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

Here's a thought:

If I'm playing high difficulty endgame content, it should just be rewarding.
I should not have to make it rewarding.
I should not have to trudge through a bunch of nonsense to set up a bunch of other nonsense to force the content to become rewarding.

Additionally, I shouldn't have to choose between making content rewarding, and making my character better.
Adding something to my build that makes my character stronger shouldn't be penalized by making rewards worse.
God forbid I allow my gear to buff me instead of just having "increased rarity" on it.

But the most important thing at play in all this:

I don't have access to the choice between making my character stronger or having more rarity. Nor do I have access to the choices to juice up map nodes.
Because I don't have any gear or items to do either of those things.
And I don't have any currency, so I can't trade or craft.
I have no gear, and no currency, and no juicers, because none of it drops.
It doesn't drop, because I don't already have rarity gear.

So I have no doubts in my mind when I say drops should be improved across the board, and improving drops should not have to be part of my build.
Last edited by The_Song#4903 on Jan 12, 2025, 3:43:42 AM
Some people will always choose at some point to make a MF (high rarity) character, but at the moment we are all being ‘forced’ into it because loot is so damned awful.
If they fixed loot to an acceptable ‘softcore’ level then players would just play and not be forced to MF build.
There is a similar thread about resistance and honestly all both mod types do is limit how good gear can be, and multiply how bad it will be (by having so many bad mods for your requirements).
Not sure how I feel about resistance mods (maybe they should be solved by simply using bases that have resistance implicit) but rarity should be a fixed core level with a bonus for map tier and another for map difficulty (and not a mod on gear).
TLDR we should have and keep rarity at similar levels to the average player now but from tiers and difficulty and not from gear.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Jan 12, 2025, 3:55:47 AM
"
There is a similar thread about resistance and honestly all both mod types do is limit how good gear can be, and multiply how bad it will be (by having so many bad mods for your requirements).


Oh, he might be me:
https://www.pathofexile.com/forum/view-thread/3629096

Resistances and rarity would both improve the game if re-balanced.
would kill the game?

the game's already dead
+1 to should be removed from GEAR.

Because now i'm mapping with a trash set of gear to just not have the impression to only loot garbage, and not knowing rarity was affecting currencies i spent the 2 first WEEKS with 0 rarity on my gear, not FUN at all, not a great experience ! Very bad feeling about it, was running hundred of maps without looting anything valuable ! I almost quit playing, didn't recommand the game to friends because of that issue the first 2 weeks.

I'm now at 200 rarity on gear and because of it i die more often and it make the content much harder, deeling with mana prob all the time and 13% chaos res atm when i'm capped with my bossing gear. I only play 1 char and i don't want to reroll as i'm not attracted to other class. My build was also nerfed to the ground 4 days in the EA, so yeah i have a bad feeling about it when i see NOW plenty builds oneshot arbiter without being nerfed for 3 whole weeks, ... Feel twice as bad really ...

I can't buy upgrades on trade if i don't loot currencies,
i can't try to yolo gamble "craft" things if i don't drop currencies.

So yeah forced to make content harder because i don't want to be forced to play a char i don't like to just farm currencies to be able to buy upgrades to my main char, that feels so stupid.

I'm waiting for the new patch to come out, just to see the last bit of content i didn't even bother to try with actual state of my build, i can do breach boss tier 3-4 no prob (no oneshot though) but arbiter (normal not upgraded) did oneshot me 3 times in a row with his BS meteor phase, even with lot of movement speed and acrobatic at 80%, my dps still feel pretty lame compare to meta builds. I can't do harder content because build got nerfed too much, have prob after pushing tier 1-2 boss upgrade on maps. Crossbows skills have the reload problem/cooldown problem/ mana problem and i can't upgrade my gear to perform better if i need the rarity in the slot i need for mana regen/mana or evasion to keep my char alive and kicking.

Probably will quit playing until it got adressed, as i can't push my char to perform better and drop nice loot at the same time, playing feels pointless atm.

To my friends that want to try EA, i ask them : look at youtube/twich the only 2-3 META build that can stack rarity and if you don't like that playstyle just don't buy the EA, because it is just not fun atm playing anything else.
The two issues (droprates being heavily nerfed, because they are balanced for Rarity, and Regal / Exalt orbs being 1 pull at the slot machine) just amplify each other into an enormous problem.
Even as a HCSSF player, I prioritise Rarity over Resistances, because otherwise I couldn't even farm gear upgrades.

Rarity needs a change.
Posted this before, I'll post it again every time I see a MF post.


Given how many classes/builds can barely spare a single affix, it's bad. Given that some classes/builds can run around barely caring about more than 3 or 4 affixes per piece of gear and can stack magic find and still clear faster than what should be entirely viable classes/builds needing most gear to have 5 or 6 specific affixes per piece of gear makes it completely unbalanced. Furthermore, given that not everybody likes playing "magic find" builds is reason enough for it to be gotten rid of entirely.

Magic find should be a natural process that isn't tied to gear and should be redone to be implemented in part or in whole in the following ways:

1. Provide a buff to magic find as you play (character by character basis with an offline timer of 15 minutes as disconnect protection, but remaining in-game it doesn't run out). This buff should increase per magic, rare, and boss enemy killed. The buff should cap out reasonably quickly and the cap increases with each completed act, say reaching 60% at the end of campaign.

2. Building on 1, completing maps should also increase it in a cumulative fashion. Each map tier adds 1% per tier up to tier 10 with a 1% flat increase per tier, 5 completions of the appropriate tier reaches the cap of that tier, so tier 1 adds 5% after 5 completions, tier 2 is worth 2% capping at 10%, all the way to 10+ adding 10% per completion capping at 50%. Completing a 10, a 9, and 3 8's would bring the buff to 43%, doing 4 more tier 10+ maps would bring it to 50%

3. Content focusing should also increase MF for that content. Beat a boss? Next boss you fight has an extra 10% MF, increasing 10% per boss up to a cap of 50% for boss kills only. Beat a breach and completed the map? Next Breach you open, all breach mobs and hands have a 10% MF, adding 10% per completed breach up to 50%. Corrupted map? 10% MF on Corrupted creatures. Delirium? Expedition? Same deal. This rewards players that like or focus specific content.

4. All waystone mods should contribute to magic find, the more potentially dangerous the higher the MF, and still have the MF mod roll.

5. Every atlas passive tree node should increase MF at least slightly, with a branch focused exclusively on pumping base MF.

6. One/limited use items to add to the Traverse "inventory" when setting a waystone. Alternatively or additionally, purchase temporary MF from Doryani. The amount you can purchase is based on how many map tier quests you've completed, maybe starting at 25% after completely Tier 1 and increasing some small % per completed quest tier. This would cost gold (or a new currency) and that gold cost would increase along with the increase in MF, so it could be a great gold sink other than gamble.

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