Rarity Bot / Culler Needs Nerf

Rarity simply shouldn't exist as an affix, much less a party-shared attribute. Just set a baseline global rarity and scale it off the difficulty of the content you're running. Higher-tier content = get better drops. Rarity trivializes the risk vs reward aspect of higher tier content, and it's annoying AF to try and slot into gear when there is a myriad of other affixes that are actually beneficial to your build and gameplay.
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hey, thanks for explaining to me what I was into.

I saw a lot of that happening at start of season...

And I agree, if thats how things work, this should be worked out

I always tought that for group loot was (sum rarity of party)/(number of party members).... to avoid this kind of exploit...

but as OP pointed out... Man, what an overlooked thing...


Let's be honest bro.....the game is a pay to win game. Most of people don't admit it but the market use reveals it with the obvious reasons. I have money i can buy anything i want from people that don't have life.

Sadly all made for third party companies profit.
Still not nerfed or did I miss something in the patch notes?
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Rarity simply shouldn't exist as an affix, much less a party-shared attribute. Just set a baseline global rarity and scale it off the difficulty of the content you're running. Higher-tier content = get better drops. Rarity trivializes the risk vs reward aspect of higher tier content, and it's annoying AF to try and slot into gear when there is a myriad of other affixes that are actually beneficial to your build and gameplay.

this.
The growing power of a character is a way to drop more items already and 99% of drops are useless already even in poe1 ruthless.
The rarity as a stat already showed itself as badmechanic in d2/poe1.

get rid of it, make economy more stable and solo players less miserable.
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Very much agreed. It's clear that this isn't the way the game was intended to be played.


They literally created an item for this to work. The game was absolutely designed to be played this way.

Remember that the game is now owned by Tencent, that's all you need to know.

Or it was made with another purpose in mind and this is an unintended consequence...
Yea, not a new strategy. Been around causing problems for a while and why many players including myself want Magic Find on gear removed. Itemization should be a product of difficulty.

Que the random who will claim it improved group build diversity or some crap.

Cull itself just isn't a good mechanic either way. If you do an execute feature don't use %damage.
"Never trust floating women." -Officer Kirac
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I’d like to share feedback based on my early access experience with Path of Exile 2.

Currently, there is a party setup where one player (the "rarity bot") equips maximum item rarity gear and a unique that credits nearby kills as their own. This player does not participate in combat but drastically increases the rarity of all drops. The rest of the party either clears the map or simply fills party slots to increase item quantity, without access to loot themselves.

Why this is problematic:

The loot output is massively disproportionate, producing multiple high-tier items (e.g. Divine Orbs) per map in just minutes.

It trivializes solo and small-party farming efforts.

It floods the economy and undermines player progression, as solo or honest players cannot compete with this efficiency.

It creates an unhealthy gameplay pattern where success is tied to abusing mechanics, not skill or effort.

Suggestion:

Consider adjusting how item rarity/quantity scales in parties.

Review the unique items or mechanics that allow one player to claim credit for kills they didn’t make.

Revisit loot sharing rules so that party drops feel fair and rewarding for all participants.

I really enjoyed the game before encountering this loophole, and I hope to see it addressed so that the experience stays fun and balanced for everyone.


I would agree that I would like this specific mechanic to be removed, mostly just because I dont think that the "best" playstyle should be having one guy just litterally be afk and stack a "non combat" stat.

But I can guarantee you that this problem isnt as big as you think. There is a pretty big diminishing returns on rarity so past a certain point the difference is very tiny. The amount of loot these groups get always gets exaggerated and you also have to take into account the loot you see them get in one map gets split across all the players in that map.

I doubt that theres that big a difference from someone running a setup like that and splitting the loot six ways and some guy playing solo with like a mid budget rarity build.
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Nyon#6673 wrote:


But I can guarantee you that this problem isnt as big as you think. There is a pretty big diminishing returns on rarity so past a certain point the difference is very tiny. The amount of loot these groups get always gets exaggerated and you also have to take into account the loot you see them get in one map gets split across all the players in that map.

I doubt that theres that big a difference from someone running a setup like that and splitting the loot six ways and some guy playing solo with like a mid budget rarity build.

Unfortunately, they really do get that much. I’ve actually joined a few of these groups myself, and that’s exactly why I ended up quitting the game and making this thread. In just a couple of maps they pulled more Divines than I managed to farm in a hundred hours of solo play. And the loot wasn’t split six ways — the setup was 1 carry, 1 rarity bot, and the rest were just randoms from chat tagging along for exp, who were specifically told not to pick up any valuable drops.
im not against rarity but "rarity sharing" should not be a thing
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Nyon#6673 wrote:


But I can guarantee you that this problem isnt as big as you think. There is a pretty big diminishing returns on rarity so past a certain point the difference is very tiny. The amount of loot these groups get always gets exaggerated and you also have to take into account the loot you see them get in one map gets split across all the players in that map.

I doubt that theres that big a difference from someone running a setup like that and splitting the loot six ways and some guy playing solo with like a mid budget rarity build.

Unfortunately, they really do get that much. I’ve actually joined a few of these groups myself, and that’s exactly why I ended up quitting the game and making this thread. In just a couple of maps they pulled more Divines than I managed to farm in a hundred hours of solo play. And the loot wasn’t split six ways — the setup was 1 carry, 1 rarity bot, and the rest were just randoms from chat tagging along for exp, who were specifically told not to pick up any valuable drops.


If you need hundreds of hours to get the same amount of loot that they get each in a few maps then the problem lies with you rather then with rarity.

The reality is that this is just exaggerated.

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