It's Time For Magic Finding to Go
" If i hade to choose between item rarity affecting currency drops and opening chests in lower kurast, i take the item rarity any time tyvm, lol Last edited by Strickl3r#3809 on Dec 24, 2024, 5:20:41 PM
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The entire idea of the economy in this game needs to go.
Everything in this game is balanced around crafting/trading and the economy. Loot is intentionally crappy because of it. Builds are nerfed because of it. Players quit because of it. I don't see any problem with Item Rarity at all, other than it impacts the 'economy'. That's what people are seeing now. Everything boils down to it. ARPG's should be about the gameplay. Not worrying about a economy. PoE 1 was an experiment that showed just how much it impacted the game negatively. I'm surprised people still want it in PoE 2. At least in a form that the game is balanced around. |
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I have 2 opinions on this.. First of all, deal with the obviously broken builds instead of gutting rarity. Secondly, despite the majority of the playerbase being SC Trade, balancing the game around HCSSF would be waaay better in terms of the health of the game. And if that is the case, then rarity as is right now, wouldn't need to get touched. Even HC Trade, the rarity stacking is a huge risk/reward, as it's clearly way easier to die on those characters and lose it.
Imo go after the builds instead of the rarity stat instead. And balance the game around HC not SC, it WILL make for a better game. SC economy will always be trash, nomatter how you look at it. There's no sink for items etc, that's just how ARPGs work on SC. Where as on HC, u can risk playing with rarity and lose your character.. Don't wanna do that? Fine.. Make a sanctum/ritual farmer.. Make a boss farmer.. Make a speedy guy to rush people through the acts.. On HC there are always counter-plays on people stacking "magic find".. On SC it doesn't matter if there's "magic find" or not.. Only thing it changes, is a couple days/weeks before the prices crash anyway.. However, balancing around SC, ruins the HC and SSF aspect completely. And before people call me out for being "elitist HCSSF player".. I've played EVERY gamemode in PoE1 and 2.. On the very top end.. So I am NOT biased towards any sort of "league".. I just want what would be the best overall health for the game itself, and that would be balancing it around HC and SSF gamemodes, as SC Trade will always be trashed very shortly after releases. People keeps saying it kills build diversity, and that is exactly NOT what's it's doing for multiple reasons.. Rarity is a "build choice" on its own.. It drops more rares and uniques to get put on the market.. The fact it boosts currnecy, means there's more crafting going on, which again, means more rares for other builds being put up on the market.. The real problem is builds having no penalty for stacking it, with no "real" downside (this mostly applies to SC).. So fix those builds instead of gutting "magic finding".. Kinda the same with how they completely reworked how the Cast-On-X skills works.. Should've balanced around the numbers instead of deleting the builds.. Increase the mana-cost, big damage penalty or something along those lines.. I feel like both GGG balancing and the fact they listen too much to "Reddit whining", is actually gonna ruin the game before it even launches. |
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" I agree 100% I get the feeling GGG are in this broken position where they have monetized trade and tabs too much, and they have some really bull headed developers who are adamant that trade improves the experience and are unwilling to budge on it. It's my hope that they are seeing how broken POE 2 is in its current state and it's a wake up call. You can have the thrilling, well balanced ARPG with meaningful difficulty, or you can have rampant, game breaking trade. Pick one. Hell, they could even MONETIZE IT! Restrict trading with a heavy gold tarrif, but reduce it by 25% if you purchase some perk or whatever. Last edited by crazyfingers619#3901 on Dec 24, 2024, 5:32:58 PM
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" Precisely how to balance losing the MF/IQ versus gaining it, I'm not sure, as I wouldn't want a d/c or crash to kill your buffs, but I always would expect this to be on a per-character basis. I wouldn't be able to build up a bunch of MF on one character and switch to another and retain it. Only way for your concern to work would be multi-boxxing and as far as I care let those people who do it do it (or don't I don't know the TOS on that off hand). The biggest concern I have is how to balance it appropriately such that we don't get a FOMO going and players with limited play time on their hands never max out available "play time" buffs. If it only took 10 rares and 4 map completions to max out the "play time" buffs that might be ok, shouldn't take more than 30 or so minutes to hit that on average (since the rest would be baked into special drops, waystone/tower mods, map mechanics, atlas passive, and other limited use systems, it shouldn't take long at all to reach and maintain "play time" buffs) And to be honest, I splurged on a pack once (and on EA of course) and had gotten some stash tabs that I never used once relating to trade, just wanted room to have cool stuff if I ever got around to trying a build out. |
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Indeed, why should we keep a ww2 time feature?
This is so old and many games dont use it anymore. |
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The drop rate is easier to tune when all characters are affected by it equally.
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" +1 MF was and is one of worst mechanics in any game. And because it's EA just wipe servers when it's removed. As for the other side of the same bad mechanics -- PoE2 needs to introduce BoE/BoP (account wide) items if they want to keep trading (why?) in game -- rare and hard to get items should always be BoP. Only then loot can be properly balanced based only on mob "challenge rating". |
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Been playing poe since beta when act 2 was the new thing.
I personally feel that we've done this dance already. In path of exile, there was an amulet; "Bisco's collar". It singlehandedly killed build diversity because the amount of rarity it provided. It also ruined that partiicular league for many. Essentially, if you couldn't wear biscos, your build was trash, because you couldn't stack rarity like other builds could. If you couldn't stack that rarity, you wouldn't want to play that build, because you were being left in the dust by players that could wear it. It's now happening again with ascendancies and archetypes that CAN stack rarity without much downside. Look at the top 1000 players. They are ALL playing one of 3-4 builds. Why? Not because they're cool, or because they're fun, but because they're both OP and can slot MAX rarity. Now think for a minute about how these builds are able to get up to 600% magic find. Also, that magic find can be shared by up to 5 others at the same time. Whosoever gets these characters set up first, and cranks rarity the most becomes the richest, and because the nature of POE's economy (YES THE ECONOMY! THE ALL IMPORTANT ECONOMY) they stay at the top. This also has further, more important cascading effects on others. It would be one thing if that wealth were relegated to just that small group, but it isn't. It affects everyone who plays SC trade league. Prices inflate, and players that are slower or middle progress get squeezed out due to the inflation of gear prices. For example: Yesterday I leveled a new toon. Upon hitting the end of campaign, I decided to upgrade my gear. It was time to get stronger so that I could survive maps. Lo' and behold, an upgrade for my LEVEL 65 build costs over 1 divine per piece, with nothing comparable even available at a lower price point! In order to find something affordable, I would have to either find it myself (I'm not playing SSF, and crafting is an loljob right now, so no thanks), beg, or take some half-assed piece of gear that wouldn't really be much of an upgrade (still costed nearly a div). That is not a healthy game mechanic. That does not feel good. I could completely ignore rarity and just deal with that terrible feeling of being left out, and dying all the time. Not finding nearly as much drops and currency as friends that play LESS and less seriously than I, but is that what we want for our favorite new game? No. No it isn't. I don't care how GGG does it, but they need to fix\address rarity. It is one of the playerbases' biggest gripes, and for good reason. Noone wants that fomo. I'm open to all kinds of ideas. The fact that we've already done this and learned (I thought) from POE1 surprises me. Please remove or fix rarity. It should not affect currency drops whatsoever, and it should scale based on difficulty or player progression alone if it is to remain in the game. |
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Time to build trade within the game and have it cost currency to post and repost items. Even a timer where items are locked in would go a long way. If it is not going to ever change how about giving SSF characters some baked in rarity find.
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