Item Rarity - a stat no one likes
OP should be glad there are no IIQ/IIR passives.
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You can still get decent drops with no MF. MF is just a added bonus.
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mf gives the players an option to choose to sacrifice some of their power for greater rewards. you dont want to make that sacrifice and therefore you want the option removed
however since the orbs are not affected by these mf affixes (im pretty sure iiq doesnt even affect it, entierly different drop mechanic) so your non mf max power characters will have a greater orb income. since orbs are not as unreliable as rares are you will also have a more stable income from running non mf characters. | |
One bonus with PoE over that other game is that I can progress solo based only on the things I find with little MF.
MF worked out pretty well in D2. At the start of a new ladder season, it basically went MF Sorceress > Hammerdin > Fun builds. Sorc farmed enough gear to make a decent hammerdin who farmed whatever I needed to make any other fun / stupid / pvp character I needed. Auction House 3 got boring pretty fast, IMO. I like to find things myself, not play the auction house to make enough money there to buy a gear upgrade when I could be busy slaying demons. PoE seems to be at a good, happy, medium rate. |
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Rarity/Quantity are almost troll stats in this game. While sure, they're nice to have if they don't get in the way of anything else, they take up space for affixes on your gear that you'd often really rather have. There are even some rarity prefixes which can roll on rings, amulets, helmets, boots or gloves, and thus make it a little harder for those items to have crucial stats like Life or added elemental damage (on gloves and jewellery) or stacked defenses on clothing, or movement speed on boots. More often, you'll just get suffix rolls which mostly get in the way of resists.
If you're already over cap on resists, maybe you don't care, but if you're doing that in all rarity/quantity gear, I suspect you have a bunch of +resist passives you could respec out of, wear gear with more resists on it instead, and put those passive points somewhere else to have a significantly stronger character. It might seem like rarity/quantity are flat improvements to the time needed to farm gear, but they can slow you down or in sufficient number prevent you from making progress simply by not being some more directly useful stat. If you're not at the endgame, wearing lots of rarity/quantity gear will probably mean you have to do lower-level areas than you otherwise would, and be obtaining that increased loot at a lower item level with reduced potential, as well as potentially getting less XP. If you are at the endgame and you're wearing lots of rarity/quantity gear, how's that working out for you? I have a hard time imagining that it's anything other than pretty rough. You generally want the quantity bonuses to come from the map affixes, not your gear, because map drops in maps are only affected by the quantity bonus on the map itself. I wouldn't advocate removing them from the game, I just want to point out that they're not a *problem*. Rarity/quantity on gear are flavour stats which you wouldn't specifically look for. They're not quite in the category of mana on kill and thorns, but they're also certainly not primary. Last edited by MesostelZe#4113 on Feb 26, 2013, 11:08:57 AM
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brought up 2 chars to level 77 and 49 respectively, never cared much about iir and iiq on gear (means: none).
results roughly: 2 gcp, 1 divine, 0 exalted, 3 uniques, 0 mirrors, 3-4 regal orbs. 2 of the uniques i found while trying a rarity gem with my bow ranger in normal difficulty. most of the other high quality orbs dropped only in parties. i do think i should cared more about iiq and iir. age and treachery will triumph over youth and skill!
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I personally Like IIR and IIQ. I choose to sacrifice power for luck. I don't like farming for hours on end, so the ability to increase my chance at better gear with less time investment is a nice thing for me.
If you choose to build your character around MF, that's great. If not, good for you. Removing MF gives an advantage to nolifers who sit and farm all day. Having MF helps to level the playing field and still gives nolifers an advantage because they can use MF and sit and farm all day. There is no perfect solution. Just keep MF and let people choose if they want to use it or not. I don't build my skills around MF. I let MF limit my gear choices because to me, MF is important. It's the same as any other stat you find important. If you try to specialize in it, of course your going to end up with limited gear choices. Limitation is the price of Specialization. Just how it is. Did I ever tell you what the definition of insanity is? Insanity is doing the exact same fucking thing over and over again expecting shit to change. That. Is. Crazy. The first time somebody told me that, I dunno, I thought they were bullshitting me, so, I shot him. The thing is...He was right. Last edited by DeviousX13#5701 on Feb 26, 2013, 11:15:51 AM
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I love increase item rarity personally. I have a farming set, and I clean up on the Ledge,
which, in turn, allows me to build up my main gear. | |
65% rarity and 3 rare items dropped from one elite pack while solo farming.
It was then that I made it a necessity. |
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" Rarity doesn't affect currency drops. Quantity would, but if wearing quantity gear means your resists suffer and you have to do lower level areas, you'll run into currency drop rate penalties. I'd say you didn't do too poorly for currency, in fact, that's probably a bit above average -- those currencies are quite rare indeed, regardless of what gear you're wearing. Farming uniques is perhaps one of the really legitimate uses of rarity affixes, but apart from that, I think you'd almost always be better served by having better resists instead and doing higher level content. |
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