Item drop visual Identifier option - readability

"
Fact that a normal magic drop can have a T1 mod is what grinds my gears lol
How is that a bad thing ? This means that every drop is potentially useful. (And as more than vendor trash.)

Do you also complain about white items dropping because they can get a T1 mod if you use an Orb of Transmutation on them ?

(Unlike the nonsense that is Diablo 3 or 4, where there are whole tiers of item that drop that have zero chance of being useful. At least in D3 they eventually became self aware enough (after more than a decade !), and added a pet that automatically scraps these items. But still, consider how ass-backwards that is !)

----

"
Phrazz#3529 wrote:
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.
Also, I just realised, we already have (almost) this, in both games :
this is pretty similar to veiled items in PoE1, and whatever the similar abyss mechanic is in PoE2 !
Last edited by BlueTemplar85#0647 on Feb 15, 2026, 5:19:50 AM
It would be nice if it had a callout for a range between T1-T4 mods for example, as long as the callout is there I don't care if its randomly generated later when I identify it.

This is just a suggestion for Endgame, not campaign acts. It would make life so much easier and the experience so much better. Just because there are so many drops.

so long as there was potential value and we knew it was there while it was on the ground it would be gravy.
Last edited by TwitchGLHFsport#2155 on Feb 17, 2026, 5:05:37 AM
Well, we circle back to the issue with mod tiers not being reflective across mods of the level at which mods start to drop (or the power / desirability of that mod & tier, but that's even more complicated). Some T2s are more like T5s...

And the current PoE2 callouts do seem to cull mod tiers lower than a specific level.
(But only for rare items ? What does the % in « Magic mod tier culling » mean ?)

----

Also, PoE1 also has something like callouts now, but for crafting, with memory strands ?

Note that PoE1 has relatively cheap Orbs of Scouring, which turns a magic/rare item into normal.
The issue is, in order to find a regular magic drop with a T1 mod, you would have to sift through all the junk to find it. The other issue is, if it has a (tier #) callout, it could have a T4 mod and be worse.

The value for the callouts are mixed together, They should not expect anyone to look through the items during endgame, due to the sheer amount of items there are.

If they develop a system where an item on the ground said (T1-4) it should be rolling modifiers within that range.
If a magic item said (T1) we would know it has a random T1 modifier.

It’s better to be transparent, in this case to save us the hassle, or reward us for playing the game instead of potentially leaving behind an item we would have liked, or require us to waste our time looking through them to find one. This is why most players don’t bother looking at them and just move on.

Someone told me in endgame the only thing worth picking up is (tier 4 & 5) callout items.

What if i just want a magic item with a good T1 mod as the foundation for me to craft? In early endgame there are not a lot of (tier 4 & 5) drops. I need to loot something to progress and reading into each item is too much work.
Last edited by TwitchGLHFsport#2155 on Feb 18, 2026, 8:35:48 AM
Right, part of the issue is that there are two different (but related) concepts called by the same term : "Tier".

If the callouts were called 'rank' (or some other synonym not already taken, like the memory strands in PoE1), it would be already less misleading.

(But still, IMHO the focus should be on making mod levels transparent to the player, since they are the ones « calling the shots » so to speak, not mod tiers.)

----

Also I do get that endgame has its own challenges, but most players won't ever reach it (nor even ever finish the campaign), so any change has to consider the whole of the game.

"
What if i just want a magic item with a good T1 mod as the foundation for me to craft? In early endgame there are not a lot of (tier 4 & 5) drops. I need to loot something to progress and reading into each item is too much work.

If you haven't reached endgame yet, (no such thing as « early endgame »), item levels still matter, so check the level thresholds for new tiers of bases and new tiers of mods, and filter appropriately.
(Mostly from my PoE1 Ruthless experience, where reaching ilvl 72 is a big deal for defensive mods - that's when T2 resistances show up - but ought to be valid for PoE2 too.)
yeah a lot of focus should go towards the early acts and gameplay mechanics to rewards people doing a playthrough for the first time.

If a player picks solo/self not knowing what it is I think they might have a hard time.

I suggested rewarding players with at least 1 class specific high tier item drop for each first kill on a big boss. It sucks going back to camp and selling all the items the boss dropped because they are unrelated or bad.

The market is also sparse and lacking for any low lvl campaign playthrough, a lot ask for endgame currency.

As you mentioned the item levels, I would have to pick the item up and analyze it in my inventory to see what lvl it is. When there are dozens of items on the ground it becomes a real problem.

I think you see where the confusion comes with (Tier 5) being better when a T1 mod is better. I really hope they change this, even if they have to add new colors and rarity to items.
Last edited by TwitchGLHFsport#2155 on Feb 18, 2026, 4:52:28 PM
"

[...]
As you mentioned the item levels, I would have to pick the item up and analyze it in my inventory to see what lvl it is. When there are dozens of items on the ground it becomes a real problem.
[...]

No, IIRC even in PoE2 you see the item level just by hovering on the item on the ground with the mouse cursor (whether identified or not), don't you ?

But of course that's still somewhat cumbersome when there are too many of them : that's why I also mentioned setting up your loot filter, loot filters also can (and do) filter and highlight items according to their ilvl.

Then you can search items in your stash by ilvl (whether identified or not) by using a regular expression like
\slevel:\s([6-9][0-9])
in PoE1, or
Item\sLevel:\s([6-9][0-9])
in PoE2
(items of ilvl between 60 and 99 in this example).

Maybe one day we'll get the same search for stash and ground, a bit like already the case in Ritual...

Report Forum Post

Report Account:

Report Type

Additional Info