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- Different bases sharing the same model is annoying
- Priest of the Suns fire beam is way overtuned, especially considering it's unavoidable
- Crafting materials being balanced around Rarity, a luxury stat, which you will not prioritise at a stage where you need crafting materials to actually craft gear, is stupid
Last edited by Fae_Lyth#6750 on Aug 5, 2025, 11:52:33 PM
Last bumped on Aug 6, 2025, 2:15:50 AM
Crafting materials aren't balanced around rarity. IIRC is not ruining the game. People farm more because they run better strats on stronger characters. Pointing at IIRC and going "HURR BAD GAME DESIGN ME WANT ALL THOSE DROPS TOO" doesn't fix it.

They no-life the game and they are faster to the metas then they keep grinding non-stop. The gap will not change by deleting/ nerfing rarity or making it not interact with currency.
You missed the point. The thing you are calling currency are crafting materials.
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Fae_Lyth#6750 wrote:
You missed the point. The thing you are calling currency are crafting materials.


I used "crafting materials" and "currency" interchangeably because currency = crafting.

Are you trying to make the point that it should be reversed? When you are weak you should get more currency drops to make up for it or something? Isn't that an antithesis that would punish players for progression? The exact opposite of good design?

Shouldn't there be some mechanics to make currency farm more efficient for characters who have progressed further and need more of it for even a chance at an upgrade? What is your solution if it is not rarity?
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AverBeg7#1689 wrote:
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Fae_Lyth#6750 wrote:
You missed the point. The thing you are calling currency are crafting materials.


I used "crafting materials" and "currency" interchangeably because currency = crafting.

Are you trying to make the point that it should be reversed? When you are weak you should get more currency drops to make up for it or something? Isn't that an antithesis that would punish players for progression? The exact opposite of good design?

Shouldn't there be some mechanics to make currency farm more efficient for characters who have progressed further and need more of it for even a chance at an upgrade? What is your solution if it is not rarity?


Exactly. The whole premise of making crafting materials currency and then balancing it based on that is dumb. Tying basic crafting materials to a luxury stat is stupid.

If I am at a point where I desperately need to find some runes and exalts to get semi-decent gear, I sure as hell am not putting Rarity gear on to farm basic crafting materials, that is beyond dumb.
Especially Cold/Lightning/Fire Res runes being tied to Rarity is beyond stupid.
Last edited by Fae_Lyth#6750 on Aug 6, 2025, 12:21:00 AM
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Fae_Lyth#6750 wrote:


Exactly. The whole premise of making crafting materials currency and then balancing it based on that is dumb. Tying basic crafting materials to a luxury stat is stupid.

If I am at a point where I desperately need to find some runes and exalts to get semi-decent gear, I sure as hell am not putting Rarity gear on to farm basic crafting materials, that is beyond dumb.


You seemed to not read or misunderstand.

As you progress, your character gets stronger, and you have ways to farm better, you get more. That is the natural order. That will not change if you delete IIRC tomorrow.

There will still be people with better characters doing better strats making more currency than you. The gap between what you are making and what you could be does not lessen.

That is sort of the point of ARPG. You want it to be like that. If it was not, there would be no sense of progression.
Read my answer again, I'm tired.

By the time you can afford to put Rarity on your gear, you don't need Runes and Exalts to craft gear.
People who need Runes and Exalts to craft basic gear will certainly not have Rarity as their priority.

Those shouldn't be currency, and shouldn't be affected by Rarity.

In PoE1, putting resistances on your gear is literally the first thing you do.
Resistance Runes have no business being currency.
Last edited by Fae_Lyth#6750 on Aug 6, 2025, 12:32:57 AM
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Fae_Lyth#6750 wrote:
Read my answer again, I'm tired.

By the time you can afford to put Rarity on your gear, you don't need Runes and Exalts to craft gear.
People who need Runes and Exalts to craft basic gear will certainly not have Rarity as their priority.

Those shouldn't be currency, and shouldn't be affected by Rarity.


I am reading. What you are suggesting is to delete an affix from the game because it makes you feel bad. These problems with rarity on gear are in your head. If you remove rarity from the game, the problems you are having with farming less crafting materials on less strong characters would still exist. There is simply no way to make the video game where that is not a thing.

You always want currency for as long as you are playing, the higher the stacks the more you can do in all aspects, not just rolling more on gear but also content like juicing maps etc.
Last edited by AverBeg7#1689 on Aug 6, 2025, 12:33:50 AM
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AverBeg7#1689 wrote:
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Fae_Lyth#6750 wrote:
Read my answer again, I'm tired.

By the time you can afford to put Rarity on your gear, you don't need Runes and Exalts to craft gear.
People who need Runes and Exalts to craft basic gear will certainly not have Rarity as their priority.

Those shouldn't be currency, and shouldn't be affected by Rarity.


I am reading. What you are suggesting is to delete an affix from the game because it makes you feel bad. These problems with rarity on gear are in your head. If you remove rarity from the game, the problems you are having with farming less crafting materials on less strong characters would still exist.

You always want currency for as long as you are playing, the higher the stacks the more you can do in all aspects, not just rolling more on gear but also content like juicing maps etc.


I have no patience for this right now.
Simply put, what you deem to be "useless after a point" are fundamental drops of the game that every character needs. Including the ones that "don't care". Removing the interaction with upgrading currencies via rarity is simply removing a late game avenue to farm more efficiently.

Even if changed to how you would like, people will find another avenue to farm more efficiently, and you will have the same problem you have now. Less powerful characters doing less difficult strategies drop less items that help them progress.

It is simply because as characters are more powerful and open up more avenues to farm efficiently, they drop more valuable items.

It may seem like it's stupid that you have less chance at progression on a character that would benefit more from it, but any other way would be antithetical to the game's core design.

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