Item Rarity shouldn't be removed BUT...

I know how controversial this will sound, but ear me for just a moment, if GGG wants the crafting to be used i think that they way that divines and exalteds are dropping for the player which are having 300%+ rarity should be the default for everyone. Think why me for one second, people don't craft because the chances to have a good outcome are low and with just 10 exalteds everyone is able to buy at least one good item, but if everyone start to drop a lot of exalted and other currencies, things will start to change to something like, do i want to spend 50-100 exalteds(because of inflation that will occur) to buy a item in the market or i can use these exalteds to try to craft my item. With this change i believe that the crafting problem will be half-solved.
Last bumped on Dec 31, 2024, 12:07:28 AM
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AverBeg7#1689 wrote:
In PoE1, rarity doesn't effect or stack with mechanics. Running mechanics was the way to make currency for low-rarity builds. It worked, because the rarity people would find the stuff like Headhunters, etc, on juiced maps without mechanics, then buy necessary things from people who ran mechanics.


They didn't port over what worked from PoE1. Rarity works with mechanics, including the rares in breach (which is the only worthwhile thing to farm, because everything else is just badly implemented and has poor rewards).

All players are now in direct competition with rarity farmers. If your first build wasn't a CI build that can fit a tonne of rarity in, and if you weren't doing that in the first few weeks, you are now pretty much screwed until a reset, or when they nerf CI so they can't easily get 5x the rarity of everyone else.
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I know how controversial this will sound, but ear me for just a moment, if GGG wants the crafting to be used i think that they way that divines and exalteds are dropping for the player which are having 300%+ rarity should be the default for everyone. Think why me for one second, people don't craft because the chances to have a good outcome are low and with just 10 exalteds everyone is able to buy at least one good item, but if everyone start to drop a lot of exalted and other currencies, things will start to change to something like, do i want to spend 50-100 exalteds(because of inflation that will occur) to buy a item in the market or i can use these exalteds to try to craft my item. With this change i believe that the crafting problem will be half-solved.


the problem that right now crafting is garbage isnt solved by the amount of currency dropping. if you shower everybody in currency things are getting more expensive, and crafting is as garbage as it was befor. solves nothing
Omen crafting is intended for gear you don't plan on ever replacing.. mirror tier technically. I like where it is at.
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the problem that right now crafting is garbage isnt solved by the amount of currency dropping. if you shower everybody in currency things are getting more expensive, and crafting is as garbage as it was befor. solves nothing


Without a comparatively easy way to reliably get 3 good mods on items I don't think we'll see much of an improvement even if crafting currency is multiplied by 1000.

As an experiment I went to Craft of Exile 2. In order to get two good prefixes on a weapon AND one decent suffix it would take OVER 6000 Alcs & bases.

Sure Omens, Chaos, etc. could cut down the number of attempts but at baseline crafting is WILDLY too random to be useful when most of your gear already has 4 to six good affixes on them anyway.
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Without a comparatively easy way to reliably get 3 good mods on items I don't think we'll see much of an improvement even if crafting currency is multiplied by 1000


Never used an essence from normal to magic and then from magic to rare?
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As an experiment I went to Craft of Exile 2. In order to get two good prefixes on a weapon AND one decent suffix it would take OVER 6000 Alcs & bases.


Being nitpicky....but that is most certainly not true. You didn't plug in "good" prefixes, you likely put the best possible.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Dec 30, 2024, 11:16:22 PM
Here's how to actually fix it:

1. Increased magic find/item quantity (up to a cap) per appropriate tier-to-level map completion that builds up each play session (with disconnect protection, character based). 4 maybe 5 maps should fill it completely, faster with completions of maps with mechanics (i.e., bosses, breach, etc)
2. Focused Atlas Passives plus natural gain per Tier series quest completion, so players make their own choices between more general IIR/IQ or more waystones or map mechanics or extras like essences.
3. Increased based on number of rares killed (up to a cap) that builds up with each play session (with disco protection, character based)
4. Increased based on bosses killed and other mechanic involved maps, like completing Corrupted maps or Excavations or Breaches, like with rares and map completion generally.
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, or enhances the mechanic if it already exists 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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Here's how to actually fix it:

1. Increased magic find/item quantity (up to a cap) per appropriate tier-to-level map completion that builds up each play session (with disconnect protection, character based). 4 maybe 5 maps should fill it completely, faster with completions of maps with mechanics (i.e., bosses, breach, etc)
2. Focused Atlas Passives plus natural gain per Tier series quest completion, so players make their own choices between more general IIR/IQ or more waystones or map mechanics or extras like essences.
3. Increased based on number of rares killed (up to a cap) that builds up with each play session (with disco protection, character based)
4. Increased based on bosses killed and other mechanic involved maps, like completing Corrupted maps or Excavations or Breaches, like with rares and map completion generally.
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, or enhances the mechanic if it already exists which makes that specific mechanic more difficult for better rewards when completing it.

Get creative, and then remove MF/IQ from gear.


They are kinda cool ideas. I don't think having rarity on gear is the problem, though. I think it's just the sheer amount some setups can get compared to others that is the problem.

CI can ignore chaos res and life, so they have +2 affixes for space on every rare piece.

I think they should soft cap rarity. It is possible for most builds that aren't terrible to get ~150% rarity. The people who can jam it on everything get 400%, and the people who run a rarity bot can get 800%+.

It is just too much of a difference. I believe they should soft cap it around 200, so it gets less effective thereafter, and give HP users a way to ignore some res or attributes on gear so they can get a little more.

Also as I mentioned earlier, mechanics should be profitable and not interact with rarity, so the rarity farmers can go for big items, but still have to buy from the people running mechanics on low/ no rarity.
Last edited by AverBeg7#1689 on Dec 30, 2024, 11:35:53 PM
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AverBeg7#1689 wrote:
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Without a comparatively easy way to reliably get 3 good mods on items I don't think we'll see much of an improvement even if crafting currency is multiplied by 1000


Never used an essence from normal to magic and then from magic to rare?


I have an have struck out every time -- but admittedly I had a limited number of attempts.

Assuming your recommendation was in good spirit I went over to Craft of Exile II and it does look like about 1/20 or so attempts seems to at least come up with something interesting if I'm willing to spam greater essences like mad.

However with a more careful approach I hit something that would be an upgrade on the 48th attempt. Additional attempts showed a similarly long strech when I only dropped a Greater when I got a good [prefix] role as I'm less concerned about the suffixes.

Note: DPS wise the tooltip indicates about 20 to 25% DPS increase over my current [5 Ex?] weapon.

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