Too much end game loot!

Despite best efforts, ground loot still feels extremely underwhelming as you approach endgame. Many have talked about the problem of loot quality, but I think it's not just quality, it's quantity. There's too much!

In short, dropped items are simply too numerous and too unlikely to be good/useful to produce the desired dopamine hit. The balance is way off. We end up drowning in drops that we simply have no interest in interacting with and insufficient currency to do so even if we wanted to.

I would rather drop a single rare each map that has 10% chance of being worth my attention than drop 20 rares each map that each have a <1% chance of being worth my attention.

This is obviously the case because the game is virtually unplayable without the use of 3rd party filter tools like filterblade. Please stop making NeverSink develop band-aid after band-aid for your poor itemization system.

Though I understand it's more useful to have us articulate what's not fun than to provide guidance, consider:

- Removing lower level bases from the drop pool
- Removing lower tier mod rolls from high ilvl items, especially Tier # items (the impact of which is nearly imperceptible at currency)
- Reducing rate at which items roll progressively more mods to balance the above -- fewer, better-rolled mods creates more craft-worthy items
- Greatly increase currency drops to make the pure-RNG crafting system worth
- Adding higher drop-only mod tiers

And the biggie, making crafted items account bound such that the power of crafting can be increased without destroying the economy. This would incentivize engaging with the systems you're designing while enabling you to make them worth engaging with. At minimum, I would love to see this trialed for the sake of experiment during Early Access if only as a league type that would sit between SSF and Regular Trade in the design space.
Last bumped on Apr 17, 2025, 2:57:01 PM
I am completely onboard with them decreasing the amount of raw drops, but before they go this route we need to have better tools at our disposal for maximizing the value of what actually drops. My proposed solution is through the addition of an Alteration Orb like effect to the game, and more specifically through the existing Essence system. Take a look at my thread if you want to continue this discussion there! https://www.pathofexile.com/forum/view-thread/3765378
I think everyone agrees we need better gear drops, not simply more gear drops.
I had a suggestion in this thread: https://www.pathofexile.com/forum/view-thread/3764554
use a filter?
GGG's core problem here is that loot isn't fun. Simply hiding more of it does not fix that problem.

It's not fun because to little of it is worth the time and effort to engage with. And there are no tools, filters included, available to fix this problem.

Obviously I'm already using a filter. But simply hiding the 90% or more of dropped loot that is pointless to even consider picking up and IDing only starts to address the problem described. The 10% remainder of the loot that drops still sucks because of the mod system and crafting options.

If items dropped ID'd and had mods exposed to loots filters that would go a lot further to addressing the issue.

If tiering had a more meaningful impact on the mod rolls, that would enable filters to play a more impactful role.

But fundamentally, it's still a problem of too low a percentage of dropped items being worth the effort it takes to interact with.
Option 1: Go back to use a filter.

Option 2: Get mostly bases and more currency and encourage crafting.

Option 3: Improve gamble, giving it better results than normal drop from monsters to encourage gambling. make the drop smaller but make items more expensive when u sell them.

Option 4: Colide items like if them were monsters on corrupted maps so instead of a chest giving u 5 uselss items, u get 1 with better rolls.

(Carefull: This 4th one could even feel and be percibed like the loot dropping rate is being lowered even more)

Option 5: remove the lowers tiers in affixes the higher them zone level is so low rolls cant come up in high level maps.

Note: Latelly seems that some people like to pick everything them found in the floor no matter what, to sell the item and gamble with the money them get from it so them will b not happy if u reduce the numbe of items dropped.
Last edited by Sarke#5416 on Apr 17, 2025, 2:58:25 PM

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