Remove Rarity as Item Mod
" This point cannot be dismissed and is not wrong! I feel that Rarity should scale globally, without directly influencing your items. This could be scaled in Atlas Passive, by Annoints in Maps or by Tablets, it would be better if it were through these options rather than mandated by its items. Alan Leonardo Piovesan
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Rarity was never removed.
Quantity was removed. What we now have (need to be confirmed) is something in between more like "find more and find better". BUT for real. There is no single build which can not afford 1-3 slots on the hole equipment for some Rarity. In many cases you have no better options anyway! I played 4 chars. Invoker Monk, Minion Caster, very experementive Aura-Titan and now selve cast Meteor Stormweaver. And ALL of them have room for at last 30-50% rarity WITHOUT sacrifising any other stat. Some more some less. Invoker Monk has just 40% (as I refuse to get a complet new outfit), Minion Caster close to 170% as there is just nothing better to put into the slots :(. Therefore the Monk can clear maps 20 times faster and 20 times more pimped maps and get MUCH more loot that way! While the Minion Caster is slow (and clunky with the minion move bug) but much better for pure Exalt/Tablet farming as nearly every rare drobs some. Monk can do T16 corrupted elevated boss maps with3 delirium and 500% waypoint find including Breaches. Minion Caster can barly kill a T15 unpimped boss (except atlas). Each one has its use. I was first shocked too when Streamer came up with 600% MF builds. Now I know they WASTED alot of currency to get there :D. |
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I like a trade off of stat on gear for rarity. Maybe it should be tuned down a little or maybe its just perspective. I would be much more happy if there were more meaningful ways of spending earned CCY, this should also somehow make economy better by increasing value of CCY.
TRUST. |
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