MF is the only difficulty slider in this game
" 1) A lot of them, actually. For sorc, full tal set has at least 3 times the durability of the generic mf items and about 40% more damage and doesn't have to deal with immunities since it is perfect for running a dual-ele spec while still maintaining high damage, resulting in an insane amount of killspeed increase. For Bowzon, they mostly just wear war travelers, which some even want the LOWEST mf roll. Many physical chars also don't want any mf at all, because white items in diablo 2 can be very valuable. In PoE, only a handful of white items (unless already 5/6 linked) has a tiny value because you can try chancing them into voltaxic/soul taker/etc. 2) In your example, the character with twice the killspeed would have gotten double the amount of exp and up to double the amount of currency, depending how much IIQ is lost. " IIQ on rares doesn't exist on Domination/Nemesis, making Goldwyrm indeed quite superior (when soloing). Last edited by Machtkatze#4445 on Dec 5, 2013, 5:40:08 AM
|
|
|
Why is it always about nerfing stuff? Why not approach it from the other angle and ask: how can we encourage or incentivize not stacking MF? And it would seem to me there are at least a few options.
What does MF lack? Damage and survivability. So, increase rewards for content that requires more damage and survivability, right? Map modifiers, for instance, do just that -- and by increasing the IIQ provided by them it is possible to make it more lucrative to take more risks, risks that MF oriented characters are not equipped to handle. We could also just make the game harder; buff bosses to make boss farming on MF more difficult, for instance. The biggest problem with MF as I see it is the way a culler, in a group or even duo can bestow all the benefits of MF with very few of the intended drawbacks -- the duo partner or other group members may, with their full dedication to damage and survivability, handle all of the challenge while the MF stays back and culls for maximal rewards. The only loss is in clearing speed vs having a group member with more damage, which, unless total damage output is low, is often quite insignificant. Effective builds and groups have so much "overkill" damage that more time is spent traveling in between packs than killing them; thereby, adding more damage after a point has quite significant diminishing returns for clearing speed. It is very rarely if ever the case that a group would prefer taking someone over an MF culler if they don't have one. This easy exploitation is possible only because killing blows determine loot instead of damage done. I would therefore propose as a solution changing the system so that loot is determined either by who does most damage or a weighted system that averages the MF of all involved players based on their damage to the mob. It's a risk vs reward system and MF are getting away with the loots because of easy content. You don't need that much damage or that much survivability so why worry about it? I think it would be beneficial for the game if the progression curve was made slightly harsher at endgame. Leave the easy docks farming but give 66+ mobs more hp to make damage matter more for clearing speeds. Move more rewards to content that has more risk by making the rare uniques that are not map only more likely to drop in maps than outside them. Perhaps even move more of them to be exclusive to maps (but in the 66-70 map ranges, too). I don't want to destroy anyone's playstyle; I think farming solo on MF should be viable and fun and the system of balancing gear between damage/survivability and MF isn't of the devil and can stay -- all we need to do is adjust the risk vs reward system to allow for both orientations and playstyles to be viable (in different ways). IGN: Noveria / Moonraze / Wunderbaum
| |
" I run a MF culler with 5 buffed auras(Determination Grace Clarity Haste and Purity of Lightning) so every1 in my party is mega buffed + . I will soon buy 2 andavarius. i also have sadima and a Divination distillate. That will boost me to around 400IIR and 50IIQ. I also have 4k life and 48k armor when i use my armor flasks. DPS=100 + 10%from all mobs(culling). :D Don't be mad cause some of use are enjoying this game and enjoying finding good items. GG GGG
|
|
" The same catch 22 aplly for the crafting system lol.. because the crafting has potential to destroy gear you generally buy another weapon/chest which is better or equal and try to 6L while needing to use a weapon/chest worthwhile to play |
|
|
I play solo and never worry about MF gear. MF appears on my gear if it happens to be there. For me its dps/survivability as the priority...
I think the issue with MF has got to be the feeling of min-maxing as much as possible and using the orbs obtained (through selling) to trade for better items... I tend to say away from trading so this is a non-issue for a player like me. I agree with the OP in his sentiment that explained a harder encounter should have balanced loot ie. more of it. Not 'you're guaranteed such and such' although the map-drop-chance from Piety was a very nice touch. Just for try for see and for know -2013!
She corpse exploded the corpse of the boss... |
|
|
This game is balanced towards players that grind at least several hours a day every day, with iir and iiq stacked.
I've been running a lot of maps recently. They are 66-70 rare maps with around 80-120 total iiq and my 130 iir. On average I get around 15-20 yellow items per map, sometimes 1 or 2 uniques. And guess what: THEY ARE ALL CRAP. Maybe one rare item of 500 have some decent mods on it. Rest is junk for a vendor. If having decent iir and iiq is giving such results imagine running all this stuff without them. Grinding end-game with no iir and iiq in Path of Exile is a waste of time. I hate MF so much and I hate the fact one is forced to stack it, unless he enjoys crapton of whites on the ground. So OP is right about the true difficulty in this game. Having gear that makes end-game easy is worthless - it needs to be gear with decent MF. Only then true end-game farming can begin. IGN:
ZENofWar [lvl 88 Blood magic cyclone Marauder] ZENofArts [lvl 80 Cast on crit Quill Rain Scion] |
|
" Its all relative. Its stacked towards IIQ + IIR if you are expecting an upgrade every day or two. Or expecting to trade for a new piece every day or two. I play with no MF, as solo, and I expect an upgrade maybe every week or so. Like... an actual decent upgrade. Not a "omg, 12 extra hp" kinda thing. Saying that, I stick to my original comment in my last post that encounters should reward the drops, not a stat on gear. As if we didn't have enough to think about already in terms of gearing. Just for try for see and for know -2013!
She corpse exploded the corpse of the boss... |
|
" Tals set was an MF set so replacing shako and occu for it wasn't really changing anything, just swapping mf for mf. My point was that very few people used stuff like Nightwings , Fathom , +2/20/20 circlets , CoA etc. Tals wasn't half as good as you claim, it only provided +10 skills if you include soj and spirit. With a mixed set you could have +14 with more life/mana and a higher fcr. Dual-ele spec was just bad compared to pure lite sorc and infinite/lower resist wands made the bonus of tals pointless anyway. " I could be mistaken but im pretty sure most of the players in PoE don't care too much about experience once 75-80 has been reached at least not until more acts have been added and higher level maps are easier to access. I would say most players only continue to gain exp because of MF runs. |
|
|
OP + 1
|
|
" lets be honest here... anyone who uses mf gear obviously likes mf gear or they wouldnt use it.... right? I have played a lot of toons with no mf cause the builds did t allow for it or I just wanted to max my dps etc. They did just fine. Sure they get less drops per mob but the clear speed is a ton faster so its not that bad for drops, especially if yoir doing boss runs. On a LA archer im running atm I have 36 iir and still get tons of drops from piety, unique drop ever 2-3 runs, once in a while get a double unique drop... its really not that bad. If u dont like mf dont use it. |
|














































