Don't Kill the Thrill: Keep Item Rarity Alive!

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Bananaru#7519 wrote:

yo listen up.......

item rarity is like the spice of life in PoE2 ya feel me?




Errr... Ok then lets make a poll to see how many want MF to stay vs how many want it to go, shall we?

democracy, ya hear?
Last edited by amano91#6912 on Dec 30, 2024, 3:36:34 AM
Item rarity is not a bad thing.

Having it on items is the bad thing because it increases the mod pressure for items by a lot, makes crafting more anyoing and generally a lot of items bad that would be otherwise pretty good.

I also don´t think its something you should get by being lucky and otherwise have your endgame feel worse bc it was balanced arround having a certain degree of rarity.

What I think would be better is removing the stat from the items and incooperate it into the lvling process so that a lvl 90 to 95 char would have the same ammount of rarity we now have with 3 pieces of rarity.
So that everyone gets to enjoy a rewarding endgame from the get go and no luck is needed to come to a position where endgame loot feels fine.
All they need to do is put Currency into a separate category and IR not affect currency.. then everything will be fine.

Diablo 2 did it this way and you see MFers running for loot and people hunting currency "runes" ran pure dps builds to run as fast as possible as many times as possible.
I always imagine people defending a system like that are the ones that already have all the gear fully stacked with magic find.

Same shit like in the real world. "Hey im rich so i dont support putting taxes on the rich because.... thats no fun... you feel me bro?"
No. Remove it or move tie it to difficulty. Also, do a full server wipe. The economy is broken beyond repair at this point.
"
Bananaru#7519 wrote:
yo listen up.......

item rarity is like the spice of life in PoE2 ya feel me?
it’s that sweet thrill when u see that gold beam of loot light up ur screen.
nerfing it? nah man that kills the vibe.

rarity makes grinding worth it. like why else we farming mobs for hours? its the dream of a big drop. u nerf that.... it’s like killing hope ...

and look its not OP.....
- u still gotta build for it
- sacrifice stats
- play smart

it’s a choice not free candy. u wanna min-max for rares?
cool but u lose damage or defense.
fair trade, imo.

so yeah keep item rarity spicy.
nerfing it just makes the grind feel like a deadend. Nobody wants that in a loot game.


+1
Item rarity is useful, there's even passives in the Atlas for it as well.
However in balance they should not apply this to currency drops BUT ALSO increase the base currency drop rates to more reasonable levels so as to make MF a less attractive stat for those wanting a bit of cash to trade with.

Item rarity would then be for those hunting specific unique items and 6 affix rares.

Perhaps also have a penalty for MF?
Every 10% MF is -1% resistances or something.
If having like 300% MF to have atleast an descent amount of better drops becomes mandatory, it should be obvious that the problem isn't MF in itself. Imo it should be removed though.

MF right now is barely the band-aid on the festering wound that is loot economy (not trade economy!) paired with very poor (late) game balance.

Given certain classes have to get a lot more mandatory stats on their gear than others, who thus can annihilate everything while having enough room in their stat budget to stack MF makes it the issue it currently is.

This wouldn't be as much of a problem if loot wasn't so scarce to begin with (especially when playing SSF). Or if balance was atleast good enough that all classes could easily stack MF.
Last edited by Syvaroth#5864 on Dec 30, 2024, 3:55:45 AM

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