Endgame rarity nerf nobody is talking about, Please read before 3.0 launches to make this known!!!

In the 3.0 release announcement, Mark referenced a "High Rarity Waystone" and showed us one with 25 rarity, if this is true, endgame rarity on waystones is now 1/3 to 1/4 of the strength it was in 2.0, meaning endgame mapping will feel significantly worse for currency farming. This alone WILL ruin endgame juicing if it's not significantly buffed before 3.0!!

Anyone who has seriously invested in juicing will immediately know how bad this change is, especially seeing how towers haven't been adjusted yet.

Rarity needs to be atleast 10% per modifier on maps to see any difference, even 50% is kind of low for the effect given so 25% would be negligent.
Last edited by Mitcho213#5116 on Aug 23, 2025, 9:33:55 PM
Last bumped on Aug 25, 2025, 1:55:38 AM
i think you missed the IIQ and map pack size which are even stronger than IIR simply because they scale your IIR as a multiplier
I've taken quantity to the absolute limits in 2.0 with bosses on every map and even then currency is extremely rare, only when super boosting rarity do you get decent results
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I've taken quantity to the absolute limits in 2.0 with bosses on every map and even then currency is extremely rare, only when super boosting rarity do you get decent results


interesting. but then this prob depends on your gear IIR. the IIQ is a multi for that so if your IIR is lacking on gear and you get most from map mods then sure, altho i don't know what threshes this needs (i dont know what is low/high IIR that you need on gear). From my understanding this is why rarity bots need to run at full party to benefit the most.

edit: im assuming IIR has diminishing returns, if it doesn't then yeah this would be a nerf, but this would be really bad, like really really bad lol
Last edited by AintCare#6513 on Aug 23, 2025, 10:08:51 PM
I think you need to calm down and wait until release.

Also its 0.3, not 3.0. Game is still in beta.
Approximately 120 Rarity on equipment is where the returns start to diminish pretty heavy, getting 200-300 can help a little bit but the most change is that first 120. With how tight resistances are though, unless on smith of Kitava, even getting to 120 can be pretty hard. If you have a super strong clear you can afford to drop the resistances and buff it even higher but those builds are pretty heavily nerfed. Although spark might see a massive comeback in this league. Endgame gearing in trade league is already a nightmare, with how fine tuned you have to make your equipment, I hate spending 2-3 hours going through the website just to try change my gloves without completely breaking my build, add in extra rarity to that equation and I might start screaming.
Now is the time to get this fixed, once the season launches it'll be too late and we'll have another shoddy endgame juicing experience.
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Endgame gearing in trade league is already a nightmare, with how fine tuned you have to make your equipment, I hate spending 2-3 hours going through the website just to try change my gloves without completely breaking my build, add in extra rarity to that equation and I might start screaming.


yeah i hate the res juggle, i'm ssf so i didn't know this was even a hustle in trade but like you said IIR added would make this exponentially harder. so since its so hard to reach the IIR threshes this change might nerf solo player and significantly buff rarity bots... interesting
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AintCare#6513 wrote:
yeah i hate the res juggle, i'm ssf so i didn't know this was even a hustle in trade but like you said IIR added would make this exponentially harder. so since its so hard to reach the IIR threshes this change might nerf solo player and significantly buff rarity bots... interesting

Here's another side too, Items get super expensive super quick, 5-10 divines for mid tiers items usually only within a week and a half, so trying to keep up enough currency to be able to afford the mid tier items REQUIRES high end juicing strats and fast. Thats why this will be such a massive issue. I can understand for ssf quantity is OP, but for trade league this rarity nerf just means bot farmers get way further ahead and with people buying massive amounts of divines, pumping up the market prices constantly, it's going to feel even more like running on a frozen lake.
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In the 3.0 release announcement, Mark referenced a "High Rarity Waystone" and showed us one with 25 rarity,


you didn't listen to whole segment. Only prefixes affected waystone rarity and all prefixes gave positive modifiers and suffixes made the map harder. Now every modifier can affect the map outcome positively in some way, thats why they reduced the magnitude of prefixes

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