hot take- IIR is good AS IS
I prefer less loot and longer character progression before hitting the upgrade ceiling (where upgrades can be measured in PPB).
Current IIR will give shit drops till you start ramping that up, which is an additional progression curve in itself as the stronger you get you can compromise your char more in favour of IIR if you choose so. This way ppl that like 'ruthless' can ignore IIR and progress slowly for longer, and ppl that enjoy pinata loot can trade for IIR gear and have it their way. Last bumped on Jan 13, 2025, 7:20:12 PM
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there's a few things going on with it...
one of them is just psychological, loss aversion. players feel like they're just losing out on better opportunity and wealth if they don't have it and to some extent they're right. you'll fall behind on the bell-curve if you have less than average. this is made worse due to everyone playing endgame/maps the same way right now. obviously in PoE 1 there's a bunch of out of map content, but you also didn't need to complete a map everytime you opened it. this is a big deal. we're all trying to get wealthier and more powerful in the exact same manner but you're running a multiplier, the value of my time is simply worth less and thus my economic value is decreasing relative to yours over time. there's also just the perception, and I think the last few hyper map focused PoE 1 leagues have given 'MF' a bad rep, as mapping and the atlas got an extreme amount of love and new toys to break and abuse that the alternatives to mega-juiced MF wasn't nearly as lucrative nor exciting. in additional to some of them just naturally becoming less relevant over time. IIR/MF won't be as big a deal when there are better alternatives to killing all the rares in a map (because being forced to do that is perfectly complementing IIR). Last edited by Dak01#7115 on Jan 13, 2025, 7:13:57 PM
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iir is increased item rarity right? i'm making this post based on that being the case.
why the hell is iir an affix on items instead of in the game as a baseline? i don't get why ppl think its a good idea that we have to suffer the garbage fire that is poe crafting and drops and on top of that deal with making the game playable via a necessary affix. if i don't have the bare minimum of 100% rarity, which isn't even that much, i don't get anything. the game is unplayable. making an affix so important to the point where the game feels that significantly worse is bad design plain and simple. Last edited by googley_eyes#2107 on Jan 13, 2025, 7:15:46 PM
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i somewhat understand the psychological problems this brings. i have not played trade in a long time- but from my experience with it the 'winners' usually get established within 2 weeks, after that the gap between the top and the rest is growing exponentially. this imo will be there with or without IIR. i think this just make IIR a universally expensive stat, which becomes the gatekeeper. however this could be said about high level maps in poe1 as well (at least used to be the case years ago). there will always be a gate keep this is how the gap is maintained, this gate keep will result in the efficiency/value of time/ profit per hour disparity. all that being said, in trade league the gap always grows even if there is no disparity between profit/hour played because manipulating the market is more and more profitable the older the economy is. imo fighting this is futile endeavour, but i can see the sole perception issue for players seeing others play and get more benefit from it, that's a valid point. there is a reason why i opted out form all that junk long ago after all
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No, the current iteration of magic find (as it also is in PoE1 last league I played) is terrible and not fun. 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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