Path of Exile 2’s Rare and Unique Drops Feel Unrewarding

The rare and unique drop system in Path of Exile 2 is in a rough spot, draining the thrill from one of the game’s core pillars: loot. I love the idea of crafting, but finding rares and uniques should be a heart-pounding moment, not a shrug. Right now, drops feel generic, underpowered, and disconnected from my character’s journey. At level 89, I’m drowning in level 65 gear or uniques so outdated they belong in a museum. This isn’t rewarding—it’s deflating.

The Problems





1. Drops Don’t Scale with Level: When I’m deep in endgame at level 89, seeing a rare amulet with level 60 stats or a unique designed for level 10 is a slap in the face. Gear should scale to my character’s level, ensuring every drop has a chance to matter. Instead, I’m sifting through irrelevant loot that feels like it’s mocking my progress.



2. No Class Relevance: Bosses drop loot that’s often useless for my class. As a Ranger, I’m getting mace modifiers or minion-focused rares from a boss I grinded to kill. Why not tailor boss drops to synergize with my class or weapon type? It’d make farming feel purposeful, not like playing the lottery with terrible odds.



3. Uniques Lack Impact: Uniques should be game-changers, but many, like Kitoko’s Jeweled Gloves, feel static and underwhelming. With only three positive mods and one negative, Kitoko’s gloves are neat early on but useless by level 85 because they don’t scale. There’s no tiered version (e.g., level 26, 55, 85, 100) to keep them relevant. Dropping a unique should spark excitement, not a sigh over another low-level relic.



4. Rares Feel Generic: Rare drops rarely excite because they’re bloated with irrelevant or weak modifiers. I want rares that scream potential—mods that align with my build and level, not a random +10 Strength on a bow build. The lack of impactful drops makes identifying gear a chore, not a treasure hunt.

How to Fix It





1. Level-Scaled Drops: Ensure rares and uniques drop at or near the player’s level. If I’m level 89, don’t give me level 65 gear. Scale base types and mods to match my progress, so every drop has a shot at being useful.



2. Class-Tailored Boss Loot: Weight boss drops to favor mods or uniques that match the player’s class or equipped weapons. For example, a Ranger killing a boss should see more projectile or dexterity-based loot. This makes boss farming rewarding and encourages build-focused grinding.



3.
Tiered Uniques: Introduce level-tiered versions of uniques like Kitoko’s Jeweled Gloves (e.g., level 26, 55, 85, 100), each with scaling stats and additional mod slots for late-game viability. This keeps uniques exciting throughout the game, not just in Act 1.



4. Smarter Rare Mod Pools: Reduce filler mods on rares and prioritize modifiers that align with the player’s class or weapon. Add a “smart loot” system where rares have a higher chance of rolling build-relevant stats, making every yellow item a potential gem.



5. Boost Drop Quality: Increase the frequency of well-rolled rares and uniques in endgame. I don’t need a loot explosion, but when a unique drops, it should feel special—not like a vendor item. Buff the mod tiers on high-level drops to match the effort of reaching level 80+.

Why It Matters


Path of Exile 2 thrives on the rush of finding that perfect piece of gear, but the current system kills that vibe. I want to feel powerful, like my time slaying bosses and clearing maps is building toward something epic. Instead, I’m vendoring 90% of my drops because they’re either underleveled or irrelevant. Hardcore players might love the grind, but for me, the loot system feels like a slot machine rigged to disappoint.

A revamped drop system—scaled, tailored, and impactful—would make every boss kill and map clear a chance to score something awesome. Let rares and uniques spark joy, not a trip to the vendor. Grinding Gear Games, please make loot exciting again.

this is just my view point.
Last bumped on Apr 19, 2025, 4:01:10 AM
I've been for a while advocating for something like "Orb of Ascension"
Which is a rather simple concept.

You have a high value chase currency. You get it, you use it... let's say on Blueflame.
Blueflame suddenly gets its stats actually boosted to endgame levels all the while keeping its unique effect.
You get to walk through the game without feeling like garbage about wasting one equipment slot just to enable your own build.
"
Quill#2421 wrote:
I've been for a while advocating for something like "Orb of Ascension"
Which is a rather simple concept.

You have a high value chase currency. You get it, you use it... let's say on Blueflame.
Blueflame suddenly gets its stats actually boosted to endgame levels all the while keeping its unique effect.
You get to walk through the game without feeling like garbage about wasting one equipment slot just to enable your own build.


The Current Unique’s in the game really do feel like garbage. i am almost never crazy happy to get one. somewhat do to the level of it but also how they have sometimes massive negative which really make its positive side worthless.

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