stat tiers remaining backwards. really?

Perhaps I'm in the minority here but.....I don't really see any kind of problem with this?

You pick up or craft an item....the stats are either better, the same, or worse than your current item.

What does the "tier" labeling matter?

If you are really interested in crafting the "best possible" item....then you'd be using 3rd party software anyway.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 14, 2025, 9:43:40 AM
I believe the arguments "for" having T1 be the "top tier" or "best" is as follows:

If you pick up an item and see T1, you know it's as good as can be. This means you immediately know you have something valuable. Likewise, if you see T2, then you know it's almost as good as it could possibly be, but still possibly quite good (although there are, of course, T2 mods that are far less valuable than the T1 versions). If you see something with T4 or T5 then you know it's probably not very good. This is all the case regardless of what you're looking at, so requires no further knowledge.

On the other hand, if T1 was the lowest tier and it grew from there, if you see a T5 modifier on an item you don't have any way of knowing how close it is to the best it could be. When not-great items are super plentiful, only the best items are valuable, so if you don't know how close it is to being the best possible, you have no idea how to evaluate it. Sure, if you see a T1 modifier or a T2 modifier you can reasonably expect to be able to find better, but that mostly just tells you when an item isn't going to be valuable. You're required to know what the maximum tier is for each modifier if you want to know how close your item is to its potential.

Given all of this:

I think the best compromise would be to indicate the maximum tier of the modifier, and still keep Tier 1 as being the lowest tier, since I personally think it makes the most sense - Tier 1 maps are the starting tier, level 1 is the starting level, bigger = better, and so on.

The downside is when the modifier is on an item that can't receive higher tiers - the system would ideally indicate the maximum tier obtainable on that item base which might be something taxing to calculate every time the item is inspected since it likely isn't something innate to the item but is simply due to mod generation rules so would require a server check every time theoretically.

This solution also has problems with low level items, since there's a big question here: do you have it show the maximum tier available on that particular item taking into consideration the itemlevel as well (this would make sense if you're going to also consider the item type for what tiers are available at all) or do you just show the maximum total potential available if the item was assumed to be an arbitrarily high itemlevel?

Because in the former case, you can get items that look like they're completely maxed out (Tier 5/5 and Tier 3/3 and so on) but actually be lackluster items (since a higher itemlevel base could make have gone as high as Tier 8 and Tier 7 on those modifiers) which makes it difficult for players to know when they have something actually worthwhile which was the whole point of having the max tier displayed in the first place...

and in the latter case, you can get items that show they're at 4/7 tier but couldn't possibly have higher tiers rolled so, for example, spamming chaos orbs would never ever provide tier 5 in that case, which seems misleading in its own way.

I don't think there's a super clean solution for this unless it also had a maximum listed for the specific item, so the modifier might say Tier 3/5 (Max-Level Tier: 7) to indicate the current modifier is Tier 3 out of a maximum of 5 for the item in question, while the modifier itself could roll as high as tier 7 on a higher item-level base. But this now is starting to look quite complicated, and players who want to know about this kind of stuff are going to look to third party sources to help them understand it in a comprehensive way anyway, at which point they could just look up the available tiers.
There's a 0% chance that they won't change this back again. Now why did they do it this way? My guess would be that they're not sure yet if they want to add higher tiers. In the current system it's easy to add a higher Tier as T13 for example. If they would change the system and added the higher tier as T1, than all other Tiers have to move one tier up.

Current system is better. They just need to show what the maximum Tier is for each mod while holding Alt.

ex: +1 to level of all spell skills (T1/5)
They should just drop the whole "Tier" name and call it something else throughout the game. This also means no Tier 1 Waystone, or Tier 4 Crossbow. It is currently just confusing.
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Gimatria#7361 wrote:
There's a 0% chance that they won't change this back again.

we can only hope.
poe1 is the way it is for a damn good reason.

its an entirely superior system when the tier range is 4-12 across every slot with each individual slot having multiple different stats depending on the base being int, str, dex, int/dex, int/str, dex/str ect.

GGG tries to invent the wheel in many cases in PoE2. They want something "different". Even if it does not make any sense or worst than the current method in PoE1.
I think they should not fix, what is not broken.
Crafting is an another good example.
Or mapping.
"
i really dont like the top tier not being T1 too. i really really dont like it. no one cares what the bottom tier is, we care what the top tier is, making all the top tiers have the same numerical name gives people a handle on the system and makes talking about items so much easier.

+1

T1 = best, easy to know. If you have T2 you know it's the second best and so on. If better tiers get introduced, you just slide everything down.

Which is currently the best life, atk speed, etc? You can't know for sure, because there can always be one tier higher. Not all affixes have the same amount of tiers. At least the sheet should display 'out of', eg.: T9/T12

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But then we have 'tiered rares' which throw a wrench into all this. Now GGG would need to swap the nomenclature there too; 'Tier 5' becoming the worst rolled rares. It's a mess.
When night falls
She cloaks the world
In impenetrable darkness
"
as i finish writing this it has occurred to me that the current system would probably be fine if it showed the max tier.
so like
+10 Dexterity | Tier 2/9

^ this would just be slapping a bandage on the worst possible approach.

- i would still STRONGLY prefer it the POE1 way.
- readability at a glance is a HUGE deal.
- i dont like the idea of needing to use a keybind to get the info i need, tier should show by default.
- opacity of the tier should be 100% instead of the lower value currently used.


Pretty sure it hit me during stream, just "Tier n/x" where n is the rolled tier and x the max for that mod would be perfect
"
as i finish writing this it has occurred to me that the current system would probably be fine if it showed the max tier.
so like
+10 Dexterity | Tier 2/9

^ this would just be slapping a bandage on the worst possible approach.

- i would still STRONGLY prefer it the POE1 way.
- readability at a glance is a HUGE deal.
- i dont like the idea of needing to use a keybind to get the info i need, tier should show by default.
- opacity of the tier should be 100% instead of the lower value currently used.


They said that something is coming out where it tells you when it's max tier or something.. but I know they agree also even Johnathan was using the term t1 for perfect affixes and then realized that it's backwards in this last stream... They don't like it either.

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