Item rarity in maps should be based on waystone drop chance

What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.
Last bumped on Jan 3, 2025, 10:46:21 AM
I personally like this other idea:



https://www.reddit.com/r/pathofexile/comments/1hrrpel/what_if_itemisation_for_rarity_was_this_instead/
Last edited by kamiknx#1162 on Jan 2, 2025, 12:30:55 PM
Not a bad idea either but I feel like it still makes it so doing maps with more affixes is added difficulty for no extra reward. Also my relic locker is already packed haha
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Reechani#6015 wrote:
What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.


Funfact , even 200% magic increase would get you nowhere. I know,i had 180 at one point and i wasnt getting anything in t13 maps. It wasn't sustainable so i lowered it. I got to a point where i had to dodge abilities from white mobs,because i was lacking a lot in stats. That's why streamers playing same 3 builds. Base damage of their main ability is 60-100 k , so they have room to put on gear whatever the fuck they want.


So even if you had the 200 divines to get 250-300% magic find on your gear, there are people running maps with 1k+ magic find.

That's why some streamers have 900 divines in their inventory , and the rest of us who dont play twitch builds,who cant literally afford to replace single stat with magic find , have 3 divines.
Last edited by Werdx_1#3669 on Jan 2, 2025, 1:03:06 PM
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Werdx_1#3669 wrote:
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Reechani#6015 wrote:
What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.


Funfact , even 200% magic increase would get you nowhere. I know,i had 180 at one point and i wasnt getting anything in t13 maps.

So even if you had the 200 divines to get that much on your gear, there are people running maps with 1k+ magic find.

That's why some streamers have 900 divines in their inventory , and the rest of us who dont play twitch builds,who cant literally afford to replace single stat with magic find , have 3 divines.


I'm not suggesting this as a fix to that nightmare, thats its own beast and ultimately mf shouldnt be affecting currency.
I'm suggesting this as a way to make having more affixes on a waystone actually worth it or provide some sort of benefit at least. As it is, I feel like I'm just setting myself up for xp loss without any potential reward if I have too many affixes on a map.
I actually like the idea of stacking map affixes to boost rarity. We already do it with boss mods
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Reechani#6015 wrote:
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Werdx_1#3669 wrote:
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Reechani#6015 wrote:
What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.


Funfact , even 200% magic increase would get you nowhere. I know,i had 180 at one point and i wasnt getting anything in t13 maps.

So even if you had the 200 divines to get that much on your gear, there are people running maps with 1k+ magic find.

That's why some streamers have 900 divines in their inventory , and the rest of us who dont play twitch builds,who cant literally afford to replace single stat with magic find , have 3 divines.


I'm not suggesting this as a fix to that nightmare, thats its own beast and ultimately mf shouldnt be affecting currency.
I'm suggesting this as a way to make having more affixes on a waystone actually worth it or provide some sort of benefit at least. As it is, I feel like I'm just setting myself up for xp loss without any potential reward if I have too many affixes on a map.


I know brother,im just venting , because i am at 320 hours as of now and i had 0 Divine Orb drops.

Currency shouldn't be indeed affected by MF.

I feel sorry for every player who's about to start playing PoE2. Most of them coming from twitch/yt , hyped by their favorite streamer . They are in for a surprise when they find out in order to play build their idols are playing on twitch , they need 200-700 divines.

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Reechani#6015 wrote:
What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.


I think about this a lot. But I consider the best way to make it would be to make waystones have a base rarity. Lets say 5% rarity at T1 all the way up to whaterever number is at T15. And mods would multiply that base rarity depending in how dangerous they are, something like "monsters cannot be slowed" would be quite minimal, while "gain %dmg as extra Xdmg" would be of higher value.
That way you could easily tie difficult with rewarding. Combine that with getting rid of rarity as an obtainable mod in items AND in the stones, and all you care now is to make your character more powerful to go and clear that 8 mod corrupted map and get some loot.
Also the zone having a boss could also be another increase, making boss maps have more meaning as they would be more rewarding.
It doesn't even matter, Blasting Lvl 82 maps T16 Corrupted Waystones fully juiced Distilled 200% rarity gear Rarity affixes / quantity affixes / Corrupted / Irradiated / 6+ Breaches AND NOTHING OF VALUE EVER DROPS. All This Shit Is A Gimmick.
Last edited by TRYLLTV#2466 on Jan 2, 2025, 2:20:50 PM
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Reechani#6015 wrote:
What's the point of doing a 5 affix map if one of them isn't "% increased rarity of items"? I feel like this is something that should be tied directly to the waystone drop chance. Then it makes it worth loading affixes on a map and can make it more rewarding imo. Instead of just making a map harder for no reward other than "300% way stone chance!" while 90% of those waystones that drop are below tier 10.


I think about this a lot. But I consider the best way to make it would be to make waystones have a base rarity. Lets say 5% rarity at T1 all the way up to whaterever number is at T15. And mods would multiply that base rarity depending in how dangerous they are, something like "monsters cannot be slowed" would be quite minimal, while "gain %dmg as extra Xdmg" would be of higher value.
That way you could easily tie difficult with rewarding. Combine that with getting rid of rarity as an obtainable mod in items AND in the stones, and all you care now is to make your character more powerful to go and clear that 8 mod corrupted map and get some loot.
Also the zone having a boss could also be another increase, making boss maps have more meaning as they would be more rewarding.

I think determining "danger" of affixes would be incredibly hard for them to do if they are also encouraging build diversity. While "monsters cant be slowed" seems minimal to you, for a build that is based on slowing enemies, and additionally mixed with "enemies move 25% faster", thats a death sentence. Just like I will happily take a map that does extra chaos damage because I have CI, it's a freebie for me. I think they would just have to have a flat % increase across all affixes because whats major and whats minimal highly depends on build. Another example, increased cold damage means nothing if you have dream fragments because its just some extra damage at that point, theres no risk of freeze or chill.

Edit: This is also where basing it off of Waystone Drop Chance can come in. They already have a system designed to increase that % based on detrimental affixes, so at least as a quick fix, it could just be say 1/3rd of the waystone drop chance. You have 300% waystone drop chance? Thats 100% increased rarity alongside it. Those are just random numbers, and would need to be fine tuned but you get the gist.
Last edited by Reechani#6015 on Jan 2, 2025, 2:34:19 PM

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