Eliminate Tiered Currency and set mid tier threshold based on ilvl

I think if they eliminated tiered currency and locked out mid tier based on gear ilvl, it would reduce the amount of stuff I had to put in my inventory and streamline crafting.

Having greater and perfect exalts doesn’t make sense. I’d much rather have areas drop ilvl gear that tiers up with rarity (for instance, a lvl 81 area could drop a ilvl 82-84 base at rates similar to higher tier currency).

This would make do a few things:

Give a sink to exalts. A decent base that is guarenteed ilvl 50+ is about more tempting to exalt slam than something that’s going to get 7-9 physical damage as a mod.

Give item drops a purpose outside of gold fodder. 90%+ of what is dropped is filtered out by loot filters. Nobody bothers with rares, some don’t even bother with tiered rares.

Make “mid tier” equipment more accessible. A weapon with 4 good mods and 2 dumpster mods feels bad. I think giving access to exclusively ilvl 50 mods to the every day player would have minimal impact on the overall economy, make end game more accessible to casual players, and still give the no-lifers a reason to play.

Essentially setting a cutoff on the lower end of item lvl would simplify a system that is growing in complexity every season- and could become a huge turn off for a large target audience.
Last bumped on Dec 29, 2025, 6:41:36 AM
I completely agree. It is absolute bullshit that you can even get such low-tier mods on a high-level item.

Alternatively, allow us to 3-to-1 reforge lower-tier currency to the next higher tier. That way there would be a fixed ration of 3:1 for greater and 9:1 for perfect currency items. Perfect exalt sink...
Is it really too hard to say "I really need that 1 HP regeneration on my level 82 armor, and Jonathan's Vision provides it for me." Come on man just get better, this is obviously a skill issue on your side.
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C4Guy#0918 wrote:
I completely agree. It is absolute bullshit that you can even get such low-tier mods on a high-level item.

Alternatively, allow us to 3-to-1 reforge lower-tier currency to the next higher tier. That way there would be a fixed ration of 3:1 for greater and 9:1 for perfect currency items. Perfect exalt sink...


seconded. high level items shouldn't roll low level mods ever, for any reason. also remove light radius.
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C4Guy#0918 wrote:
I completely agree. It is absolute bullshit that you can even get such low-tier mods on a high-level item.

Alternatively, allow us to 3-to-1 reforge lower-tier currency to the next higher tier. That way there would be a fixed ration of 3:1 for greater and 9:1 for perfect currency items. Perfect exalt sink...


+1
i love tiered currency,
it adds some decision making during crafting, whether to risk an expensive orb to have a higher chance of getting a better bonus, i have to calculate potential risk & profits, and that adds some depth to the game...
making orb outcomes scalable to item-level is just plain stupid. that would make getting end game gear way too easy... You should PAY extra for higher chance and thats what we have now, and its perfect.

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