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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.
Glad I could contribute, even if sharing someone elses video haha. Again credit to him, playing a game that much in the name of facts is no small undertaking - and he was right about the sample size.
I suppose we're at an impass in terms of, some people are making noise perhaps thinking it matters, and there's people (myself included) who don't notice any difference. It's up to the devs if it's intentionally there, and needs to be more noticeable. Or, if functioning as intended, just remove it because I think those that have tried it, don't notice any benefit.
It does seem like the ones who stacked it are more "meh" about it, myself included. Instinctively, in Act 1 when I saw it was a stat, I tried to keep a good amount thinking I'd get better drops on gear. I suppose at least I made enough gold for a 100 respecs in the process, ha.
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Posted byJunki3JJC#5645on Jan 6, 2025, 4:39:10 AM
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Glad I could contribute, even if sharing someone elses video haha. Again credit to him, playing a game that much in the name of facts is no small undertaking - and he was right about the sample size.
I suppose we're at an impass in terms of, some people are making noise perhaps thinking it matters, and there's people (myself included) who don't notice any difference. It's up to the devs if it's intentionally there, and needs to be more noticeable. Or, if functioning as intended, just remove it because I think those that have tried it, don't notice any benefit.
It does seem like the ones who stacked it are more "meh" about it, myself included. Instinctively, in Act 1 when I saw it was a stat, I tried to keep a good amount thinking I'd get better drops on gear. I suppose at least I made enough gold for a 100 respecs in the process, ha.
Yeah I think theres alot of people who are complaining about it but havent actually tested it.
So they just assume that if your a top end player with maxed our rarity you get 10 div per map because someone told them so. So they feel its unfair
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Posted byNyon#6673on Jan 6, 2025, 4:40:48 AM
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Glad I could contribute, even if sharing someone elses video haha. Again credit to him, playing a game that much in the name of facts is no small undertaking - and he was right about the sample size.
I suppose we're at an impass in terms of, some people are making noise perhaps thinking it matters, and there's people (myself included) who don't notice any difference. It's up to the devs if it's intentionally there, and needs to be more noticeable. Or, if functioning as intended, just remove it because I think those that have tried it, don't notice any benefit.
It does seem like the ones who stacked it are more "meh" about it, myself included. Instinctively, in Act 1 when I saw it was a stat, I tried to keep a good amount thinking I'd get better drops on gear. I suppose at least I made enough gold for a 100 respecs in the process, ha.
Yeah I think theres alot of people who are complaining about it but havent actually tested it.
So they just assume that if your a top end player with maxed our rarity you get 10 div per map because someone told them so. So they feel its unfair
Agree - the only reason I can think to complain, from experience, is it rolled that instead of a difference stat that may have affected me more, personally. But objectively there are also bigger issues to be addressed, just an opinion. Not just bugs but the more I see is scaling/balancing - which is fine, it's early access, I understand, but it's still there.
Agree also on the divine point - I got a few so far since day 1, however I did notice more currency a little in the trials, if anything. And if you're higher level, doing the first few floors of Sekhemas at 75+ regardless of class/spec seems far more enjoyable to farm, if anything else.
I've personally not ran them since I took most of my rarity off, but running them did seem more noticeable as far as currency/even just more fun. However the drops may also be due to more "density" of rare mobs, e.g. if you hit a few Chalice rooms, it's easily minimum 2 rares per room in a short space of time. Might be a better place to go play for anyone trying to see what they can get - as well as some jewels from the Royal caches, which also are a little bit more uncommon, at least I pick them over most other stuff. To be honest, I might go do that myself right now for a bit of a break from maps haha.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 4:59:38 AM
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Posted byJunki3JJC#5645on Jan 6, 2025, 4:56:09 AM
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What unique has the effect of granting your allies kills to you if you don't mind me asking?
Gravebind Rope Cuffs. https://pathofexile2.wiki.fextralife.com/Gravebind+Rope+Cuffs
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Enemies killed by anyone in your Presence count as being killed by you instead
Almost certainly meant for on-kill builds, but rarity increase is technically an on-kill effect. :)
Last edited by Th3Fall3n0n3#6762 on Jan 6, 2025, 1:42:26 PM
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Posted byTh3Fall3n0n3#6762on Jan 6, 2025, 1:36:37 PM
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IIR on items is part of progression. First off it feels great to find in the campaign when you are desperate for rare item drops. In end game, as you find better and higher tier items you can fit more powerful stats on them like higher res, which frees up other affixes to use for a luxury stat like rarity. So it actually enables more progression in the game and gives us something to do as we progress. Rarity also plays into player power progression because better rarity = better loot = more chances to find good items for your character or to sell to get currency to buy better items.
I dont really mind IIR being removed but I dont want loot to be buffed in its place. Keep loot where it is if we remove IIR so we have a longer progression in a season.
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Posted byWaitn4D4#0477on Jan 6, 2025, 2:20:24 PM
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