It's Time For Magic Finding to Go
"personally i dont believe every class suppose to be jack of all trade and be equal ( this just bring a lack of personality and flavours anyway you will always have a class to be best to do something , you always have a class is more design for trasors hunting exemple in d2 the barbarian have item find , or other rpg thief have treasure hunter , and other class excel too something else , you trade more mf for power , your choice sadly today player just want everything and dont want to pay the blood price :) playing poe2 i have 110% faith in ggg team this EA is next level , compare the joke d4 EA are and also 1 year later , i have a very good time playing poe2 play my first rpg on the intellivision :) Chris Wilson"I want to make sure that melee classes are as good as they can be" Last edited by charley222#3935 on Dec 24, 2024, 4:39:44 PM
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There is so much noise on items, and very little rare and interesting item mods that lead to the highs of finding a truly rare item.
Let's look back to diablo 2... Remember the first time you found an item with health regen? Remember the first time you found glove with attack haste? Boots with run speed? (I know POE has this too) These were magical moments, these were BIG enhancements that felt really good.It's not even that POE 2 doesn't have interesting mods, they blow their load so early and make them so common that we kinda take them for granted. POE also bombards us with health, energy shield, resists, and a few other bits of necessary gear checks that remove all the interesting bits of stats of items, there's no flavor. These become so important that we forget about all the prior mods that were fun. If magic resists and magic find were made INCREDIBLY RARE and the game were tuned around no resists and no magic find, the experience would be LIGHT YEARS better, and it would encourage their item designers not to rely on mundane gear checks and devise truly interesting item mechanics that foster unique builds. It's not that items don't have enough mods, they're just all arbitrary. It's a sea of resists and magic find and the same tired damage amplifications. There is no nuance or innovation in the itemization of POE 2. No weighing this or that, it's just resist, damage, Magic find. THE END. Take that crap out, the game would be better for it. If we were getting items with just 2 mods and the game was tuned without resists it would be more fun than this exercise in maxing arbitrary resist stats and MF. Why build regen when one shots are the defining difficulty mechanic of the game? It's all noise, gotta get this, gotta get that, gotta get this. And once you have that pre-made check list of necessary survival, damage and MF, that's it. The rest is kinda arbitrary and unimportant. You can feel that the designers are not prioritizing the fun in the development of the game. Where is the build? Where are the fun rare mods? The entire itemization model as we've seen thus far is this mundane and very boring exercise of maxing all prior tropes of itemization with next to nothing injected on top. It's to the point that builds are executed ENTIRELY in the passive tree, and as such, this gives GGG total and complete power to balance all builds. There is far less fun when your build is meticulously balanced and predetermined by a spreadsheet. This is partly why Trade is so detrimental to the potential fun of the game. It allows players to take a shortcut to any bit of loot that fits their wanted build, for dirt cheap rathert than them having to peice together viable builds over long periods of time, and theory crafting what they can piecemeal together with which class at any given time. Feel free to screech and moan how trading is the only part of this game you find enjoyable for whatever reason. In short. I have no desire to play POE 2 ATM because I don't have that thought in my head of "I can find that rare piece of gear that will spark my imagination." It would be 1000x easier (no exaggeration) for me to just trade for that item in a matter of minutes. Why play the game? Just go on the auction house and max your resists, your damage, and MF with a few days worth of farming materials, then punch in the meta build of the day. It's a bit alarming how broken and poorly tuned this all is. And it's beyond frustrating because it would not take much to fix this. Limit trading in a HUGE way, simplify the resist system to 1 magic resist type and give it in smaller amounts, give it a soft cap to invite players to push it forever but never become immune. Inject INTERESTING and RARE item mods on items. Make these items even harder to trade than other items. These will be the items that drive builds and are "Magical" and "Fun" to find yourself that you will create your own builds with in the future. There is nothing more fun than having 2 unique items and having your own little loot puzzle to figure out how to get the most power out of them. No guide online to copy, no easy trade market to just convert it to the item perfect for your pre planned build. Just a few changes and this entire game becomes 100x more fun and I'm playing it right now hungry to get more items (well I have work to do, but you know what I mean). Here's an example of a magic find item mod that would be interesting. Killing enemies with X skill (which sucks) provides 50% better magic find. Must be done while not taking damage recently. Could probably be balanced better, this is off the top of my head, but you get the idea. Make this item very rare. It's interesting, it's not always the amplifying every kill, it's hardly mandatory and it adds nuance and strategy and rare builds to the game. Similar interesting magic resist elements could be added to the game, but they only work if there is only 1 school of magic for resists otherwise advanced mechanics to singular magic resists get muddy and they simply don't work. LESS IS MORE DAMN IT! Last edited by crazyfingers619#3901 on Dec 24, 2024, 5:14:21 PM
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" So because you think it's fine it cannot possibly be a problem. After all, it was in a game that is over a decade old and it was fine there, so no problem. How do you even function? | |
OP is right
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OP is right
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i`m just saying is only EA and expect everything will be balance for release play my first rpg on the intellivision :) Chris Wilson"I want to make sure that melee classes are as good as they can be" Last edited by charley222#3935 on Dec 24, 2024, 4:53:56 PM
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+1
Just delete it entirely, or keep it on some specific Unique items only. |
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If there is one thing I remember actually not hating in Diablo 3 (which is not much, considering how trash that game was) it was their having a magic find buff based on player activity. PoE needs that kind of system. I would love to see magic find dropped from gear in favor of more natural and emergent forms of magic find. Some random ideas to consider:
1. Increased magic find/item quantity (up to a cap) per appropriate tier-to-level map completion. 2. Atlas passives (could easily give players options to focus MF/IQ in lieu of other focused passives while integrating small amounts throughout) 3. Increased based on number of rares killed (up to a cap) 4. Increased based on bosses killed and other mechanic involved maps, like completing Corrupted maps or Excavations or Breaches. 5. Increased from mods added to waystones and towers (already kinda do this but could be improved/buffed with such a change) 6. Purchasing "buffs" to MF/IQ through some mechanic at Doryani or other NPC 7. One-shot or otherwise limited use items to include with your waystones when entering maps that drop at a maybe Alchemy rate that do something mechanically interesting, like adding a mechanic such as a boss or Delirium to a map that doesn't have it, which makes that specific mechanic more difficult for better rewards when completing it. Get creative, and then remove MF/IQ from gear. |
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" I would LOVE this. But this only works in a game with no trade. Otherwise players can just play multiple characters on various accounts and trade them to their main, swapping when the bonus runs out. Another example of how fully limitless trade impedes the balance of the game. GGG must be making huge $$$ off the purely open trade system with how much they are allowing it to ruin POE 2. |
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I got rid of magic find in my Diablo 2 mod that I made for my own use and it makes the game much better. And that’s for single player where there’s no economy for it to inflate. Item rarity stat should absolutely not affect currency. In Diablo 2, not everyone was pidgin holed into magic find since it didn’t affect rune drops, so if you were rune hunting it was better to clear faster, though it was still degenerate. With item rarity affecting currency, you don’t have even that as a reason to not play a magic find character.
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