Rarity is the core of the endgame right now. Removing it would kill the game.

Saw many posts suggesting that rarity should be removed from the game, but currently, the entire endgame revolves around it. In fact, I’d argue that most daily players continue because of rarity/quantity stat. The gameplay involves hours of preparation—building zones with towers, optimizing maps, and creating the perfect setup to make those zones rewarding.

If they removed rarity right now, what would be the point of having more or fewer towers together? What would be the purpose of clearing maps you’re not interested in to buff the ones you want? Why endlessly run maps if they would all be exactly the same, except for the difficulty of the enemies? Why would you need more Waystones when we already have enough? There’d be nothing left to look for in their modifiers, aside from rare/exp counts and pack size.

If they removed rarity, players who have just reached the endgame and barely have decent drops would lose the motivation to improve their gear with higher rarity, which would increase the amount of currency gradually and allow them to more easily acquire equipment with higher DPS and better defenses.

For players who have already battled the pinnacle bosses and completed 100+ maps, I am almost certain that the only thing keeping them playing is the possibility of having incredible drops in the perfect tower setup + tablets + maps.

That said... do I like the tower system? Absolutely not.

It doesn't make sense to invest hours in boring mapping with minimal economic benefit just to find a good tower zone, stockpile perfect tablets with high Quantity and complementary modifiers, only to maybe see those efforts rewarded.

Furthermore, if you lack the appropriate tablets and maps, having a good tower zone is practically useless, leaving many players unrewarded for their time, most people will use the best tablets they could get until that time but won't be enough. You'll end up investing hours with high hopes, only for it to result in nothing.

What are your thoughts on this?
Last edited by Zinfé#3237 on Jan 11, 2025, 7:38:52 PM
Last bumped on Jan 13, 2025, 12:30:27 PM
Finding the end game boring for the reasons you listed. It feels tedious and like a lot more time investment is required to do comparative things to POE1.

Could be wrong here but I thought the design philosophy for POE2 was meant to be a more considered slower style of gameplay. If anything it feels like the opposite. Rushing through dozens of filler maps before you get the right setup to do something meaningful with the right tower effects and +levels.

I think some QOL for the endgame mapping would help to alleviate this but personally I'm not hugely excited about an endgame that revolves around stacking rarity.

I think the inflated size of the maps removal of guaranteed map boss has just inflated gameplay requirement between those dopamine hits. I'm not sure if that was the intended purpose to make bosses feel more meaningful?
Last edited by Fancysalad#2034 on Jan 11, 2025, 7:57:51 PM
None of the upcoming changes will be made in isolation.

Seriously doubt they remove MF
This thread is ridiculous.

"
This thread is ridiculous.


Can I ask why do you think it is? Didn't you find any logic in my words? Please, explain your thoughts on why my point of view is ridiculous, maybe you have a different perspective and it's worth to share.

I don't recall anyone being against Rarity/Quantity as a 'Juice' method to maximize gained via difficulty. If so those players don't know what they're talking about.

Players, including myself are against it being a gear stat.

Of the builds we have, we already do far too much damage. Around 15-20mil.

That's not an ideal place to start off with a long term project. We can also reduce enemy action speed to 0% which I can only laugh about it's so bad. Build composition needs more mechanisms to interact with. You shouldn't have room to spare rolls for Magic Find.
"Never trust floating women." -Officer Kirac
Loot in a game should be balanced by default without requiring weird and historically unbalanced character power trade-offs. If GGG had a history of actually balancing rewards aligned with difficulty and progression that didn't have massively lopsided end results then no one would care or want it gone.

The problem isn't loot boosting stats. The problem is GGG being terrible at balancing loot boosting stats on player gear. People want GGG to stop trying to do something they have been constantly failing at and to just balance the game better in general.
This thread almost make it seem like OP believes players are asking to remove rarity altogether. No one is asking for that; they are asking for rarity to be removed from your gear.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
There's no way they remove rarity. Don't worry. And if they nerf it, they'll have to drastically buff baseline rarity since drops are absolutely garbage without it.
People want rarity GEAR removed.

Not atlas stuff etc.

It's the gear that is creating absurd build meta - can't use a 3 socket Mahuxotl's? Too bad. Stay poor noob. Can't afford one? Too bad. Stay poor noob.

Pretty much every rarity build revolves around a 200% IRR Mahuxtol.

If GGG caps rarity at 100, whatever I guess, it just means we have to build up to 100% IRR same as we do for 75% resists by end game.

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