MAGIC FIND - How this affects the economy, build making and more. (Some proposals to solve it)

Rarity affects multiple factors in the game, many of these factors are user experience/perception such as the economy being a trading environment.

Rarity increases should be correlated to the difficulty of the content the player wishes/aim to play, without confusing the volume of the content (example: Delirium can be volume, but not a 1:1 at the increase of rarity, it may increase over time but it shouldn't be too much).

The floor and the ceiling

Many players have already expressed that loot is not enough, many SSF streamers have made videos detailing their experiences regarding crafting and loot, making it clear on multiple occasions that both are a challenge that goes beyond experience, becoming something more like gambling.

If the game raise the floor but lower the ceiling, the obvious result is, more people getting more loot even without rarity on gear.

The actual problem is that, maybe the ceiling is well balanced, but the floor is too low, and its lower especially after cruel acts. This is critical, as it incentivizes each and every player to play with rarity in their gear, creating an obvious need that they must fulfill no matter what, otherwise, their gaming experience becomes an endless farming where they spend hours, not invest, they spend hours to get something that many players with rarity get in less than an hour with relatively normal content difficulty, not super juiced.

As a player with over 9.5k hours played in PoE1, I feel like this is far from what would be "fun" or engaging when creating a build.

Trade and Economy

If we remove SSF and the actual crafting gambling system, the trade market turns the drop experience into something that trivializes in many ways the pleasure of getting an exciting item regardless of whether it is Unique or Rare.

The moment when you realize that there are many more 1ex value items on the market, which are better than what you might get if you are very lucky doing the typical Regal + 3 Exalts with magic items or 1-2 slams left of that rare item. It ends up becoming the obvious choice, which further reduces the percentage of anyone being incentivized to make their own items.

Increased Rarity on gear

To be honest, the rarity in the atlas may be a bit of a turn off, but it's not as problematic as the rarity in the gear. And I say this because the ceiling looks and feels in good state/balance.

The big problem is, getting multiple defense layers is becoming more and more obvious, like chaos resist, life, mana and more, and in many cases even basic resistances.

But none of this matters, when you kill a pinnacle boss and it only gives you 1 unique item + 2 Exalted orb. Compared to a tier 14 or lower map, where you can get multiple exalt's and divines with rarity plus the risk factor of only 1 portal.

Proposals to solve this problem

I see two quick ways to solve this problem.

The first is around the rarity formula and what it affects, it should not affect the drop volume or the currency, only the items in terms of their tier, this should cause an incentive more related to looking for mirror items than affecting the economy as such.

The second way is the radical way, remove item rarity from gear and atlas, but raise the floor, maybe with the same outcome which would be to have 100-150% increased rarity. This would only be possible because we are in Early Access, but once the game is released it will not be so easy to implement.

I hope many share their opinion on this issue because it really needs to change and I hope the best for the game.




People, often deceived by an illusive good, desire their own ruin.
Last bumped on Jan 7, 2025, 1:45:10 PM
MF is mandatory now.
Just as max roll MS on boots.

But this is for all the gear.

It lowers the choices in build making from "few" to "none at all".
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MF is mandatory now.
Just as max roll MS on boots.


Yeah but you only need one or two items with rarity if you are using map rarity as well. Going for any rarity over 100% on your character is not mandatory at all.
"
"
MF is mandatory now.
Just as max roll MS on boots.


Yeah but you only need one or two items with rarity if you are using map rarity as well. Going for any rarity over 100% on your character is not mandatory at all.


Ohhh, I disagree.

I would say you NEED 100% on your character, and (not counting it as "items") this means 4 affixes.

That is, of course, if you do not plan to see DIV orb once in a red moon...
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MF is mandatory now.
Just as max roll MS on boots.


Yeah but you only need one or two items with rarity if you are using map rarity as well. Going for any rarity over 100% on your character is not mandatory at all.


Ohhh, I disagree.

I would say you NEED 100% on your character, and (not counting it as "items") this means 4 affixes.

That is, of course, if you do not plan to see DIV orb once in a red moon...


+1

Yes, its kinda this way.
People, often deceived by an illusive good, desire their own ruin.

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