Regarding MF(Rarity more specifically)

This is more feedback just in case rarity/quantity changes are coming.

Having rarity impact currency is amazing. It's casual friendly.

In PoE1 when MF was neutralized. The hyper inflated successful players(groups, content creators, etc...) who complained about MF. Simply found new ways to print currency.

It's complaining for the sake of complaining. If PoE2 does the same as PoE1 we will simply see more casual players have harder times to get upgrades and the price of divines will only inflate.

So basically those hyper successful players with ten's of if not hundreds of divines will simply be even more wealthy after rarity is nerfed. Therefore increasing the disparity between the casual enjoyers and the hardcore players.

I'm running a around 70% rarity increase just so I can see an exalt in a T10 map. Not everyone is optimising their maps nor are they trying to min max every stat. The people complaining about this are the ones who tend to abuse it.

So please don't nerf rarity as it is basically the only thing more casual enjoyers have. It's a video game and the goal is to have fun. I think we can safely say nerfing Magic Find has never stopped those players from finding alternative methods of printing a waterfalls amount of currency.

It also doesn't serve any benefit other to hurt the more casual enjoyers of ARPGs. I just watched videos like Zizaren and feel they people miss the point. Complaining about I lost power for rarity find. That is the literal point. Finding a balance between both.

The solution if "any" is to increase the difficulty of endgame content. GGG now has seen what some builds are capable of regarding dmg output. Now it's easier to tune the dps checks throughout mapping. How much dmg "should" you have to do T15 or T16 basically. Balance the dmg output and/or T10+ content so players genuinely feel the impact of swapping dmg for rarity.

Personally just hate when MF in games is ruined because someone is throwing a fit because they drop too many Divines. I say awesome. If you are able to get lots of currency and you are having fun. I'm happy for you. Like imagine in real life someone says "OH my god this "thing" is making me too much money Hey government you need to tax this more cause this is not okay for me to be this hyper successful." Then everyone else who was struggling or just making "okay" money is going to suffer even more because mister teachers pet got 110% on the test and said it needs to be harder. Like get a life. If you are printing currency like hot cakes. Maybe the content should be tuned to fit the reward. Not punish everyone because Zizaren and others are upset at it. I love Zizaren's content. I watched him live Day 1 with Darth Microtransaction as well. He has so much good content but I'm genuinely worried about the influence these content creators have with GGG and that they'll try and change PoE2 to fit what they want over what is more enjoyable for the majority of the audience.

Last edited by SaintLessLegend#6078 on Dec 23, 2024, 3:12:47 PM
Last bumped on Dec 24, 2024, 5:38:13 PM
how much you all running mf successfully? i have 204% and it's still trash - im clearing t15-t16 mob packs in 2secs.

breakpoint for mf is in the high 300%? real successful ones running 500%?
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Having rarity impact currency is amazing.


Why is it amazing? It's just another mandatory stat on gear. Like run speed on boots. You are objectively wrong for not running it. This is bad design, inherently.
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spitzer#5898 wrote:
how much you all running mf successfully? i have 204% and it's still trash - im clearing t15-t16 mob packs in 2secs.

breakpoint for mf is in the high 300%? real successful ones running 500%?


I was running 130-150% prior when I focused more MF but swapped it for more dmg. Now I try to keep it between 70-80%.

Mind you the highest I've done is T13 so far. I've only gotten 3 Divine drops.

Those MF rates also get better with group play. A lot of these players who are dropping crazy amounts of Divines are running in groups. Plus they get to save on maps haha.

I mean are you getting multiple exalts or other currencies(alchemy, regal or higher) consistently? If so I'd say that's a win in my books.
Around 400% MF, divine orbs and exalted orbs raining from the sky as solo. Some people achieved 450%+ magic find, even 500%.

If you are 300% i mean, try to push your MF at that point, you are wasting it.
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Kage#1250 wrote:
Around 400% MF, divine orbs and exalted orbs raining from the sky as solo. Some people achieved 450%+ magic find, even 500%.

If you are 300% i mean, try to push your MF at that point, you are wasting it.


LOOOOOOOOOOOOOOOOOOOL

absolutely

At 300% you are getting what? some random augmentation drops.
But 400 - 500, that is the magic spot that makes sense...
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sonik11#6442 wrote:
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Having rarity impact currency is amazing.


Why is it amazing? It's just another mandatory stat on gear. Like run speed on boots. You are objectively wrong for not running it. This is bad design, inherently.


I run speed on boots, what you are saying is inherently flawed. As a warrior I am naturally prone to having lower speed movement. I actually take speed penalties from armour.

What you are saying basically means, run the fastest hardest hitting(glass canon normally) class. Which means everyone should just be a Ranger or Monk. Heck Sorc right now is able to zoom across the map with teleport skill hahaha.

Speed is not the solution. I'm running 30% movement speed right now on my boots. I don't know what kind of circuitry is going on up there that you just assumed I didn't have it XD. With armour in mind. I literally move at 19.6%.

This isn't PoE1 mate, the concept of speed is not what GGG wants for this game. It's meant to be slower.

____

Why is rarity impacting currency amazing!?

This is a personal view. I find it to aid newer or more casual players. Although there is a bit of an objectiveness to it.

You don't have to feel that the only way I'll ever get those Divine drops or get multiple exalts is to reach T15 content. Not everyone has the time nor comfortable doing higher tier content. Allowing players to give themselves a bit of a boost to currency drops is perhaps just what that player needs to push further into endgame. May be a person just enjoys doing lower tier maps, as it is relaxing. They up the rarity knowing they aren't going to get a bunch of Divines... but they get more exalts and that makes them happy. If they get a Divine drop they are like WOOOO! That makes them happy.

It's another layer for players to interact with getting better currency drops. You have to understand(or don't) that not everyone playing PoE2 has 1k+ hours from PoE1 like myself or you perhaps(I don't if you got thousands lol). I am personally familiar with the content. Expedition, breach etc... it's like coming home but the furniture is changed a bit but it's not moving into a new home for me.

Rarity is a far easier concept to understand than league mechanics and selling items via the stash tabs. Min Maxing your MF on tablets and making sure you have 2-3 towers overlapping for maximum affect. Then grouping and making sure one guy is pushing 500% rarity while the others hard focus clearing or something. Like so much complexity to PoE2. MF or not those top end players will find a way to make it rain Divines haha. So why does it matter if a more casual or even a new player can get a Divine or two here and there cause they upped the rarity on their gear.

It's really a choice to. You don't "have" to partake in MF. Nobody is forcing you to play a certain way but how others enjoy the game is not for you to decide right. I can't be like OMG I HATE MF REMOVE! Now everyone who loves MF needs to be punished, why? It goes both ways but I can see some balancing happening in the future but it's a game man. Why should how I enjoy the game using Rarity make your experience worse because you don't like it for instance, ya know. Like run it don't who cares.
Last edited by SaintLessLegend#6078 on Dec 23, 2024, 4:55:55 PM
What benefits casuals is not having a loot increasing stat to equip on gear.
It's raising the natural loot odds to what it would have been after equipping the stat, and not having the stat, so they don't have to build it.

It's the same as the movement speed on boots.
There's a remark in the thread about enjoying being able to build speed on boots to get faster after armor slows you down, calling it a benefit.
But what would be even more beneficial is being that fast in the first place, without needing to build speed to do it.
Last edited by The_Song#4903 on Dec 23, 2024, 7:13:45 PM
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The_Song#4903 wrote:
What benefits casuals is not having a loot increasing stat to equip on gear.
It's raising the natural loot odds to what it would have been after equipping the stat, and not having the stat, so they don't have to build it.

It's the same as the movement speed on boots.
There's a remark in the thread about enjoying being able to build speed on boots to get faster after armor slows you down, calling it a benefit.
But what would be even more beneficial is being that fast in the first place, without needing to build speed to do it.

Then there'd be no cost to do anything, no trade offs means gear is more homongenized.
Like why do we need to roll for resistance, or life, or mana.
Lets just make all gear give attributes, in fact lets just make sets for each skill that way you dont have to do none of that pesky work of balancing your character.
People calling a stat you dont have to build into terrible seem to be the same people that want to D3ify PoE
Also I prefer not to have PoE2 to become the same zoomfest that PoE1 became, I like being able to see my character instead of them phasewalking 100mph
Last edited by DarkLordOdeo#6686 on Dec 23, 2024, 8:45:44 PM
That is the real thing people are not getting with PoE2.

It's not meant to be as fast as PoE1. GGG wants to prolong the power creep for as long as possible; Sometimes going a bit extreme in an attempt to counter it.

The game is meant to be harder. Mind you it's not perfect and I have some gripes with it as well but it's not meant to hold your hand like Diablo.

Plus, it doesn't make sense to have a stocky character to be as nimble and fast as a slim/flexible character. The reason it's evasive dexterity versus brute strength. One avoids the other absorbs. That alone should give enough context to understand the logic and immersion that is being attempted here.

It's not perfect and I do agree the movement speed penalty is a tad overkill. roughly 10% reduction is a bit much considering how impactful it is. Anywhere between 5-8% would be a little kinder but it's Ruthless 2.0 sooo I don't expect much change.
Last edited by SaintLessLegend#6078 on Dec 24, 2024, 5:38:57 PM

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