SOLUTION for magic find problem.
Current problem:
Magic find feels like a mandatory requirement on gear. Not a fun stat to have on gear. Solution: Remove Magic find from gear. Add magic find based on nr of completed maps. E.g. Complete 1 map = get 0.2% permanent magic find. Complete 100 maps = 20% Permanent Magic find. 1000 maps = 200%. This gives you a constant progression towards better gear. In cases where you really don't want to trade with others or playing SSF. This would at least give you a guaranteed progression even if you are super unlucky with gear drops. If you guys are real chads, make the permanent bonus account wide for the current league. Making your 2nd character have some boosted gear drop during campaign would be awesome! Last bumped on Jan 13, 2025, 1:45:13 PM
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That is such a bad solution on so many levels...
First, it would mean that newer players will never, NEVER be competitive with an old but frequently played account in a permanent league and exacerbate an issue that has existed in PoE1 for years. Like, about a quarter of the stuff in my standard stash in PoE1 isn't even obtainable anymore. I play PoE 1 since closed beta, I have played tens of thousands of maps over that time and I have a fairly low playtime compared to some others I know. Now imagine, under your suggested setting, a new player and me would play the exact same map, but I would just passively get 10.000% magicfind. How would that be even remotely fair? New and casual palyers have complained for years how in PoE 1 standard league several veteran accounts have practically monopolized the entire economy and that's factually true, that is no exaggeration. That HAS happened. Now imagine if those accounts were not only richer, but would also get 100 times the loot of a new player or even more in the same time. That's madness. Second, it would make the difference between 1% of the playerbase (you know, the ones that "win" every single league) and the other 99% even more drastic. There are people out there that blast this game religiously. You think it's bad now, with them getting 10 times the loot of an average player? Your proposition would increase that difference by an order of magnitude. Third, turboinflation. You would never ever be able to afford to buy a top tier item or the fee for a mirror service. Because no matter how much you play, unless you live for this game you will never be able to keep up with them and thus you will never keep up with inflation. Fourth, if you think this is a solution for SSF, you seem to not really understand what SSF is about. The difference between a journey and the simple accumulation of ingame wealth. Hold on to yer shite load o´ bloody barnacles on me arse-cockles, me hearty! IGN: Trapsdrubel Last edited by Azdrubel#6242 on Jan 13, 2025, 1:05:00 PM
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You've the right idea, but I think mine might be better. 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. This frontloads magic find, builds it naturally through normal gameplay each game session, while still giving a nice boost to it the deeper into maps and the atlas passive tree you go. |
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" This dumb Don't do this ggg Just ignore the crybabies. Magic find is fine |
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