Rarity should be changed

PoE 2 just released, and we are already in same situation with mf, as it was in PoE 1. Rarity is too busted, especially with combination of ring effect unique belt (for ventor's gamble) and soul core effect shield, providing ability to stack insane amount of rarity. Even without these, just stacking rares with rarity affects loot much more than any waystone/tablet modifiers can. Look at streamers playing with high rarity. Look at their loot on maps. Then look at your loot. Something with rarity should be changed, there is simply no reason to run maps without stacking rarity right now. Just to get another non-tiered rare and another regal orb? This will lead to same mf meta, as it was in PoE 1.
Last edited by _WaywardScion_#1917 on Dec 16, 2024, 7:15:21 PM
Last bumped on Dec 23, 2024, 2:20:52 PM
+1

I am not a fan of optional loot boosters in video games, because anyone who cares even a little about their time management realizes that it is not actually optional.

It would be nice if the baseline loot was increased slightly, but have rarity mods massively tuned down or even removed/replaced.
The issue is, right now you can't get any noticeable increases to quantity/rarity aside from rarity on gear. Baseline rarity from waystones/tablets/tree is nothing compared to gear rarity affixes. And the effect of stacking rarity is just too much, especially on maps juiced with rare monsters (hello, breach).
Last edited by _WaywardScion_#1917 on Dec 16, 2024, 6:00:18 PM
+1 Rarity should be moved off of gear and instead fully onto maps and the like.
Technically the issue is with implementation, not that rarity exists - PoE1 has rarity, but does not have the same massive economy issue. Because of differences on HOW IT WORKS between the two games.

Rarity SHOULD NOT EFFECT ITEM QUANTITY. The very name IMPLIES that it does not effect anything other than uniques.

This is a lesson that they learned in PoE1. Item quantity existed, but rarity did not effect anything other than uniques..

It also SHOULD NOT EFFECT LEAGUE MECHANICS.

This is a lesson they learned in PoE1, most farming strats were completly unaffected by your characters item rarity/quantity (and were instead scaled ENTIRELY on the maps stats).

These simple changes mean that farming things effectively did not require magic find.

This is why Affliction was the BEST trade league ever for item prices, everyone was making currency, everyone was getting magebloods - even the guys not running the crazy magic find strat. As non-magic finders actually had things the magic finders wanted and vice/versa.

Meanwhile in PoE2, EVERYTHING is effected by RARITY
Last edited by doombybbr#6074 on Dec 23, 2024, 2:23:36 PM

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