"Rarity of items found" Ruin the game!
Big agree.
Remove it, put it in the atlas. Or if that is already too difficult for your developers, at least make it only apply to items and not to currency. |
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" the reality in poe 2 is... if you 10000000000x times stronger build/char but no item rarity you will still find close to 0 loot compared to a weak af magic find build who sacrificed all power for item rarity he will make about 20 times more divines than you |
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" well the main topic of this post is item rarity but ill answer that by saying.. staff has physical line and 2 element lines the physical lines are more suited for Chayula however... the physical (aside from bell) are underwhelming at the moment and need a buff |
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We can agree there. My chaos monk is leaning mostly into physicals, but I ain't touching that Bell untill it gains some type of Chaos support. Chayula in general just feels like an afterthought.
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Many people are new to the party but this is pretty much how you always played leagues in Path of Exile 1.
Roll a strong league starter that is good out of the box, doesn't need heavy reliance on gear Put MF on it Grind currency and become wealthy Roll a build that is expensive to even function. And it's fun to play for you. Have fun with your expensive build, min max it on your way Roll another one if you wish, tick off remaining uber content. Quit and wait for new league. Rarity seems to be overtuned in 2 but this is early access, things are subject to change. I don't expect standard league to be untouched, it will propably get clean-wiped on actual release day so standard league players aren't tossed into a system where they are instantly very disadvantaged by FRIGGIN BETA players. |
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"WAAAAH MF EXISTS WAAAAAAHHHHHHHHHHHHHHH PPL CAN MAKE MF CHARACTERS AND DO T1 MAPS AND MAKE MORE THAN ME IN T15 WAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH"
Add Scion To PoE2
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" ill remind you that in poe 1 rarity does not impact currency at all ! it is strictly for rares and uniques . and ill also remind you that recently GGG removed item quant from all gear in poe 1.. for that very reason.. so the two are not only not the same... but GGG doing a double standard here.. on one hand "magic find and item quant that affect currency is too pressuring players into having it on gear and we dont like it so we are completely removing it" (poe 1) then on the other hand " ya we hated it in PoE 1 so we removed it.., but we are making it 100 times stronger than it has ever been in poe 1 and 100 times more punishing not to have it on every piece of gear than it has ever been in poe 1" kinda silly |
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" no... its more like.. . " meh i really need these uniques to make my awesome build work... but they dont have any item rarity on them... so if i make this build im never going to drop any currency or items and also wont be able to buy any unless i do flipping due to the inflation from the ones who are stacking magic find and rarity, oh well.... too bad.. it was a nice build idea... but i guess i wont play it... cause better make something with item rarity instead. " ya.. . not cool not fun.. .remove this nonesese.. . no rebalance no changing just simple delete from all gear replace with other stats... its beta and they easily deleted triggers. . |
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From the get-go: economy being a design point at all for these games is bad. Its focus should be dungeon crawling/looter/hack'n slash, not how to balance these crypto spreadsheets.
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To be the contrarian I think that there is a world where magic find [rarity] can still be a worthwhile stat while not dominating the meta BUT it would take a lot of work.
First for the easy part ... For Rarity [from any & all sources] diminishing returns need to be applied. Example: At 100% rarity perhaps Divine / Rare / Unique / etc. drops are upped about 75% ; At 1000% rarity drops are upped 150% compared to 0% rarity; at 10000% rarity drops are upped 225% compared to 0% rarity; etc. Still powerful for classes that can invest but at least the power has significant diminishing returns and isn't a complete loot avalanche. The second part of the balancing act is to rebalance classes so that there are no builds that can make the sacrifice for rarity significantly more easily than any other builds. Whether this means "nerfing" the good performers OR bringing up the poor performers to the level of the good performers or a combination of the above. The third part is still giving something for the high end to aspire to. I'd say reward players that opt-in to [vastly] more powerful bosses with an appropriate increase in loot. The goal is to still give players a challenge and to still reward players BUT to do so in a manner that doesn't totally skew the market away from the more casual players. Last edited by KingAlamar#4071 on Dec 23, 2024, 11:12:14 AM
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