The reason item rarity hasn't ALREADY been removed from PoE2
" You just have to watch the videos all over the youtube and reddit... Funny how you say its some bs when you dont even watched it that is popular knowledge for everyone lol Get out of your cave dude. |
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Just keep it in the game - it think its a good way to progess and get more loot by farming gear (so ur chances getting higher). I dont want another DIALBO4 - its boring
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" I'm gonna call issue with this.....no, they made a conscious decision to keep mf in OVER many other stats they could have used as "filler". There are already TONS of mods from PoE 1 that do not exist in PoE 2 when they very easily could have, so why is MF the "filler" mod (if that is the purpose)? Regardless of how we as the players feel about mf, it was an INTENDED addition to the game. It even came with a complete reworking, showing that they actually paid special attention to it as a stat beforehand. It isn't just some filler throwaway. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Dec 29, 2024, 7:33:44 PM
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" Yeah, I imagine this is the purpose of the stat (or at least it's what should be the purpose of the stat), but when it becomes a convenient slot in for some builds (which in all fairness might see nerfs soon) that allows them to disrupt the economy forcing everyone to run a magic find build to afford anything, that's a problem. I'm not sure it's quite that disruptive, but that's what people want to avoid. I think it should stay as a thing one can use to help dig themselves out of a loot hole. To that end, I would probably do something to limit its utility to content of campaign difficulty by perhaps only putting it on unique gear and weighting gambling odds in favor of those items to some degree. If the unique gear is such that it won't serve you well in the end game and you're functionally sacrificing an entire equipment slot for it, that it affects currency drops might cease to be a problem, but simply making is so it doesn't affect currency might also be a solution. Then you can use it at any level if you're struggling to get gear, but you won't completely disrupt the economy. Last edited by drkekyll#1294 on Dec 29, 2024, 7:58:51 PM
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Just make rares max 4 mods and remove a bunch of shitty/redundant ones.
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The problem with rarity right now, is that CI/ ES users can ignore chaos resist, and even ignore capping some ele resists. Which gives them 10x the free affixes of any other build to slap rarity in.
So be CI, or be poor and pick up regal orbs. That's the game right now. They need to give more options to the other builds so they can (eventually after some work) ignore some requirements or resists as well, to free up affixes for rarity. Rarity probably also needs some sort of soft cap. Like 150% is pretty attainable for a normal party/player. There are min/max players who have 800%+ rarity on gear. Even +40% rarity seems immediately noticeable. A 700% difference between juicers and normal players is absolutely insane. Last edited by AverBeg7#1689 on Dec 29, 2024, 8:21:09 PM
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PoE 1 had a solution to magic find that resulted in it not stepping on people without rarity
They just had it not affect league content. In PoE 1 the rarity stackers have to actually buy things from players who were not running it - as the players not running rarity were the ones doing delirium or essences or blight etc. the players running rarity were the ones selling the magebloods/headhunters Basically in PoE 1 rarity stackers are working WITH everyone else. In PoE 2 rarity stackers are working IN COMPETITION to everyone else. Just this one change turns rarity from something terrible for the economy to something good for the economy. Last edited by doombybbr#6074 on Dec 29, 2024, 8:17:28 PM
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" Ah, let me clarify that when I say item rarity is a filler stat I'm not calling it a "placeholder", but rather a "you don't need anything else so you can just take this" option. GGG obviously planned to further experiment with it in early access. Also, many of the mods that are not present from PoE1 are league specific and/or influenced mods. More mods will naturally find their way into PoE2 throughout development of course. The intended purpose of item rarity as a stat is to fill in as a progression option for when players don't need any other stats on their gear slot to advance their character. Whether it has succeeded or failed to be a net positive design decision is an adjacent topic. |
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" This is NOT what rarity should be. Rarity is best when it is just another currency strat when you could do any other currency strat and still make profit. Rarity should NOT be to "dig yourself out of a loot hole". Players should not even get in a loot hole without rarity in the first place. They MUST have content unaffected by rarity that is decently profitable. PoE1 did this, they made item quantity/quality not affect most league content - as a result players could make a profit without running rarity. Rarity is still very valuable, just not the only option (and in fact it meant you would avoid certain currency farm methods like essences or blight, so people not running rarity actually benefitted from the ones that did, unlike in poe2 where everyone runs rarity or loses out) |
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The real issue is that Magic Find currently has little to no drawbacks for top end characters.
The ez solution is as follows: 1. Keep Unique Items with high rarity 2. Half or 1/4 rarity on Rare rolls 3. Keep or buff rarity on rune slots, but move it to an actual rune from Soul Core This pushes rarity into an auxiliary slot that is mostly accessible to all builds and forces top end rarity to be a unique heavy build with drawbacks. Last edited by DarkHeart69#3094 on Dec 31, 2024, 9:50:06 AM
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