Rarity and Quantity are old outdated mechanics.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

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Nyon#6673 wrote:
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.


This - I've probably had 100%+ on gear alone (not including precursor/waystone effects on maps) as well as the charm for 20% on killing rares/uniques, I can't say I've noticed a massive difference. Maybe a little bit more currency, but nothing massive where I'm thinking "I need to keep this on all the time!!!".

There's a good video that appeared on my YouTube here: https://www.youtube.com/watch?v=v-w6b85afLA&t=829s
Aside from the hilarity of how all-over-the-place he seems mentally, credit to him, quite a feat. But my take is, it's not really a big deal - which if so, incidentally would lend more argument to just remove it.
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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.

Most of poe2 is poe1 asset flip, in the case of amulet anointment they forgot corrupted ones needed currency from the other league(not yet asset flipped in poe2).
Itemization is much bigger issue than item rarity, there is Cultist Bow base for example. There is no possible combination of rolls that would make it good. The affixes it requires ain't in the game so why is it in the game?
What's the point of unique items most of which need level 0-20 and are absolute dogwater.
Where is the promised innovation and reimagining the arpg genre?
I would take diablo sets or whatever over what we have right now in poe.
There is no crafting too, you 'could' craft with omens, but thats way too expensive.
Most of the poe2 item crafting is picking up item, id, +exalt, +chance, sell to npc.
Rarely if you get some good blue affix from Alva random item shop you could use greater essence, and then again, +exalt +chance sell to npc
IMO rarity / quantity should not exist on gear - ie. you should not feel forced to trade power or defense for 'magic find'.

But it should be present on other game mechanics; the atlas tree, tablets, map mods, the atlas itself (say you discover 'wealthy biomes'), etc.

Currently, the difference between running 0 MF and 100 MF on your gear is very noticeable (and esp. since it influences orb drops - even jeweler orbs, it seems to me). It should not feel bad or 'a waste of time' to play a well rounded char (defense vs offense) which has no or little MF.
When night falls
She cloaks the world
In impenetrable darkness
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Alivkos#3986 wrote:
"
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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.

Most of poe2 is poe1 asset flip, in the case of amulet anointment they forgot corrupted ones needed currency from the other league(not yet asset flipped in poe2).
Itemization is much bigger issue than item rarity, there is Cultist Bow base for example. There is no possible combination of rolls that would make it good. The affixes it requires ain't in the game so why is it in the game?
What's the point of unique items most of which need level 0-20 and are absolute dogwater.
Where is the promised innovation and reimagining the arpg genre?
I would take diablo sets or whatever over what we have right now in poe.
There is no crafting too, you 'could' craft with omens, but thats way too expensive.
Most of the poe2 item crafting is picking up item, id, +exalt, +chance, sell to npc.
Rarely if you get some good blue affix from Alva random item shop you could use greater essence, and then again, +exalt +chance sell to npc


Well I suppose that's the aspect I can't comment on as I never played PoE1 - and that's probably where some of the diversity in opinion comes from too, based on your experiences of the previous game.

Not saying I'm right and you're wrong, more just a perspective.

Like I said from my own experience and from that guy who ran 1000 rare mobs non-rarity based vs. rarity - I don't think he gathered evidence there was much of a difference, and my own experience would tend to agree. In that case, it'd be a useless stat on gear that could be something else, so I'd agree it'd be better removed. I do agree with the other post from someone saying it may have been blown a bit out of proportion - I didn't know any better, based on having no prior experience as I mentioned. So I ran with it a bit thinking it'd do something, but honestly can't see much benefit, at least if there is intended to be one.

Tl;DR - it sounds like the bigger issue is carryover from the previous game that serves no purpose/may actually be a hindrance. I'll defer to you guys having prior experience on that one - I suppose from my side, the downside is I don't know any better, so am finding out along the way.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 3:49:24 AM
There is definitely a noticeable difference for 0 mf vs 100+ mf.
It doesn't even take that long to check.
You go from 1 portal out to clear inventory to 3-4.
The only 'issue' is the Breach and tower stacking.
This is where all the insane 10 divine/map things come from.
There is absolutely no reason to nerf magic find because some people setup towers for 3 hours to run 2 maps they might not even get lucky in with multibreach.
What needs actual nerf is multibreach and breach density, if only from perfomanse point of view.
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Alivkos#3986 wrote:
There is definitely a noticeable difference for 0 mf vs 100+ mf.
It doesn't even take that long to check.
You go from 1 portal out to clear inventory to 3-4.
The only 'issue' is the Breach and tower stacking.
This is where all the insane 10 divine/map things come from.
There is absolutely no reason to nerf magic find because some people setup towers for 3 hours to run 2 maps they might not even get lucky in with multibreach.
What needs actual nerf is multibreach and breach density, if only from perfomanse point of view.


I'll second the breach performance at least, if only from a PS5 perspective - funnily enough I'd posted that as one of my points of feedback. The framerate seems to drop massively, probably around 15fps if I had to guess, and not exaggerating.

I'm sure there'll be people on PC laughing at my comment lol, but it's what I'm experiencing.

In terms of performance drop, that's the #1 most noticeable for me.
I appreciate the continued feedback on my thread.

It seems more people do think like me and would prefer the harder content to truly be rewarding skill and not "I have rarity and you do not" factor.

Also, at least one other person mentioned the over powered build factor of the game currently. A lot of effort goes into carefully designing boss fights to be challenging, that should not be limited to just the first couple times you do it. I just feel it should always be a challenge and have room for failure if you do not execute movements and strategy every time.

People who have no skill to do the fight properly should not be able to farm low tier maps with high rarity, put together a 1 shot build based on a youtube video, then go 1 shot a boss without learning how the fight goes. Not in Path of Exile 2... we want a real game, not a gimmick lol youtube short for clout and likes.
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I appreciate the continued feedback on my thread.

It seems more people do think like me and would prefer the harder content to truly be rewarding skill and not "I have rarity and you do not" factor.

Also, at least one other person mentioned the over powered build factor of the game currently. A lot of effort goes into carefully designing boss fights to be challenging, that should not be limited to just the first couple times you do it. I just feel it should always be a challenge and have room for failure if you do not execute movements and strategy every time.

People who have no skill to do the fight properly should not be able to farm low tier maps with high rarity, put together a 1 shot build based on a youtube video, then go 1 shot a boss without learning how the fight goes. Not in Path of Exile 2... we want a real game, not a gimmick lol youtube short for clout and likes.


Lmao - I'll give two examples:

- Doryani: Obviously being in endgame I've beaten him twice, fair and square since Merc currently is a bit underbalanced imo. Died plenty of times to the lasers in second phase, but had to run with the punches. Meanwhile watching people with minions just overwhelm him before he has a chance to fire them... the difference in feeling must be "you accomplished this" vs. "get this over with so I can move onto the next part" ha.
- Arbiter of Ash: Admittedly I'm not there yet, I mean I've yet to find a bloody Citadel after over 100 maps easily, however any video I've seen has been a Monk just spamming some move over and over within 5 seconds. I mean, if that's the intent of the game to just get overpowered and kill bosses within seconds, fair enough. But I struggle to see that being the truth.

I got my 4th Ascendancy the other night, after a good few tries, and honestly it was more RNG one way or another regarding path/afflictions/boons up until the final boss. But after a couple tries to learn his mechanics and what to do - I wouldn't have had that any other way, at least how I believe we were supposed to beat it.

I think we agree on - don't remove the challenge, not at all, but just maybe balance/tone it down a bit, depending on intent.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 4:30:08 AM
"
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?


What unique has the effect of granting your allies kills to you if you don't mind me asking?
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Nyon#6673 wrote:
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.


This - I've probably had 100%+ on gear alone (not including precursor/waystone effects on maps) as well as the charm for 20% on killing rares/uniques, I can't say I've noticed a massive difference. Maybe a little bit more currency, but nothing massive where I'm thinking "I need to keep this on all the time!!!".

There's a good video that appeared on my YouTube here: https://www.youtube.com/watch?v=v-w6b85afLA&t=829s
Aside from the hilarity of how all-over-the-place he seems mentally, credit to him, quite a feat. But my take is, it's not really a big deal - which if so, incidentally would lend more argument to just remove it.


Good video thanks for sharing.

I noticed a pretty significant increase in better currencies (more exalts, alchs, etc) and higher tier rare gear when I regeared my character to have around 100-120% rarity (not counting atlas or waypoint affixes).
But no massive increase in divines, ofc they drop so rarely that you have to play for a while to average out the difference.

I then made a new character where it was easier to fit rarity into the build and im at like 260% rarity (again without atlas or waypoint affixes) and I honestly dont notice any difference.

To me it doesnt seam like a massively big deal, but also I wouldnt care if it was removed. Whats way more impactful is how you setup your towers and rolling rarity on your waypoints. Ontop of getting multiple breaches, etc.

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