Item drop visual Identifier option - readability

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| 72 | INT/STR GLOVES | T1-3 |
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We should have the option for item drops to look like this.

Currently we need to Identify them,

Can we have them partially Identify on the ground for endgame?

The left side is the item level.

In the middle instead of the item name we have something we can understand at first glance.

The right side is the range of Tier modifiers between 1 and 3.

Using a loot filter with items that are pre-identified this way would save us a lot of headache.

Having a simple in game loot filter setting similar to the market would make it really easy for us to customize what we see.

-please comment your thoughts and opinions

I want the (Tier #) callout to be removed, since a normal magic item drop can have a tier 1 modifier.
Last edited by TwitchGLHFsport#2155 on Feb 17, 2026, 2:09:38 PM
Last bumped on Feb 19, 2026, 7:41:50 AM
no we dont need that,this game is already too casual.
STUPID BEAST™
POE 2 is not hard,it's tedious and boring.
That's a different meaning of «identify» that the game uses.

But yes, it's a shame that some of this information is not better communicated.

For instance, only identified items show their required level. It would be nice if unidentified items were showing the required level for their base (aka «Drop Level»), to be compared with their Item Level (which you don't even need to press Alt to show when on the ground !)

Then, that example you use also shows how modifier tiers are almost useless : you seem to be confused (?), since different modifiers have very different ranges :
for instance you get T1 life already at ilvl 64, while T2 one element resistance only starts at ilvl 72 !

So it would be meaningless anyway to show potential mod tiers on unidentified items, because they are not consistent !

What would help a lot though (in comparing items after identification, is to show the 'range' of tiers of modifiers :
for instance since T1 one element resistance starts at ilvl 84, T2 one element resistance should show «72-83» (either in normal, or Alt view).
Last edited by BlueTemplar85#0647 on Feb 12, 2026, 5:57:26 AM
Thanks for your input, i accidentally posted it in general instead of poe2 feedback but it could potentially help in poe1 too.

the question is-
WHEN does the game determine weapons stats. when it hits the floor unidentified, or the moment someone identifies it.

With the current system I would expect that identifying them is the moment it determines them.

Let me know if POE1 has (Tier #) callouts for dropped items like POE2.

the problem is a normal magic item can have a T1 modifier, but a callout for (Tier 4) could have a T3 modifier.

So even if an item is perceived to have higher value or odds, there is a possibility its actually worse than a normal item.

They should really just save us the hassle and PARTLY identify items without revealing their modifiers, but what tier ranges they are and what required lvl they are before picking them up.

Technically we could spend all the time in the world looking at each item & identifying them freely, it would just take more time.
Last edited by TwitchGLHFsport#2155 on Feb 12, 2026, 9:04:45 PM
In PoE1 armour pieces have variable defense stats.
And you can see them when unidentified already.

For mods, the when might indeed depend on the moment of identification, to save on computation ?
It's not like it matters either way when it comes to gameplay ?

Tier callouts in PoE2 make it more likely to get better tier mods, don't they ?
PoE1 (normally) doesn't have them.

So on average it wouldn't be worse than an item with a worse tier callout ?

Not sure if tier callouts have also an effect of raising modifier tier rating (like the Keepers genesis tree does), excluding worse tier modifiers from rolling ? That would make it even less likely for the identification to be worse.
Last edited by BlueTemplar85#0647 on Feb 12, 2026, 10:37:28 PM
"
In PoE1 armour pieces have variable defense stats.
And you can see them when unidentified already.

For mods, the when might indeed depend on the moment of identification, to save on computation ?
It's not like it matters either way when it comes to gameplay ?

Tier callouts in PoE2 make it more likely to get better tier mods, don't they ?
PoE1 (normally) doesn't have them.

So on average it wouldn't be worse than an item with a worse tier callout ?

Not sure if tier callouts have also an effect of raising modifier tier rating (like the Keepers genesis tree does), excluding worse tier modifiers from rolling ? That would make it even less likely for the identification to be worse.


In poe2 when an item on the ground says (tier 5) it basically guarantees that an item will have T1-3 mods.

at first i expected (tier 1) would be best but its worse.

I don't know why they added it to the game if a normal drop could also have a T1 modifier. it might as well say (Tier 5) on it as well,

My best guess is that the game hasnt generated it yet and it generates it during identifying.

only reason i could think for it to be smarter to do it that way is so the game doesnt crash during a giant loot bomb it might cause frame drops or something to compute that all at once.

there's just so many items it becomes a blunder.

**now someone is telling me (Tier 1) is best so someone else told me wrong or nobody really knows, maybe that part is incomplete who knows**

Last edited by TwitchGLHFsport#2155 on Feb 13, 2026, 7:40:59 AM
"
In poe2 when an item on the ground says (tier 5) it basically guarantees that an item will have T1-3 mods.

at first i expected (tier 1) would be best but its worse.

I don't know why they added it to the game if a normal drop could also have a T1 modifier. it might as well say (Tier 5) on it as well,

At first in PoE 2, the worst modifiers were Tier 1 and the best were Tier (however many tiers that modifier has). Without knowing the specific modifier, you wouldn't be able to tell if a Tier 5 modifier was the best, or middle of the pack for that modifier.

There was discussion from people who preferred it that way, and people who preferred the way PoE 1 has it (the worst tier for a modifier is Tier whatever, the best is Tier 1). Eventually, they decided to change this in PoE 2.

A higher tier is better in PoE 2, with the sole exception of modifier tiers.



When an unidentified item has a Tier in PoE 2 (this is something PoE 1 doesn't have at all), the tier is representative of how many lower tier modifier possibilities are being removed.

Check out the poewiki on this topic, but with a grain of salt--PoE 2 is still in early access, and the wiki isn't meticulously maintained. For example, the page on Tier outdatedly says at the top that "higher tier is always better", while further down accurately says that Tier 1 modifiers best.
"

Currently we need to Identify them,

Can we have them Auto Identify for endgame?


No. What we "need" (read: What would be cool), is for items do drop with half of their mods identified and the other half of their mods unidentified. Your loot filter would highlight "good potentials", and that highlighted item would actually be a rare item you'd want to pick up and identify.
Bring me some coffee and I'll bring you a smile.
« Good potential » is still what (on average) what the « unidentified tiers » in PoE2 seems to do. I suppose that better unid-tier items also sell for more (to other players, in particular) ?

And according to the wiki, worst tiers of modifiers do indeed get culled starting from unid-tier 2.
(unid-tier 1 is a regular unidentified item, if I am reading this right ?)
yeah it seems like (Tier 5) callout can have mostly T1 & T2 mods.

I kinda don't like it for Endgame.

I wouldn't even care if they dropped lvl 5 items in endgame as long as it was easier to read and tell if it was a good item while it was on the ground.

maybe there could be higher lvl items in rare chests to ensure endgame players got something for themselves.

Fact that a normal magic drop can have a T1 mod is what grinds my gears lol

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