GGG please do not listen to these people

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Mf didnt effect league mechanics..until affliction.
It didnt affect legion, it didnt affect breach, it didnt affect incursion, nor delve, nor santum.
Windripper builds ran t3 towers all day, they didnt do leauge mechanics at all, infact THEY COULDNT, THEY DIDNT DO THE NUMBERS TO.
So I'll say it one last time, why are you lying?


Yep and: no one ever complained about mf in PoE 1.

Fantasy world! MF didn't affect incursion?! Legion?! Breach?! What in the actual heck are you talking about. Quantity DESTROYED all of them.

Sure...it didn't affect Sanctum, I'll give you that. Because sanctum was an entirely different game within the game, one of the top 3 most unique mechanics ever to be introduced to the game. You also got no loot from monsters in Sanctum....how often is THAT true of league mechanics?

Sure...at the VERY very top end of Legion mf didn't play much of a role because the rewards were capped (agian though, it didn't START this way), but in individual legion encounters as well as non-maxed out 5-ways it played an ENORMOUS role.

Breach went through quite a long period where it just sucked from the ground up. Not even mf could fix the issues that plagued breach prior to the atlas skill trees. But DURING breach league....hoo boi was mf king.

Dude....you really really REALLY need to refresh your memory of PoE 1 history if you want to bring it up in arguments. You just sound foolish, almost like you never actually played the game.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 2, 2025, 9:24:15 PM
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Removing MF will make things MORE expensive, not less


Not sure why other people can't see the effect of MF being remove immediately.

With Settlers of Kalguur, you can completely ignore MF even if it was on its pre nerf state since there are so many avenues for you to earn currency. POE 2 doesn't have that flexibility yet, let alone if crafting will be the same.

If GGG hypothetically gets "pissed" about this issue and decided to make a new EA league without MF, I wonder how people will react. Sorry, I forgot that we had tons of forums post about "Not getting loot", "is this the loot?", "POE 2 is ruthless", "Unrewarding" and many more.
Last edited by iMirageX#4580 on Jan 2, 2025, 9:21:59 PM
GGG needs to launch a poe 1 season.
Give people something to do as I play poe 2
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Collar wasnt a good example, iirc people didnt use it but used the leash instead. But 5 changes until it was removed after affliction isnt that much


How is that not a good Magic find example? It was OP as all hell in earlier stages of PoE1 and was nerfed until it became near useless by patch 4. It was DISABLED in the 5th patch! That is textbook balance failure.

5 patches is a lot. Most unique amulets have about 2-3 and since the first patch we are counting is when the items were INTRODUCED that means the Collar had double the amount of re-balance patches as most unique amulets only to end in being disabled...
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Collar wasnt a good example, iirc people didnt use it but used the leash instead. But 5 changes until it was removed after affliction isnt that much



WHAT?!?!?!?!?!?!?! Again with this?! Collar was THE example of the problems of magic find, the second it was introduced.

Again.......rewriting history completely backward.
Starting anew....with PoE 2
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Sure...it didn't affect Sanctum, I'll give you that. Because sanctum was an entirely different game within the game, one of the top 3 most unique mechanics ever to be introduced to the game. You also got no loot from monsters in Sanctum....how often is THAT true of league mechanics?



Sanctum monsters drops loot. Can still vividly remember getting a Brass dome on Sanctum.
Last edited by iMirageX#4580 on Jan 2, 2025, 9:30:47 PM
They will probably add stronger diminishing returns that way it's not a required stat on items for every build & this way it will still allow players to have niche MF builds if they choose to
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iMirageX#4580 wrote:

Sanctum monsters drops loot. Can still vividly remember getting a brass dome on Sanctum.


If that's true I stand corrected: I'll admit Sanctum was the league I played the very least because I hated it. But still....if they did drop loot, they dropped very little because the rewards came from the currency rooms. I'm not gonna jump any further into Sanctum because, unlike the OP, I have no interest in rewriting the history of the game through my own ignorance.

Apologies if I got that wrong.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 2, 2025, 9:31:22 PM
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It's 2:45pm, time to debate MF again!
I've noticed a worrying amount of complaints that rarity on gear is ruining the economy and is both hard to gear for and far to easy to gear for etc. to the point that I feel the calls for its absolute removal to be a meme at this point.
I'm making this thread to both plead with the devs to not listen to streamers crying about a system that allows more casual players the choice to increase how much them make in maps without having to giga-ultra juice t658+++ waystones.

Point 1:Magic find causes massive inflation
This point is just flat out wrong. Party farming is a much worse offender in "inflation" since the gains from that far out way the gains from a solo player with even the same MF percentage solely from the speed in which a group of 6 can clear maps and from inbuilt multipliers from grouping as a whole. If anything MF should be shared in groups and split between its members, ending the "500% MF cull" meta, while making MF being more solo friendly. And I will agree, the soulcore/shield interaction should be looked at.
Removing MF for this reason will not suddenly lower the price of 4-5 GG affix items for the broader playerbasae, it actually worsen it if currency as a whole becomes more scare. Kinda like how real life economics works.

Point 2: "Rarity should be tied to content difficulty"
This point is asinine due to point 1. PoE1 has only ever rewarded ultra-juicing content, which is a fair point, if the content is harder you should be rewarded accordingly, but PoE's idea of hard content can not and will not be accessible to a wide enough population to ever make the disparity between the top and the middle/bottom equal.
From a build standpoint (and we are in EA with half the classes and ascendicies and skills not in mind you), only a few builds can even touch that sort of content comfortably and if/when it does the cost of entry for that build will ALWAYS be at a premium doubly if its a streamer approved build. Removing rarity would only further incentivize people rushing to the meta-zoom clear builds like it is in PoE1. Rarity SHOULD allow for slower builds to get equal rewards for killing less packs per hour then stormweaver/deadeye blow the entire map up builds.
This can be fixed by..

Point 3: "It's too hard to gear for it/It's to easy for x build"
Buffing life/armor as a whole. Warriors have ALOT of socket pressure especially since the removed life from the passive tree (something I am in favor of cause playing hopscotch on life clusters was boring imo) but non-es builds are punished quite a bit in maps where monsters hit hard and fast and you dont have alot in the ways of recouping (heh) that damage, mace skills having setup/long widnups leaves you open to being slapped over, or stuck in one of this games millions of overtuned damage puddles, I can see the envy. But removing magic find for this reason wont suddenly make these builds viable or competitive, if anything it will only make those other builds more popular from the safty and clearspeed and even harder to gear from high cost of entry.

Point 4(sorta): "This is the biggest problem in PoE2"
This is less of a point and more of a personal gripe, but MF IS NOT THE BIGGEST ISSUE WITH THE EA, ATM, and anyone who thinks that is missing the forest for the trees.
1)The fact that endgame has QUICKLY devolved into the same "kill it before it breathes on you" from PoE1 has been a big disappointment for me personally, all my hype for this game was that it was slower and more methodical but it seems in the rush to make sure we had endgame they just fell back on the same old trope of spike damage being our lords and masters, which is another reason why life(without the nodes)/armor has fallen behind, it was never good against spike damage.

2)The trial system needs to be reworked from the ground up. I liked sanctum, but not enough to HAVE TO do a full run to get at times important power spikes to you builds, and I cant imagine the pain of trying to do floors 3/4 with a underperforming build on one that needs those points to function. I like the idea, lab was a slog, but this has somehow made it more of a chore, especially since one death means starting from square 1.

3)One death per map is ultra-punishing for no discernible reason. We still have 6 portals, I chose softcore, you got to corpse rush campaign bosses (technically); but a chaos archer from offscreen, a patch of burning ground, or random exploding whateverthefrick is enough to just lock the player out of a map permanently? Being oneshot clearing a node completely, even of tower rewards is just plain antagonistic and AGAIN leads to the problem of overperforming builds skyrocketing cause now you cant risk a build with less then perfected defenses lest you end up losing currency and time on something that deletes your hp while trying to set up for that "big slam". It feels like this was thought up to encourage party play, since each player gets one portal but if your solo it just feels annoying and tedious to lose a map because something got froggy and crit you for your entire life bar from multiple feet away. And to tie this to an earlier point, wont make money if your build cant do juiced t15+ without being blown away now can you?

4)Crafting is 100% rng, even with omens. I know GGG hated deterministic crafting, I saw how they massacred my boy(harvest), but this is not it. There are far to many affixs on items to just "slam it" on gear, theyve made a slot machine within a slot machine and it does not respect your time and agency. If people want magic find to go, let the players have more control on how they refine the gear they find, because if not it will again only benefit the team crafters/mirror crafters (and remember, dont about the rampant rmt abuse those people do :) ).

I hope this post is seen by the Devs after their deserved holiday, and I truly hope they dont listen to the top-meta chasing streamers yet again. Magic Find is not the biggest problem in PoE2, its imo more balanced here then it ever was in PoE1.




Agreee with almost everything this guy wrote ... Rarrity is not the problem... the problem are the 10 players that get 2-6 div out of every breach ... because their clear speed is 20 times better than the next best build and breach open's 6 times more and has 3000% more monsters than a regular breach that's a bad design ... also a nerf is not what the game needs ... we should bring more build in line with spark , and attribute stackers ... not dumb down spark and attribute stackers ... get more items with movement speed / cooldown recovery as a mod on boots and belts ... so we can blink faster .. or temporalis mode on rare items ... Rather than be 4 secconds make it 1 or 2 ... let`s make the game fun ... that`s all i`m saying ... nerfs are not fun , moving slow is not fun , feeling as slow at lvl 11 as you are at lvl 95... is a wrong game design ..
MF has single handedly destroyed the game economy, which greatly impacts new and casual players. To leave MF as is will just continue to screw the average player in new seasons.


To argue against nerfing MF in anyway is simply asinine.

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