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I think that there are just too many drops sometime and they should maybe come up with a better way of computing drops as such. Maybe not get it like per enemy killed, but per some time, like if you kill x white monsters in half a second, then only last one will generate drops and it will be affected by amount of those mobs killed by increase in quality? Same goes for blue mobs, but not for unique and rare, they are not that much present "in groups".
Last edited by Puliver#7825 on Jan 2, 2025, 12:06:45 PM
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Honestly, D4 had a lot of these same problems with loot early on. They have made strides with systems like Masterworking that let you get "good enough" loot and then "craft" it with new mods and with some limited rerolls.
Early on in end-game, I definitely felt like I was playing early release D4 where you were looking at ever single item to determine if it was worthy of an upgrade to a legendary. I think your post makes a lot of good points. There's always a balance between making loot drop desirable and making it too easy to just craft the perfect piece. Unfortunately, I don't think POE2 really has either right now. You just have to farm currency to buy the perfect piece and frankly I think that's the worst of these three potential options for a looter ARPG. |
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