Rarity and Quantity are old outdated mechanics.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

nah,
keep them.

Fix damage on the top end.





Stop reading reddit, you're being misled, i find it funny but for your health just block yourself from ever visiting that cesspool.
Step 1 is to self reflect.
"
nah,
keep them.

Fix damage on the top end.





Stop reading reddit, you're being misled, i find it funny but for your health just block yourself from ever visiting that cesspool.


Yep. Reddit is just outrage culture. Every sub is just a cacophony of people screaming about this or that thing they are outraged about. And everyone jumps on the bandwagon.

If you sit down and think about what POE is at its core, quant/rarity doesnt just make sense but belongs in the game. People want POE 2 to be D4 and I hope GGG doesnt capitulate.
Reddit is as curated as it gets and it has been so since Tencent acquisition.
They brought in those freedom of speech practices from the main land.
Anyway reddit also suffers from the political agenda stuff, since you can't even mention JK Rowling's biggest fans or you get moderated by global mods lul
As far as loot - one thing I've noticed is that "implied" levels of gear - e.g. "advanced" vs. "expert" - is totally RNG and you would expect that to scale with the tier of the gear, as it's implied.

I'd think that'd be one thing to improve on? As far as ilvl, I've seen lower end ones have better mods than higher - that just doesn't make sense to me.

Also conversely - playing Merc, I'd struggled to understand why I'd want Int or other stuff on Str/Dex stuff meant for my class. But, I think, that's kinda the point - there's nothing to stop me dropping the Xbow and picking up a hammer, which makes those +3 melee skills (as an example) useful.

That's why I say the scaling of the mods on gear is probably more noticeably off, in my opinion. An "Expert" piece of gear should not have +50 life vs. an "advanced" with +200, in my opinion. I mean on a stat-for-stat basis of course.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 3:17:02 AM
"


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.


While I generally agree with the concept of damage cap, you would need to limit it as "damage leaving the character per second" instead of capping per hit.

Even then, the meta build would be the one with the best movement speed and the one with the most projectiles and aoe overlaps with fastest attack speed, because if you have a "damage per hit" cap, then your scaling becomes speed; attack/cast speed, time spent to next mob pack (movement) and amount of monsters hit per attack.

You cannot force players to a simple set of rules and expect them to adhere to them. ARPG's are not chess with a symmetric opponent with equal rules - it's asymmetric PvEvP if you play trade leagues.

If all characters were exactly the same in damage, speed, aoe, projectile count and abilities - why have different ascendancies to begin with? Only differentiation would come from voice actors used.
"
As far as loot - one thing I've noticed is that "implied" levels of gear - e.g. "advanced" vs. "expert" - is totally RNG and you would expect that to scale with the tier of the gear, as it's implied.

I'd think that'd be one thing to improve on? As far as ilvl, I've seen lower end ones have better mods than higher - that just doesn't make sense to me.

Also conversely - playing Merc, I'd struggled to understand why I'd want Int or other stuff on Str/Dex stuff meant for my class. But, I think, that's kinda the point - there's nothing to stop me dropping the Xbow and picking up a hammer, which makes those +3 melee skills (as an example) useful.

That's why I say the scaling of the mods on gear is probably more noticeably off, in my opinion. An "Expert" piece of gear should not have +50 life vs. an "advanced" with +200, in my opinion.

Advanced or expert is just item bases. You get affixes based on item level, not based on base item. So you can get worse item base with better affixes regularly, its nothing special
"
Alivkos#3986 wrote:
"
As far as loot - one thing I've noticed is that "implied" levels of gear - e.g. "advanced" vs. "expert" - is totally RNG and you would expect that to scale with the tier of the gear, as it's implied.

I'd think that'd be one thing to improve on? As far as ilvl, I've seen lower end ones have better mods than higher - that just doesn't make sense to me.

Also conversely - playing Merc, I'd struggled to understand why I'd want Int or other stuff on Str/Dex stuff meant for my class. But, I think, that's kinda the point - there's nothing to stop me dropping the Xbow and picking up a hammer, which makes those +3 melee skills (as an example) useful.

That's why I say the scaling of the mods on gear is probably more noticeably off, in my opinion. An "Expert" piece of gear should not have +50 life vs. an "advanced" with +200, in my opinion.

Advanced or expert is just item bases. You get affixes based on item level, not based on base item. So you can get worse item base with better affixes regularly, its nothing special


That was kinda my point - it's not been inherently obvious to me. Or maybe my perspective has been wrong - but it's not been something staring you in the face.

Saying that more as an opinion, maybe it's that I'm new to PoE but from past experiences of other games, you knew an upgrade was an upgrade, stupid way to say it but "big armour number = better".

Or perhaps it's more a side-effect of some stats being more noticeably valuable than others currently. I'd made a feedback post tonight, but you'd think that - natively - having higher armour/evasion on a piece of gear = more survivability at higher levels. Of course, experience is teaching me that's currently not the case - the best I can currently do is stack life (wish me luck haha). But I suppose that's kindof my point - the scaling/balance is off, or the perceived scaling is, at least to someone only having literally picked the game up since last month. Hope that makes a bit more sense in terms of perspective.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 3:26:57 AM
Poe2 isn't even that intuitive to former poe1 players.
In poe1 best affixes were tier 1.
In poe2 best affixes are tier8-15(didn't open game for weeks so this isn't exact range).
It's obviously a terrible system that needed one of the quick reworks asap.
There is also expensive omen that rerolls affixes based on their required item level(which you can't even look up ingame) and not a lowest tier affix :)
Last edited by Alivkos#3986 on Jan 6, 2025, 3:27:37 AM
I feel like the drama about rarity being overpowered has been heavily exaggerated.

I have one character with like 100% rarity and another that has 260% rarity and the difference honestly isnt noticable. There seams to be a massive diminishing returns after 100 rarity. And getting 100% rarity honestly isnt that hard, you can even get 23% rarity just from your atlas.

All these stories of people dropping 10 divs per map, etc are just people making up shit.

There is a pretty significant difference between having 0 rarity and 100 tho.

And I personally wouldnt mind that they just removed it from gear and had it only on waypoints/towers but I dont think its as bad as people are making it out to be.
"
Alivkos#3986 wrote:
Poe2 isn't even that intuitive to former poe1 players.
In poe1 best affixes were tier 1.
In poe2 best affixes are tier8-15(didn't open game for weeks so this isn't exact range).
It's obviously a terrible system that needed one of the quick reworks asap.
There is also expensive omen that rerolls affixes based on their required item level(which you can't even look up ingame) and not a lowest tier affix :)


Sounds like you're agreeing with me, in part :P

Don't get me wrong - I like the difficulty generally and feeling progression/accomplishing things - gear-wise I like that it's not just stupidly linear and offers a degree of complexity/freedom to play with. That was my point with the random stats on pieces of gear I'd think were meant for "my class". That's actually part of what I like.

Funnily enough on the PoE1 aspect - I traded a divine or two for a brilliant amulet that was corrupted today (to be fair, instilling it or not didn't cross my mind initially). I went to try and instil it, said I needed "tainted oil" - so I look it up... it seems like it's a carry over crafting mechanism from PoE1 and the item isn't even in PoE2 yet, or maybe ever hahaha! Ah well - still great nonetheless for now.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 3:33:35 AM

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