Item Rarity and % Item Drop Passives
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Hello, in these games, I am a hoarder. Which means that I want to get loot at the maximum rate possible even if it means playing with a substantially weaker character for an extended period of time. I would appreciate it if there were areas of the passive tree that faciliated hoarders like myself who don't mind playing non-optimal builds in the pursuit of booty.
Some example nodes on this passive tree could have effects such as: -->Additional Item Rarity at the expense of Item Quantity (+8% Rarity/ -8% Quantity) and vice versa. -->Increase Skavenging Prowess so that rocks and sticks and corpses will yield more treasure at the expense of treasure found in actual treasure chests. (+25% Item Quantity from Rocks etc/ -10% Item Quantity from Chests) -->Pirate Bonuses which yield more treasure in chests, but drastically decrease treasure from all other sources. An example node would be (+20% item rarity from chests/ -40% item quantity from other sources) also some utility abilities that are centered around hoarders -->Bonus movement speed if you inventory has less than 3 free spaces in it. -->Less Elemental Resistences in exchange for Skill Gems that Level up Faster (-10 Elemental Resistences / +5% Experience on Equipped Skill Gems) -->Reduced Maximum HP/MP in exchange for more effienct potion charge use and recharging. These are the types of weird playstyle that I would personally like to see. Maximum treasure and utility in exchange for a relatively weaker character. Thank you This thread has been automatically archived. Replies are disabled.
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They had, at one point, IIR/IIQ passives. Those passives were more or less considered MUSTHAVE and thus joined AoF in the hole that GGG dug for them in the janitorial closet behind chris' office.
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Ok, I didn't know that. What I am proposing, however is that these IIR/IIQ nodes come with hefty trade offs. Maybe such things as Str/Dex/Int - 12 in exchange for + 6 IIR per node as well as my previous suggestions. The thing is that I like to play ridiculous builds and I don't think I'm the only one.
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I think some IIQ/IIR nodes might be okay if they were keystones, kind of like you're suggesting. You get some free IIQ/IIR but have to play PoE in a way that is VERY challenging. Like...
Keystone idea #1 +30% IIR +20% IIQ Non-Critical Strikes deal 30% less damage basically forces you to build high critical strike, though maybe it's not a good idea, the basic idea I think... could be okay My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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I have a tendency to gimp myself at times and play sub-optimal builds and setups for some extra challenge and reward. I'd really like to see some return of MF passives, particularly with the fairly recent nerfs to the MF from gear (double nerf in that less items can have MF mods and the resist penalties making it incredibly hard to stack MF depending on the build).
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I would really like to get some mf passives. The problem in my opinion is that every build can work as a mf build - where would you put all the new passive nodes?
In my opinion the passive skill tree should be about diversity. Every points you skill helps you to make your character different to another one. Mf doesn't fit there, as mf helps every build equally. Mf on gear works quite well atm, you can get > 200% IIR lategame with decent gear. |
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Well one thought I had on diversity amongst MF passives is the notion of giving them themes. For example:
Pirate Theme = +20% IIR from treasure chests in exchange for -40% IIQ from all other sources. Skavenger Theme = +50% IIQ under rocks, debris, etc in exchange for -50% IIR from treasure chests. Hunter Theme = +25% IIQ from bosses in exchange for -50% IIQ from normal mobs Greedy Theme = -20 Element Resistences in exchange for 30% IIQ from normal mobs This way players can really customize the way they want to look for and receive their loot to suit their playstyle and the way they think they can optimize their item farming. I would place Greedy in the Int/Dex section, Hunter in the Dex/Str section, Skavenger in the Int Section, and Pirate in the Str section. Last edited by BearCares#6660 on Nov 22, 2012, 1:41:10 PM
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I really like the idea. I think your %IIQ and %IIR is way to high though.
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" thanks, they are just ball park figures ;) |
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" Greedy needs to go honestly; It would basically mean anyone near the node would need to take it, -20% resists isn't much. Last edited by EpsiIon#3923 on Nov 23, 2012, 12:17:45 AM
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