rate of Gemcutter's Prisms.
-A single Gemcutter's Prism also improves the Quality of a Skill Gem by +5% (previously +1%).
-Lowered the drop rate of Chaos Orbs and distributed it amongst the other more valued Currency Items (Like Regal Orbs, Exalted Orbs).
-Lowered the drop rate of Artificer's Orbs and distributed it to Lesser Jeweller's Orbs.
-Disenchanting Rare Items with 6 Modifiers now provides 2 Regal Shards (previously 1). The value displayed will still show as 1 until a later patch.
-Increased the values of all Prefix Modifiers that can roll on Waystones. We've also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size.
-Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. --This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone.

-Increased the chance for Rare Monsters in Maps to have 3 or 4 modifiers.
-Rare Monsters in Map areas are now revealed on the minimap when there are 200 -Monsters remaining (previously 50).
-Fixed a bug where some Persistent Buff Skills, such as Raging Spirits and Mana Remnants, were not working for the Infernalist when in Demon Form.
-Fixed a bug where you could sometimes be unable to interact with the Map Device in The Ziggurat Refuge.
-Fixed a bug where Monsters Shattered in a Blood Circle Ultimatum Encounter were not contributing blood.
-Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer.
-Fixed a bug where Rare Monsters could not be found within the Chimeral Wetlands.
-Fixed a bug where "Move only" was name-locking.
-Fixed three instance crashes.
-Fixed a client crash.

This patch has been deployed without restarting the servers. You will need to restart your client to receive the client changes in this patch.

Consoles also have almost all the changes here (except namelocking and a client crash fix) but will still show as 0.1.0b until we next update the client.
Last edited by Orionstar#4752 on Dec 21, 2024, 7:35:56 PM
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TLDR: Now too much loot. Keep reagents/shards drop rate high, dial back gear drop. Up Quality of rare and boss drops or up frequency of rare gear in vendor.

So loot was a little scarce at launch and reagents even more so, but I think you turned loot from like 2 up to 11. Too far. Personally I'd prefer an abundance of crafting reagents than loot drops. I like being able to craft early in the game and it mean something. In poe 1 you rarely if ever bother crafting because you're going to be replacing it 5 min later anyway. PoE2 is paced slow enough that crafting gear makes sense.

I do think the boss and rare drops need a quality upgrade. A boss shoulddrop an upgrade for at lease one of the classes. I killed the Executioner yesterday and got 2 blues and gold. That or you maybe add more rares to the vendors.

Agreed
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AintCare#6513 wrote:
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Rares are definitely NOT vendor food in this game. Getting more of them doesn't make them vendor food.

This isn't poe1. The gear options are much more limited, making rares that much more important.


Pre-patch you would be running blues until cruel if you got unlucky. That is bad.


I'd argue it being too much if they changed the affix probability as well.


if i can steam roll bosses because i'm wearing all rare gear why would i eve ID rares at this point? im just going to hit maps changing outfit once maybe twice. this is how it works in poe1 at this point. i guess people that can't avoid any damage need all the help they need, but wtf would you balance the game around that? are we this inclusive by now? whats next? making sure blind ppl can play?


They already did that for you, this game is such a dumbed down version of PoE that any crayon eater can make a build and take it to maps in their first try, stop thinking this is harder or that you´re special, youre not.
IGN - Slayonara
I like quantity being lower and rarity being higher personally.

I also think item rarity on gear was a complete mistake and should be thrown out before EA ends. I made a whole post about it myself:

https://www.pathofexile.com/forum/view-thread/3654862

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