Rarity !! It's actually good for the game !! Change my mind !!!

"

so you think your build needs 45% resistances on all items 7x3x45% you need 945% resistances because to my calculation most build need 380% resistances if they don`t stack max ress and 440% resistances if they stack ress to 90? and every posible hibrid mode ... a build like stat stacker only has 3 rare items ... boots , and rings ... and all the suffixes are attributes on them rares ... that build still manages to get to 100+ rarity if a build with 3 rares can have rarity ... nobody else in the game has any excuse .. ... like ... I don`t know what to tell you but you are deffenetly doing something wrong ... because you only need half of the resistances that you keep taking slots for ... movement speed is a prefix ...arrmour is useless untill they fix it because monsters cand destroy your armour ...and well what`s the point ... you can go couple of points up and use ghost write (get some chaos resistance) and with couple of max es nodes close to you you can triple you EHP ... check out Kriparian ... he justy played 2 Wariors builds back to back on SSF with trash gear ...with the conversion armour trust me


Would love to know how I am "doing something wrong" when the game refuses to drop good enough gear to upgrade into. I lost like 80% magic find because I needed the stats on a few items to progress tiers and it is painfully noticeable. I'm barely hitting 75% on ele and cannot for the life of me find more than like 8% chaos resist on any gear that is even slightly useful. Everyone knows Armor is in a shit place right now, too, which means I need even more perfect affix rolls than most before I can "spare" the room for MF and secondary/tertiary mods.
I am running with 50% rarity and I find stuff
Rampage IGN : Cool_Hamster
Standard IGN : Hamsterbaby
Standard IGN : HamsterMfer
Please do not hesitate to contact me in game if you have posted or offered on my items.
Regards
"
"
Xzorn#7046 wrote:
Gull Barbarian with Item Find skill from Diablo 2 says Magic Find is fine.

What a joke.

Magic Find and by extension any meta game stat on gear is trash design. You can pretend it has something to do with building your character or you can realize its among many other bad Diablo 2 mechanics that people keep coping because they want that same success.

Is it too subtle compared to all those WoW clones the industry tried to make?

Diablo 1 didn't have it and comically has the best itemization of any ARPG. You don't have to spam bosses. You don't have to ignore every chest and secret in the game. You just play, in any way you want within the right dungeon level range. What could be better?



ok so you think that in a game with an ecconomy balanced around trading with a 1 in 99999999999 milions of trilions chances to get a good item should not be about loot aquisition ?? should be about walking around in white items? preferably the ones you start with ? or ? what`s your view on this ? I don`t understand where you are comming from !! you know what d1 does not have? an end game :) you know what d1 had ? duping ... if I remember corectly .. everyone knew how to dupe back then don`t take my word ... this was literally written in a post by blizzard .... you want duping in POE 2 ? you don`t want Endgame ? you don`t want to become more and more efficeient ?


First. You have to understand the differences between the Diablo 1 and Diablo 2 itemization. Diablo 1 worked off Dungeon Level which influenced monster level. Chests were a -1-3 Dungeon level modifier. Bosses were a +3 or Diablo +4 modifier.

Each difficulty increased dungeon level by +10. Thus Hell/Hell was Dungeon level 33-36. The same modifiers still applied to bosses and chests. Thus opening a chest on level 36 was Dungeon level 33-35 while killing Diablo himself was 40.

Do you notice the difference? How itemization becomes more evenly spread. You did not need to just go to level 36 or just kill diablo and restart even though he had the highest monster level modifier. The number of rolls you got just starting in hell and fighting deeper worked.

Now we go to Diablo 2 where the boss modifiers are much higher and Magic Find was introduced. You already know the end result. Spam Mephisto, Baal or one Arreat tile with high rare pack density.

_______________________________________________________________________

Diablo 1 actually did have end-game activities. They were just more subtle and not something all players would have be interested in at the time. The most common was Shrine Hunting. Increasing Thinking Cap's 1 Durability till you feel good about not losing it. Maximizing Spells for characters who couldn't get the stats. Teleport for Warrior was a big one.

Maximizing character diversity was also a big one and took a lot of time. Most people think Diablo 1 and go Fighter = 1h + Shield. Rogue = Bow and Sorcerer = Spells. That wasn't the case.

All characters in Diablo 1 could use magic and reaching max level in certain skills made a huge difference for all of them. A fighter could use teleport attacks, and shoot just as fast as a rogue with the right bow. A rogue made a formidable melee character but they required Faster Block and Faster Attack on their Sword. Sorcerer had all magic at their disposal.

_______________________________________________________________________

Trading is a result of itemization. They're a 1 to 1 ratio. Thus based on luck and time. Magic Find has no impact on trade unless it's not being used. So if it didn't exist. It would also have no impact.

I used to mod for Diablo 1 which is why I know these weird details.
"Never trust floating women." -Officer Kirac
"
Xzorn#7046 wrote:
"
"
Xzorn#7046 wrote:
Gull Barbarian with Item Find skill from Diablo 2 says Magic Find is fine.

What a joke.

Magic Find and by extension any meta game stat on gear is trash design. You can pretend it has something to do with building your character or you can realize its among many other bad Diablo 2 mechanics that people keep coping because they want that same success.

Is it too subtle compared to all those WoW clones the industry tried to make?

Diablo 1 didn't have it and comically has the best itemization of any ARPG. You don't have to spam bosses. You don't have to ignore every chest and secret in the game. You just play, in any way you want within the right dungeon level range. What could be better?



ok so you think that in a game with an ecconomy balanced around trading with a 1 in 99999999999 milions of trilions chances to get a good item should not be about loot aquisition ?? should be about walking around in white items? preferably the ones you start with ? or ? what`s your view on this ? I don`t understand where you are comming from !! you know what d1 does not have? an end game :) you know what d1 had ? duping ... if I remember corectly .. everyone knew how to dupe back then don`t take my word ... this was literally written in a post by blizzard .... you want duping in POE 2 ? you don`t want Endgame ? you don`t want to become more and more efficeient ?


First. You have to understand the differences between the Diablo 1 and Diablo 2 itemization. Diablo 1 worked off Dungeon Level which influenced monster level. Chests were a -1-3 Dungeon level modifier. Bosses were a +3 or Diablo +4 modifier.

Each difficulty increased dungeon level by +10. Thus Hell/Hell was Dungeon level 33-36. The same modifiers still applied to bosses and chests. Thus opening a chest on level 36 was Dungeon level 33-35 while killing Diablo himself was 40.

Do you notice the difference? How itemization becomes more evenly spread. You did not need to just go to level 36 or just kill diablo and restart even though he had the highest monster level modifier. The number of rolls you got just starting in hell and fighting deeper worked.

Now we go to Diablo 2 where the boss modifiers are much higher and Magic Find was introduced. You already know the end result. Spam Mephisto, Baal or one Arreat tile with high rare pack density.

_______________________________________________________________________

Diablo 1 actually did have end-game activities. They were just more subtle and not something all players would have be interested in at the time. The most common was Shrine Hunting. Increasing Thinking Cap's 1 Durability till you feel good about not losing it. Maximizing Spells for characters who couldn't get the stats. Teleport for Warrior was a big one.

Maximizing character diversity was also a big one and took a lot of time. Most people think Diablo 1 and go Fighter = 1h + Shield. Rogue = Bow and Sorcerer = Spells. That wasn't the case.

All characters in Diablo 1 could use magic and reaching max level in certain skills made a huge difference for all of them. A fighter could use teleport attacks, and shoot just as fast as a rogue with the right bow. A rogue made a formidable melee character but they required Faster Block and Faster Attack on their Sword. Sorcerer had all magic at their disposal.

_______________________________________________________________________

Trading is a result of itemization. They're a 1 to 1 ratio. Thus based on luck and time. Magic Find has no impact on trade unless it's not being used. So if it didn't exist. It would also have no impact.

I used to mod for Diablo 1 which is why I know these weird details.






verry well put ... put, however if mf would not be in the game ... for you to be able to trade for decent items couple of days in ... it would be almost imposible ... due to lack of currency on the market... the game would feel well bad ... and we actually had a form of that in the begining where some people found their first exalt at lvl 45+ .... and that was not fun ... the game is balanced around you having currency and crafting and getting upgrades... because it`s trade you won`t be crafting simply because craftin in poe 2 is identifiying an items between 1 and 6 times ... now as soon as your build has a somewhat decent clear ... you will want to equip mf because you will inject currency in the market ... mirror crafters will have been started allready all the non miror items will look like godly items in the begining and the faster currency gets to crafters the faster good items will hit the market... the more currency on the market the more people will swap items and when top players go into better gear the gear they have will get to the market ... it's a trickleing down effect ... the slower it is for currency to hit the market the slower it is for decent items to hit the market ... it has been like this in Poe ... now the fact that you get more exalts and the prices go up it`s not a bad thing it`s good that means you can make more curreency with whatever you are selling ... clearly i`m not being a hypocrite ...they could just add the drop in the game as if anyone has MF gear but then all you do is get dmg and defense ... there's no fun way to specialise your build ... the more damage and faster you kill the better... sounds like diablo 4 ... to get to 300 paragon ...
"
Xzorn#7046 wrote:
Gull Barbarian with Item Find skill from Diablo 2 says Magic Find is fine.

What a joke.

Magic Find and by extension any meta game stat on gear is trash design. You can pretend it has something to do with building your character or you can realize its among many other bad Diablo 2 mechanics that people keep coping because they want that same success.

Is it too subtle compared to all those WoW clones the industry tried to make?

Diablo 1 didn't have it and comically has the best itemization of any ARPG. You don't have to spam bosses. You don't have to ignore every chest and secret in the game. You just play, in any way you want within the right dungeon level range. What could be better?


funny you mentioned Item Find
"
Using Find Item on a corpse that has not already been affected by a corpse ability gives the monster a chance to drop loot again. Find Item is affected by Magic Find. When Find Item is used on a corpse, it gives an X% chance of doing a drop as if the monster had been killed again. The same treasure classes are used, but the chance of a successful drop is determined by the level of Find Item, not by the number of players in game. Using Find Item on Super Unique Monsters that have corpses, for example, gives a good chance of getting Rare, Set or Unique items again. Once Find Item has been performed, the corpse cannot be used for any other corpse abilities by anyone.

Find Item suffers from rapidly diminishing returns. It's more efficient to rely on skill bonuses from items and put actual skill points into Find Potion synergy, which is linear.

Find Item does not work on some monsters. It's good to use on the Council Members from Travincal or the third level of the Durance of Hate, as they can drop up to 4 Magical Items at once.

That would be increasing quantity of drops...
And even then its not nearly as worth it as just blasting with blizz sorc since you have to kill the mob then use the skill.
Now if find item was idk a rune word skill then you'd have a point but its not, ironically PoE DOES let you scale quant
As for you diablo 1 comparison, I'm not famliar with the game, but I do know that D1 IS a dungeon crawler while d2 isnt, so its not applicable to compare the two simply because their different genres entirely
"
"
Xzorn#7046 wrote:
Gull Barbarian with Item Find skill from Diablo 2 says Magic Find is fine.

What a joke.

Magic Find and by extension any meta game stat on gear is trash design. You can pretend it has something to do with building your character or you can realize its among many other bad Diablo 2 mechanics that people keep coping because they want that same success.

Is it too subtle compared to all those WoW clones the industry tried to make?

Diablo 1 didn't have it and comically has the best itemization of any ARPG. You don't have to spam bosses. You don't have to ignore every chest and secret in the game. You just play, in any way you want within the right dungeon level range. What could be better?


funny you mentioned Item Find

That would be increasing quantity of drops...
And even then its not nearly as worth it as just blasting with blizz sorc since you have to kill the mob then use the skill.
Now if find item was idk a rune word skill then you'd have a point but its not, ironically PoE DOES let you scale quant
As for you diablo 1 comparison, I'm not famliar with the game, but I do know that D1 IS a dungeon crawler while d2 isnt, so its not applicable to compare the two simply because their different genres entirely


It was both. I mentioned Gull Barbarian. If I recall correctly Barb was the only class who could dual wield two of them, each giving +100% Magic Find. One of the most basic tactics.

We would do this back in the day on key bodies and to last hit bosses.

Diablo 1, I explained but it essentially does what your counter argument says. More rolls via killing enemies in the right dungeon area was just as good as spamming bosses. As the dungeon level increases the modifiers for killing bosses or looting chests was static so doing anything you wanted was reasonably rewarding as you got higher level.

Given I like Diablo 1 more than 2 and the pace of PoE2 more than 1. One would think I'd be into Magic Find. More tactical and slower killing for better drops but I just can't because it's fundamentally flawed. I have words against Movement Speed as well.

If players think it's part of character building than character building needs to be addressed. In most ARPGs it's because you end up using one main skill which PoE2 is 'trying' to fix. Like I mentioned in the other post the 3 main classes of Diablo 1 could do far more than their basic concepts. It took a lot of investment to get a Warrior's Teleport skill to 20 but it was worth it. Sorcerers could use every spell in the game. Rogues could melee and use bows. It all took extra investment though.
"Never trust floating women." -Officer Kirac

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