Rarity and Quantity are old outdated mechanics. End it please.

I take back everything I said

I love PoE 2 the way it is right meow.

Keep it like this, I am now having so much fun.

I regret this post.
Last edited by Praimsara#3423 on Jan 7, 2025, 9:04:00 PM
Last bumped on Jan 6, 2025, 2:20:24 PM
I'm hearing this a lot, and people are entitled to their opinions, but since you tried to come at this in a reasonable way, I'm curious about your take on something.

The 'suffering' that we endure is the process of grinding XP for levels which enable better loot drops (including the rarity mod) which enable you to assemble loot-finding gear as well as a max-spec end-game kit with no loot-find.

There's even a cheap unique item that lets you count as killing creatures that die to allies in your presence (which means you can go full send with no rarity mod and let someone else take the rarity mod gear to cover the entire team).

Now all this being given, you describe this process as suffering. Have you considered the fact that the company making this game is named "Grinding Gear Games" and that you're getting exactly what you paid for?
Last edited by Th3Fall3n0n3#6762 on Jan 5, 2025, 8:21:43 PM
I take it all back I love the game the way it is now. Do not change anything
Last edited by Praimsara#3423 on Jan 7, 2025, 9:04:23 PM
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I challenge GGG to remove Rarity and Quantity completely and learn how to balance drops across the board so everyone has equal opportunity at finding something cool and fun.


"Like Button"

Click


Yeah guys (GGG) it's new game, try to start something new. If it is going to be bad add it again. If it is going to be good, delete it also from PoE 1 :) Give it a year or so, withou rarity and quantity gear.
Last edited by Ymho#2295 on Jan 6, 2025, 12:16:39 AM
Opinion retracted
Last edited by Praimsara#3423 on Jan 7, 2025, 9:04:40 PM
If only we could like a post.

Yes, imagine a game where stacking an OP youtuber build to nullify the game's design would be fun.

I'd like the find things without magic find or simply make it part of innate modifiers only on way stones tiers, or across board on monsters on the extreme end.
Opinion retracted
Last edited by Praimsara#3423 on Jan 7, 2025, 9:04:56 PM
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Hello Fall3nOne3

I like that the game is hard, from a strategic standpoint. Meaning it requires play skill to accomplish things. In fact, I would be the first one to say that they need to come down hard and nerf the current Infernalist Frost Mages destroying endgame bosses in 5 seconds on youtube videos. Also the stat stacking Monk Invoker basically doing it even faster.

I would like to see all the classes balanced in a way that none of them are capable of such high levels of dps. Players being allowed to pick the class and playstyle they enjoy, not the meta of the season because it does the most damage and makes the game EASY. I would like to see the integrity of PoE 2 being slow paces and harder maintained.

I've had this crazy concept in mind for a while that the devs set a damage per hit cap so there is just no way a build is live in a league that can surpass X damage in 1 blow relative to the life a boss has. Especially a boss capable of dropping one of the most valuable items in the game. The reward should not go to the players who can kill it in 5 seconds because they have a build that can do so. Instead the loot should go to the players capable of defeating the boss with the class and play style that suits them best.

It would be far more impressive of a gaming accomplishment if the fight was overall hard and impossible to bypass mechanics of. So players can be proud of their skill in defeating such a challenge, then being rewarded accordingly.

I am not against the Grinding aspect of PoE. I did say I would like less overall loot, but better quality in the surprise drops. Without having to stack Rarity in order to see that luck come into play.

Rare monsters in PoE 2 currently drop a nice variety of loot already. I am just saying instead of players having to spec for Rarity and put it into gear selection, the monster should naturally have higher Rarity in their currency drops or gear rarity (not quantity) based on each harder mod you apply to it. Which I believe is already a hidden factor. Just ramp it up so every player with the skill to beat it, is treated equally.

Let's put it another way, do you think the best strategy in a hard game, should be to build a gear set with high rarity capable of breezing through low tier maps and just one shot everything in their path to walk away with the best drops?

Personally I think the best drops and higher rarity of these drops should be achieved by completing Tier 16 maps and surviving them. Beating the hardest content in a difficult way should be how you see more Unique item drops or high value currency. Not running the easiest content or playing a build that is "broken" when I had the impression PoE 2 was meant to be different than before.

Or maybe I got it all wrong about what they intended with PoE 2, because it does feel like we are right back where we were already with bypassing boss fights and screens flooded with loot to sort while those few players complain about how difficult it is to loot everything on console and or with a controller.


I'm a new player, and read this and I liked it.

I made a post with my feedback just about an hour ago, relatively untainted as I deliberately didn't watch videos/look up builds and so on, and I literally said the same thing in regards to "wanting the challenge", of course it's more rewarding when you win.

What I'm personally not OK with is, funnily enough, what you mentioned - the imbalance currently. It's not just that some of these builds have huge DPS, but massive survivability ontop of that. There's obviously a view from my standpoint - I'm playing Witchhunter xbow, currently lvl 88 and on T15 etc. The only thing between mobs and me dying, is my HP of around ~1.6k-1.9k depending on how I'm gearing (don't get me started on Sorcery Ward, it feels useless haha).

I don't have a frame of context since I'm new/have avoided stuff online, however getting one-shotted on ridiculous stuff was the kicker to push me to see if I was crazy or not. Turns out, I'm not.

Not being negative by any means, and yes there will always be broken builds in any game that allows it. There's plenty I could praise the devs on - I think the core of the game is fantastic. But I do think the "response" could be better, and yes they may be overwhelmed however conversely, I'm sure we've all had jobs where we felt overwhelmed/understaffed. Such is life.
I couldn't second or agree more to this.

Please take this challenge and remove rarity and balance the drops behind the actual content that the player is engaging with. Or at the very least remove it as a stat from gear, and have it be a Waystone modifier only.

Drops quality and quantity really shouldn't be tied into a stat as heavily as it is now, making it more or less mandatory to at least achieve 100% increased rarity on your gear to not cut yourself short while grinding the endgame.

Really the quality and quantity of drops should be directly tied into and proportional to the content that you're doing and the difficulty tier of it. Either modifier through the difficulty nodes in the Atlas tree's, or from the tier of map that you're doing.

Right now so many good gear pieces are, of course not rendered entirely useless by any means, but depending on the other pieces you have and whether or not they have a decent amount of rarity, does render them much less desirable. Removing the rarity as a stat would make gearing feel much better, and be less limiting.
I just dont see the problem with a mechanic in a game that is about getting loot that lets you get more loot. Sounds like people want a nerf to loot, which Im OK with.
Last edited by Waitn4D4#0477 on Jan 6, 2025, 2:57:37 AM

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