Please: Remove Rarity - Magic Find from the game. Please!
It is the same problems that towers had.
It is MANDATORY to find better items and currency. It doesn't balance the power because only meta builds are able to drop whatever they want to put rarity on items. It is NOT FUN building magic find characters. GGG, you already solved a problem like this in POE1, why is it happening again here? You already (partially) solved the towers' problem, why are you delaying so much the rarity problem? Last bumped on Oct 1, 2025, 2:26:02 AM
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I can't even afford to put rarity on my gear as i'm playing a non-meta build and basically all my suffixes are taken by damage and resistances just to reach the 75% resistance cap.
I drop no currency as a result. Rarity is extremely stupid. You need 150% rarity to drop loot but in order to not sacrifice your resistances and life the gear that has rarity still needs to have good stats and it's super expensive to buy. But without rarity you don't drop currency to buy rarity in the first place. If you do have the currency to buy rarity gear then you don't need rarity as you only needed to get currency to buy your top stat gear. It's like buying a Ferrari to use as a taxi to raise enough money to buy a normal car. It's stupid. Last edited by PayneK#3102 on Sep 30, 2025, 10:33:18 AM
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" You're right about the affect of rarity as a stat of course. On that note though, take it from me: It's better to have less resists and more rarity, than less rarity and capped resists. I'm running around the endgame right now with my highest resist at 40% and I am absolutely not willing to replace a rarity affix with a resists affix. |
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" +1 Realized the same thing |
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rarity keeps people playing and the items moving
rarity is good, although the "breakpoints" need to be adjusted -------- also, those that don't really juice would be hit hardest with rarity changes as then it could only be done on maps (which require currency they don't have to roll). gotta be careful about what you're asking here. Last edited by tdonov5#2743 on Sep 30, 2025, 12:04:16 PM
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I had mana consumption issues this league, can we please remove mana from the game, is mandatory to cast abilities.
Anyway, the rarity gamble keeps the game intresting. Are you strong enough to trade power for rarity ? probably not. |
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Not at all. All rarity does is inflate prices, and make anything that drops from people not rarity stacking damn near worthless compared to the time invested.
Might as well just make all items 4-5 mods. cause 20% of the mod budget is eaten up by this stupid mechanic. Every every build in the game needs to run it, then it's a shitty build stifling mechanic. It's so obviously poorly thought out that it makes me question the entire development. I'm sorry but "different than PoE1 one, for the sake of being different" is just poor design. If you can't improve a system then either use the old system, remove it, or create a better one. Last edited by Jhaerik2#3188 on Sep 30, 2025, 12:33:49 PM
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I think you are right
To farm currency, ppl stack up party and give kill credit for one player with highest rarity. They work like a business,selling currency, not a gamer. A normal gamer cannot gain as much benetfit from rarity mechanic, despite they are the one who truly love the game, pay for the game. The fact is, only cost 2-3 days since league start for these business to end all game content. Then they farm currency, sel all the market and earn real money. The joy of playing the game is reduced I suggest the reward of the game should be based on - time spent - characters strength - players skills Not by abuse the mechanic that other cant afford or dont want (cuz its boring) For example, maven in poe 1 is perfect boss. Cannot nuke boss jn 1sec, need to remmeber the mechanic. Boss in poe2 is suck, ez mech (arbiter, ritual boss), nuke in 1 sec (breach boss, abyss boss),poor reward. Farmer never touch it. Gamer who enjoy boss fight doesnt have enough reward |
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I agree, and I‘d at least be satisfied if it were removed from gear, (spare a unique or some other conditional like charms)
Rarity is way too overpowered in regards to the axis of power/itemization balance between Offences and Defences. If Speed (movement speed, skill speed) is considered a multiplier on those two things, Rarity is the entire game itself. The game needs chase affixes and I agree with the yearnings and desires for a third means to gear towards besides just offence and defence but at least within those two you have an opportunity for choice. You don‘t have a choice with Rarity, even if you confine it to just your jewelry slots, similarly like how it “feels“ like you dont have a choice with speed, but you can at least substitute speed with abilities or get it on your tree. Rarity from your Waystones and Atlas don‘t function in a way where you can just shove it to the side and ignore it on gear. Others claim in its intent between giving up clearing slower via less offence / wiping via less defence for more drops, as a means to offer another layer of player decision making, but in practice it isn‘t really a choice at all, both in trade and especially in SSF. Rarity IS your progression, it IS the game, and mind my hyperbole but there‘s no purpose in 5 screens of dense yellow mob packs in a single click from your 90 gazillion DPS skill provided by your full offence investment of gear & tree without rarity because theres not gonna be anything (currency orbs) that drops from them anyway and XP has a limit, and by that point youre probably not looking for upgrades if you can do that without dying and though some may disagree with me on this in particular: id even assert that killing a higher volume of enemies is not a substitute or multiplier of Rarity itself due to both achieving the capability to do so and the active performance of doing so being predicated on the presence of rarity on gear and the context of the “Mission“ of the game. Its these little cuts that add up that make it hard to get excited for coming back time to time. I know it can come off as reductive or like its a matter of boiling the game down to its extremes, but a lot of times it feels like the reason most of these things exist as an accrued, generational version of technical debt, and I respect and understand that the crunchy, textured bits, the so called “friction“ is where the rumored soul is that is so sought after to be extracted from the likes of D2, and the reason why people came to be so enthralled by PoE1 that they scrutenize so heavily every other game against its prestige, even PoE2, but part of that also bears a calcified glut that prevents PoE2 from being able to breathe, let alone be a sequel with its own flavor and innovation rather than a reskin with tweaked levers and bells (bring back masteries though). But I have to wrap my language in how I engage in discussion with this game in such a careful way despite others also only engaging with it in such extremes such as the game either being only maps no campaign or only a market sim without some dude derailing with deepcut bait to dick measure as a qualification gotcha to stymie perceived dissent no matter how tame or contextualky realized, while signing their posts with something absurd like “El. Oh. Èl“ despite the reality being that we‘re all quite passionate about the game equally and aren‘t as eager to play others in the genre because they dont have the makings of whats going here tbh (including PoE1). With Rarity being how it is these are the things that feel so strange to me personally: -Whites being the most exciting gear drop (second only to the new exceptional gear) -Needing Magic Find to even get Magic Find gear (trade league) in the first place if you dont have friends (since you dont have magic find to hire people either). -Its not a flexible stat that engages with other actionable systems, it only fulfills the mission, thus it IS the game and it IS the game progression. No need to even convert it into anything, it IS your offence, defence, and everything in between while also being the highest abstraction of player power achievable than the orbs themselves. -Requiring high currency volume to participate in crafting, typically leading crafting to be a maps exclusive mechanic (or whenever the market & exchange is accessible in trade league) aka soldiering through campaign on vendor trash if youre on your first run through of the league, also meaning you cant afford to make mistakes your first go through so you need prior knowledge and to study, or lookup someone elses playstyle which is also strange (league starter, wraps back around from weird to at least being cute from a community building perspective) before you can play on your own terms, usually entailing either fully respec or a character reset. All agitated even further with how item IDing is, and not even going to get into how the player relationship is when a loot filter is involved, not that its really in the game anyway, being mostly third party given its generated via the site account tool otherwise. Its just so unbalanced its not even fair as it leaves no space to play by any other means except for when youre already done & have everything youd allegedly sacrifice anyway. It makes movement speed on boots look fair, as well as the various forms of skill speed, despite them also being hardlocked on your gear affixes all the same. |
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It is really is horrendous for the balance of the game. It instantly gives 2 things a massive advantage over everything else:
1. Playing as a Ritualist for an extra ring to be able to get the rarity you need without sacrificing damage output or resistances. 2. Playing in groups with rarity culler bots. Frankly, both of these things are terrible for game balance. It shouldn't be that one ascendancy from one class has such a valuable advantage over every other ascendancy. It also shouldn't be that group play is so heavily incentivized. This just encourages people to abuse the mechanic and farm in groups with bots, and then they basically get to run the economy, and it results in hyper inflation, like every league. There are no good qualities about this decision. It's just bad game design. It's literally just copying a mechanic from Diablo 2 that was already bad there for no other reason than because D2 did it. POE 2 is the single most unbalanced game I've ever played due to so many of these sorts of decisions stacking up. I don't get why they are so stubborn about these things. If it's not good for the balance of the game, it should go. It's pretty simple. |
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