Please: Remove Rarity - Magic Find from the game. Please!
" I agree that there needs to be another aspect of gearing that needs to be solved and tinkered with to balance out your gear. I actively like having such an additional aspect of gearing that isnt just damage or survivability, however not to be a provider of solutions, I firmly believe Rarity is not an appropriate candidate for this role because it is so much greater in scope of its power in comparison to those two. Its an abstraction of every stat you have access to on gear rolled up in one and more. If offense and defence are gameplay influencing stats, rarity is game progression in itself, and there is no content in the game worth clearing without its presence full specced, having infinite damage and infinite life are meaningless without it because you are not making progress, youre just spinning your wheels huffing the fumes off of the satisfaction that you made the big meanie-bo-beanie balloon pop in one click vs three or 500, which, depending on your player agency perogative is a personal achievement of value for an aspect of fun, sure, but the game doesnt end after you do so. That is not the mission. If I were to be generous, then at most I‘d yield that in that case youre just choosing to pop the balloon in one click 500 times rather than clicking the balloon 500 times to pop it once for the similar outcome, but with rarity, it is the mechanism that both allows you to and gives purpose to us monkeys clicking these nefarious bloons at all, it is the representation of how powerful and resilient and competent you and your build are at the game, and in terms of having to “give something up“ its not a choice, at best its a cap on other stats, but in reality it IS those other stats in their rawest most potent distilled form and youre losing the ability to progress and engage with the game by choosing investment in offense and and defense without reaching your rarity threshold, not the other way around. Doing so without rarity on gear means youre either stalling in progress JUST being able to fulfill that personal goal, or you‘ve already fulfilled the mission anyway and no longer need to progress (gear, upgrades, XP, currency, collection, literal objective markers on HUD) via needing to simply kill a room or big baddie for the thrill of it and no gain, which for some, is very possible specifically on trade league such playing as a hideout hustler, but at that point gear doesnt really matter outside of gold gains as youre fully specced into PvP instead of the PvE ARPG experience. Lest someone enlighten me that gold piles are also influenced by Rarity, then the problem is back, not that its left because SSF is equally core and important to the game as well. And though the advantage is very tangible on Ritualist, I‘m hesistant to assert that they sidestep the issue either, they simply get to have more fun playing the PvE, not that theyre the best at it. For my own comfort I‘d like to not envision Lich as being a non-functional class if theyre not able to acquire a capable jewel to socket because they weren‘t able to acquire Rarity on their gear. Edit: You can really feel it now that Quantity on tablets got hit now too, that for some its worth bouncing off of the game for a while. Rarity is the context for why pack size matters and why yellow mobs are even worth killing as you multiply off of what rarity they already come with as well. It is not balanced as a mechanic on gear at all and I believe it should be relocated elsewhere. The game is already has most player power tied to gear and is relatively easy if you stay within the margins, this only serves to keep those margins narrow and player agency & expression a bleak risk if you dare to make an uninformed choice or experiment without having big bank already squeezed from Rarity hauls to use as a pillow to cushion the bruises from a lack of omniscience whether youre at end game or early game. Last edited by Tynatyna#5552 on Oct 1, 2025, 3:26:56 AM
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