MF is the only difficulty slider in this game

"
Rocksteady85 wrote:
"
Appren wrote:
MF is working as intended, I see no reason to change it. If you do not wish to sacrifice some stats for at least a bit of MF, then that is your choice. I rarely run high MF these days (did the whole low life sporker thing when it was hot), the one I play most has like 30 IIQ 100 IIR. If you want to make a build that rely on a lot of specific uniques that reduce your chance of adding MF, then that is your choice.


And how it is intended to work conflicts with the very idea of ARPGs which is leveling up and making very powerful characters that can slaughter entire screens of monsters.

In order to make such a character you need MF which means you don't have a very powerful character and even after you have found all the gear that makes a very powerful character you still don't use it because there's still tonnes of potential to continue building wealth and find loads more good items for Alts.

1) How many Diablo 2 players do you know who stopped using Wartrav, Shako , Occu , Gheeds etc. You could have 500 high runes and every unique in the game x 5 but you still wouldn't remove specific items unless doing PvP because doing more damage is never worth the huge decrease in drops/wealth.

People keep calling it a choice but it really isn't, any rational player that cares about the amount of time they invest into a game also cares about efficiency and will use MF.

2) Piety on average drops 15 rares for me with my IIR gear on, without it the average is about 4, sometimes just 2-3. The same kind of numbers apply to every zone and maps especially which are just useless without any IIR. What reason do i have to ever upgrade my gear and do more DPS, even if i doubled my DPS and cleared twice as fast i'd still only be finding half as much and the game would be less rewarded and feel even more grindy.

Tell me, where is the choice there because i don't see it.


Playing an ARPG with an MF system without any MF gear is like eating a bowl of soup with a fork instead of a spoon, your just wasting your time basically.




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.


"
vvooee wrote:
goldwyrms for me isnt as good as rare boots with movespeed,iir, 30% movespeed is just so good and then theres all the rest of the stats you can roll on em after those 2.
my boots atm but thats the worst item/slot i have atm for my build, would have way better boots but only with 20% speed and that 10% is HUGE :D

And its all a matter of oppinion.


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
"
NotRegret wrote:
Magic Find
Damage Per Second
Survability


Most builds can only support 2 out of these 3 things.

The only builds that can do all 3 well require insanely expensive gear.


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
"
MwHighlander wrote:
"
bluefalcon74 wrote:
You have better gear in your stash, but you're not using it because you want to find better gear?





Its a catch-22 and is the biggest problems with most ARPG's


Its a bad idea that stuck and doesn't seem to be dying.


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]
"
zamraii wrote:
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.


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...
"
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.


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.

"
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.


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
"
Maelthor wrote:
I've been playing ARPG's since Diablo 1, and one thing that I just don't get, is why MF as a item stat needs to be in these games at all. PoE has taken it to the extent that the entire endgame is itemized using MF as the variable to control difficulty. Why is that? Can't a difficult encounter or zone be difficult because the monsters are hard to kill and deal lots of damage? Shouldn't gear/builds/skill be the deciding factor? Basically, shouldn't the guy with the biggest stick and the strongest armour kill the boss easier?

Alas no...doesn't work that way at all.

Let me use an example from last night to explain where i'm coming from. I have a LA ranger, I play basically self-found or I do the odd trade between my RL friends when we party together, so I am not going around with auction house type gear. But that being said, I do ok when I spec for dps. about 10k frenzy, 2k LA, I have 3500 life, capped resists, yadda yadda yadda. Sadly, I have only 30% iir and no iiq except I can weapon swap to a cull stick and finish off a mob with the iir/iiq gems. But basically i'm going around killing 99% of mobs with 30 iir. As anyone knows who has ran with that level of mf vs say, even 100+ iir and 30-50 iiq, the difference is incomparable. It's like playing two different games. With the former you are in a wasteland, the latter, it's christmas every day. So ok, you are saying, just get more mf. And so I did, I played gear tetris to try and swap to a bunch of stuff like Goldwyrm and Aursize and also a couple rings with mf on them, but guess what happens? I lose hundreds of life, I lose a ton of evade/armour, I struggle to cap resists, and my frenzy dps drops by 2000. I've nerfed my own character to the point where the same dungeon I ran yesterday with ease is now considerably more dangerous.

So I ask...why? I have better gear sitting in my stash! Way better, perfectly optimized gear with no mf on it. When am I going to use it? Never, except maybe if I hop into a public game with someone who is the designated mf culler. Makes no sense to me. So now I have to try and find gear that does the same thing my other gear did, only also has mf on it....

Back in diablo2 it was the same, I'd to meph/baal/pindle runs etc wearing 600 mf worth of gear and find great stuff that I would put in my stash for later, and later never came, because it had no mf on it. Silly.

And then there are Maps. The entire Map system is based on trying to manipulate the variables on what is basically a magic item, so that it has enough iiq bonus on it to make it worth running, while not having lethal variables that will kill you with your crappy mf gear on. Same idea basically. Using mf as a difficulty slider.

I don't know why GGG doesn't just scrap mf as an item stat, make encounters difficult based on their level, make drops balanced according to the difficulty of said encounters and let us wade into battle with the gear that kills things fastest and keeps us alive the longest.

Anyway that's my $0.00002 :)





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.

Report Forum Post

Report Account:

Report Type

Additional Info