How to fix item rarity

There was another game that had issues with item rarity, item quantity and ES builds being too OP in the past they they fixed it for the most part. That game is called Path of Exile.

The developers of Path of Exile 2 should maybe look into that?

Are all the old developers no longer with GGG, or did they hire a completely new team for POE2. Because they went through these exact same problems years ago and here we are, with GGG repeating the same mistakes. Mind boggling.

Remember the IIQ gem, movement speed IIQ/IIR meta builds that were blasting through maps farming HH div cards and exalts?
i dont hate the idea, having different magic find stats is interesting, ive even suggested similar in the past for poe1.

"
unique items that grant multiple rarities or larger rolls at a trade-off.

Step 2:
Introduce a “Rarity Meter” for SSF and Trading

- You build this meter by killing monsters.
- You lose a portion of it whenever you trade.
- Bigger or more expensive trades result in a greater penalty.

This system encourages players to weigh the benefits of trading against the increased rarity from keeping the meter high. Maybe the best strategy is to do a bit of both at the right times.
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i dont think this part can work. what if i just drop an item on the ground? then soemone else drops an item on the ground?

what if im running a map with my best friend and i pick up a rare and it turns out its better for them, if i trade it to them i lose item drops? what if i put it in our guild stash? what if i just throw it on the floor? do we have to stop and think about which of us is more likely to need every rare item that drops to minimise how much we fuck ourselves over by playing together and picking up the 'wrong' items?




i feel like theres a bit of a solution in what you wrote already, which is that traders are only really farming currency. so you make the currency increase 5-10% but the item rarity increased 10-35% per stat because self found people care about actual items and uniques, thats what theyre not getting in trade.

trade can never be balanced against self found tho. the game should always be balanced around ssf, poe1 is 99% balanced around self found play. trade is always going to trivialise the game. self found people need to just stop thinking there should be parity with trade. what there should be is internal balance, the game should feel good to play self found, it should feel balanced. the comparison shouldnt be with trade which is an inherently unbalanced and unbalancable game mode.




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kuciol#0426 wrote:

Remove as item roll from rates, keep it on uniques with heavy downsides



this was a massive problem in poe1, if you wanted to be an mf build you needed to wear the specific uniques that granted item quantity and that meant only a section of builds that could use all those items were viable and it essentially became an item set. item sets are terrible for many reasons im sure we all know.
T17 maps had quantity tied to difficult mods. there is absolutely no reason why it shouldnt work like that now.
It is lovely to see people are watching handicapped streamers telling them rarity is broken and should be removed while you can duplicate items xD You guys are something else. ALso if you are unable to make a build that has rarity and needed stats then you have a kappa build, simple as.

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