It's Time For Magic Finding to Go
Holy crap. I've been saying this for years and usually majority disagree with me.
Magic Find on gear was one of the bad things of Diablo 2 but everyone thinks it's such a perfect game they usually refuse to accept it. Movement Speed is another bad choice from Diablo 2. I've always said there were certain things Diablo 1 did better. These were part of it. The other was the global magic system which is what originally drew me to PoE. "Never trust floating women." -Officer Kirac
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+1
I was under the impression that MF didnt affect currency drops. Wasnt it like this in PoE1? If you want to take D2 as en example, MF does not increase rune drop rate. Which is the primary currency IGN = Morlinus
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" You're basically right in your assertion but I would like to claim that MF, in its current state with "currency conversion" is oppressively good. This issue is compounded by many of the "really good" builds / classes having to give up very little to run MF while others find it economically crippling to do so. Can MF be better balanced --- of course. Will it be VERY hard to balance MF in terms of rewards, equalizing opportunity costs between builds, etc. ... I would say it would take re-designs of many skills & classes to do this so yes. Is it easier to get rid of MF [Rarity] from Gear & Party Play ... also yes. |
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+1
Makes you just feel like you’re losing massive trading power by playing something you enjoy. |
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" And to be fair it only mae life on items even more important. To remove something from the tree only makes it more important in items. So in fact the Tree should have on all 4 fronts... rarity bonus .. that would reduce rarity find value on items. Also make the effect bea log curve to reach a soft cap. |
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" Yeah? Do you see the core design issue here? GGG are displaying interesting design decisions for a few unique items but are building on an inherently flawed system that is arbitrary and boring. Can you admit that for 99% of players resists are just arbitrary gear checks, FFS? That the core design is bland and boring and doesn't lead to exciting builds? Ok, so you got a few items that make resist X a little more interesting. Is that any more interesting than making resist Y different in the same way? I feel as though you are missing the point here, resist xy and z all do the same thing, they are all required to be maxxed to the best of your ability and enemies do one or the other arbitrarily so there is no greater interest to the builds. I'll make this clear, let's do a little hypathetical. What if cold did way less damage but slowed the player and caused them to freeze over and cold resist directly fed into resisting slows and stuns. THAT would be interesting. Players with enhanced damage resists elsewhere could forego the cold resist if they wanted more than other characters. Is this starting to make sense?! FFS I feel as though this player base has no idea WTF these mechanics do, and are defneding trash, shallow systems just to affirm their ego's. WTF is even the point of having a conversation here? It devolves into people yelling over nostalgia and BS. |
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Magic find is one of the dumbest and most pointless mechanics in any RPG I've ever played. All it does is remove player power and force even tighter gear tuning on what's already an complicated item system.
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+1
I feel like most people are ignoring the major issue with MF being in the game. 1. Magic find is forced. If you don't have it, you are losing. In SSF you will progress slower than anyone who has MF. In trade you will not be able to afford any decent items as the economy will be too inflated for you to have a chance. 2. Because it is necessary to stack MF, playing your own build or an off-meta build punishes you since you will have a harder time stacking MF while also progressing your character. It forces you into playing the top meta builds so that you can ignore items with stats that would otherwise be necessary to keep your character strong. Why would I attempt to make my character strong with powerful gear if I can just run an OP build and stack MF on my gear instead? This is not a healthy way for the game to continue. TLDR: It massively widens the gap between the players who are trying to create their own build, and the players who just do whatever is the meta. |
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+1 - please delete it - I know you love Diablo 2 and use it for inspiration, but this is one thing that should be dropped. It's some old timey boomer game design. Please just let it go. It also completely screwed up the trade economy.
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" Devil's Advocate: Rarity / MF by itself didn't mess up the trade economy. Unfortunately the problem runs MUCH deeper than that. For MF / Rarity I'd say do away with it entirely for currency drops. Then, with currency conversion via rarity gone, the Devs can set the currency drop rate however they like. Then if you kill more [good] stuff you get proportionately rewarded as opposed to exponentially rewarded. As for MF I think it's useable in game for items if there is a strict diminishing returns set up. This way the stat can be beneficial but it doesn't drive the entire economy. HOWEVER .. if MF remains in any form then I think we need to look at gear pressure that allows certain classes / builds to ignore certain types of gear pressure while other classes have vastly more difficulty giving up affixes on gear for MF. Once the opportunity cost for MF is [roughly] equivalent between classes / builds THEN having MF won't be nearly as much of a problem. |
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