Fixing This Game's Horrid Loot Situation

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GeoFruck#1167 wrote:
I agree that the loot/crafting are garbage, but what makes anyone think that Tencent wants us to have decent loot. It's a main part of the hook.


I remember when the main hook for a game was it being fun.

I still play games like Borderlands, Morrowind. Even Diablo 2 today, because they were fun. , I've been playing DotA since DotA allstars was just starting to come out on WC3.

But Player retention for microtransactions seems more important these days. Got to make tencent that money after-all.

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Akedomo#3573 wrote:

I remember when the main hook for a game was it being fun.

I still play games like Borderlands, Morrowind. Even Diablo 2 today, because they were fun. , I've been playing DotA since DotA allstars was just starting to come out on WC3.

But Player retention for microtransactions seems more important these days. Got to make tencent that money after-all.



Indeed, I've been rehashing Grim Dawn from the start with none of the boosts from late game just to get the full experience. It actually has xp loss on death, but you can mitigate it by getting your body and you actually get loot! You also get enough experience as you go on, too, so you can keep leveling up. So refreshing to play a game made for just having fun and wrecking baddies.
Last edited by GeoFruck#1167 on Feb 21, 2025, 11:27:08 AM
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GeoFruck#1167 wrote:
I agree that the loot/crafting are garbage, but what makes anyone think that Tencent wants us to have decent loot. It's a main part of the hook.


Considering PoE1 has had the same terrible approach to loot long before anyone in the West new about Tencent... yeah... it's just GGG being stingy twits who think Trade is the be-all-end-all and are fine with people just having enough currency to be pinnacle ready the moment the make it to maps rather than actually play the game and engage with its systems.
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GeoFruck#1167 wrote:
I agree that the loot/crafting are garbage, but what makes anyone think that Tencent wants us to have decent loot. It's a main part of the hook.


Considering PoE1 has had the same terrible approach to loot long before anyone in the West new about Tencent... yeah... it's just GGG being stingy twits who think Trade is the be-all-end-all and are fine with people just having enough currency to be pinnacle ready the moment the make it to maps rather than actually play the game and engage with its systems.


This might change in 0.2 or 0.3 with intro to auction house, lets see.
If you get a tier one item, it should roll tier 1, and have a smaller chance at tier 2, tiny chance at tier 3 mods.

Tier 2 should roll tier 2 with smaller chance at tiers 1 and 3, tiny chance for tier 4

Tier 3 should roll tier 3, smaller chance at tiers 2 and 4, tiny chance for tiers 1 and 5

Tier 4 should roll tier 4, smaller chance for tiers 3 and 4, tiny chance for tier 2

Tier 5 should roll tier 5, smaller chance for tier 4, tiny chance for tier 3.

Otherwise what is the point of tiers?

Item level should also have much to do with what tiers are rolling.
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Otherwise what is the point of tiers?

I think currently tiers just show some "average sum" of rolled affixes. or maybe the minimum one (i.e. everything else rolled better)
+1 agree with OP

Following the thread
They do have items that drop as tiered rares, which I believe cannot roll mods below that tier. i.e. a tier 4 scepter won't roll below tier 4 mods? That's my understanding? However, these don't start appearing until well into maps.

I do think it's ridiculous that we have to do endgame content to scale our atlas points. We should get at least 6 atlas points into each piece of content (ritual, delirium, etc.) when we complete said content in a tier 1, 5, and 10 map. Then you could scale the last 4 points by requiring tier 15 completion and 1 boss completion. It's dumb that I'm doing tier 16 maps and yet I'm 0/10 on ritual atlas passives, because I haven't paid 5+ div for Audience with the King.

And "Item Rarity" is just colossal cancer. It's insanely good value as a stat up to ~150-200 item rarity, and after that it plateaus. This is just toxic cancer IMO. Item rarity on gear should be completely eliminated. it sucks running 40 rarity because you need resists, and getting absolute garbage loot.
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92ranger#4205 wrote:
They do have items that drop as tiered rares, which I believe cannot roll mods below that tier. i.e. a tier 4 scepter won't roll below tier 4 mods? That's my understanding? However, these don't start appearing until well into maps.

I do think it's ridiculous that we have to do endgame content to scale our atlas points. We should get at least 6 atlas points into each piece of content (ritual, delirium, etc.) when we complete said content in a tier 1, 5, and 10 map. Then you could scale the last 4 points by requiring tier 15 completion and 1 boss completion. It's dumb that I'm doing tier 16 maps and yet I'm 0/10 on ritual atlas passives, because I haven't paid 5+ div for Audience with the King.

And "Item Rarity" is just colossal cancer. It's insanely good value as a stat up to ~150-200 item rarity, and after that it plateaus. This is just toxic cancer IMO. Item rarity on gear should be completely eliminated. it sucks running 40 rarity because you need resists, and getting absolute garbage loot.


Tier doesn't work the way it should, either. I found a Tier 5 item once, slapped it with an Exalted, and it gave me 24 fucking accuracy. Shitty uniques are more desirable just for sake of a chance shard.
For real. I love doing an orb dump on the drops from a T15 map that make it passed the loot filter, and it rolls a bunch of T1-T3 affixes.

Not even going to start on needing to slot rare find into almost every piece of gear to get anything half decent to drop. It should just be something you roll on precursors and waystones.
Last edited by Johnny_Hotbody#4829 on Feb 21, 2025, 7:43:47 PM

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