Rework Scarab system idea

Hi guys,

I was thinking about this idea, and I was very hesitant to post it, but here it is.
Just throwing some ideas here, so please take it with a grain of salt.

Why not add a tab with infinite scarabs right next to the map device? (Where you can select each scarab you want instead of buying them.)

I suggest this idea for multiple reasons:

1) Many players, especially new ones, don’t interact with scarabs because they have value, and some prefer selling them instead of using them.
2) In group play, certain scarabs are price-fixed and can become inaccessible for solo players, or you get very little return when using them.
3) I was thinking about the process of creating or reworking scarab effects, and how GGG needs to consider their impact on group vs. solo play before implementing them. This can limit creativity during the design process.
4) In SSF (even if not many play it), this would be massive. Imagine in races, players using specific scarab combos to optimize their gear progression.

They are a lot of more things that is impact but i will end up here.

Now how could this system be implemented?

Instead of unlocking all scarabs at once, why not unlock them progressively by doing specific mechanics or a certain number of maps?

a) The first scarab forcing a mechanic would be free.
b) The rest could be unlocked by engaging with the mechanic.

Example with Harvest:
1) Unlock the second Harvest scarab after 10 Harvest encounters.
2) Unlock the third after collecting 10,000 Lifeforce.
3) Unlock the last after planting 10 Tier 4 seeds.

Later in the game, for players who don’t want to do the prerequisites, there could be an item that unlocks a scarab instantly, allowing players to switch strategies without repeating specific mechanics.

Additional Idea: Scarab Masteries

For example:
After collecting 100,000 Lifeforce: +2% Lifeforce drops.
After collecting 250,000 Lifeforce: +3% Lifeforce drops.

The mastery system would allow players to specialize in mechanics they enjoy.

I know the entire economy revolves around scarabs, but I just wanted to share my thoughts.

Many players like to have objectives and play towards them, whether it’s acquiring a specific item, leveling to a certain point, or completing challenges. Once they’re done with their objectives or stop having fun, they leave. But many players don’t always have clear objectives and just play for fun, and a system like this could give them goals while focusing on mechanics they love.

Thanks for reading,
Last edited by Ghor76#3138 on Jul 24, 2025, 4:10:08 PM
Last bumped on Jul 25, 2025, 12:25:21 PM
Here's the problem: there is a fundamental misunderstanding of the "scarab value" in your post.

It isn't the SCARAB that holds the value, nor is it in any way related to price-fixing: its the expected return of using that scarab, combined with its rarity, and the difficulty of running that particular scarab'd content. There are many other incorrect assumptions being made, but this is the most egregious.

If they were free and unlockable like you suggest, it would absolutely obliterate the entirety of the game market and trade. Like, total destruction. By extension, it would also obliterate build diversity and choice.


The only way trade functions is that items hold value. The only way items hold value is their scarcity. The only way items are scarce are if people are UNABLE to obtain them through normal means. Scarabs serve to increase the odds of getting rare items (or "rare" quantity of items), but they only do so at a cost because if they were free......there'd be no point in them existing at all. Or for the choice to even exist. Just have all mechanics give you the maximum all the time without the need to fuss at all.


Think about it this way: ask yourself WHY people use scarabs. That one question. Then, revisit your idea and conclusions. WHY are scarabs being used, and why some more than others? The answer is always, 100% always, the same. What that scarab is enabling to DROP versus what occurs without it.




In fact.....what you describe in this idea is the Atlas Passive Tree. Like....exactly the function of it. It is entirely free and allows you to specialize and buff the content you want to run.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jul 24, 2025, 4:51:16 PM
stop trying to fix what isn't broken, anybody can buy any scarabs. user error entirely
Do you really think scarabs can be price fixed with Faustus in play?

You cannot, I repeat, CANNOT price fix something unless you're the only source for it. Don't believe me? Look at Mirror services. All fixed prices, unless another player manages to craft something extremely close and charge a lower fee. Everything else is subject to supply vs demand. Even highly sought after and rare uniques like 1P Voices and Original Sin, are subject to this.
"

You cannot, I repeat, CANNOT price fix something unless you're the only source for it.


So many folks don't understand this simple fact when they cry "price fixing". They mistake the lowball trade non-answerers as "price fixers" when they aren't. They also have no comprehension of how hard, nigh impossible, it is to actually successfully price-fix anything in PoE that isn't almost instantly market corrected. But just to be 100% clear: you don't need to be the ONLY source, you merely need to be the large majority source.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jul 25, 2025, 12:26:34 PM

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