Wealth Disparity and Magic Find

In my opinion having gotten to a lvl 90 Witch, the wealth disparity between players is crazy. I'm running end game content the same as i see online with what i believe to be a fairly strong build yet i am no way near as wealthy as a lot of people.

I believe a lot of that has to do with magic find or rarity of items ect effecting currency. Once some players reach end game they buy everything with it, getting 200+ which gives them 3/4 the currency as someone without it. Making it required to have.

The problem then is because they players with it earn more, they can then inflate the prices on them more to the point it becomes impossible to trade anything of value as i can never afford it no matter how much i played the league.

In my opinion i think rarity of items shouldn't count towards currency. I think it should be slightly boosted but the same for everyone. I think it should only effect gear. They know what gear sells for more and trades better and i think it should make those sort of bases/rares appear more the higher item rarity you have.

In this way we without rarity can still find a lot of currency and those with it, can find more good bases/rares to craft and sell. This way they aren't just running away from the rest of us. This should lower prices a bit as good stuff is found more often so gambling becomes less a risk but that also means your can sell more stuff more often as players have the currency to buy things...

TLDR: Rarity of items % should not increase currency. That should be boosted slightly and the same for everyone. It should only effect the items you collect from monsters to give you more rare items and more items people tend to trade and desire more as im sure they have access to that data.

** Also Auction House... Trading sucks right now...

Last edited by XxHYDRAxX#7425 on Feb 1, 2025, 2:41:38 PM
Last bumped on Feb 1, 2025, 8:02:09 PM
Unpopular opinion: I think that the people good at "farming" loot will always be better at farming loot even if Rarity, Quant, etc. was completely removed from the game.


What I think would be best would be for GGG to implement alternate ways of making money so people can find a niche and participate in the economy:


Examples from PoE1:

-- Sanctum [Sekhemas] ... you could run this off atlas farming strat and make tons of coin.

-- Delve: Another off atlas farming strat where you could farm fossils [crafting currency], farm rare bosses & loot that you couldn't get in other parts of the game ...

-- Hideout warrior: Someone that could get by from just crafting items for other players.

A. Rolling flasks
B. Super basic early league crafting [Essence + Stygians, Rolling cluster jewels, ...]
C. More in depth gear crafting for in-demand items



In addition, if I understand the atlas properly, everyone can be an expert in all mechanics. I find this boring as I would prefer to give people the possibility to specialize in mechanics so they can farm up the unique rewards of that mechanic MUCH better than non-specialists could.

Essences, Blight oils, Expedition currency & logbooks, Early Rog-crafting, Strongboxes, Alva double corruption farms, ....



Unless I'm missing something you either money from farming, super high end crafting, or flipping. I'd prefer a game that had many, many more ways to find an economic nice as opposed to funneling [almost all?] players down a single farming route.
Last edited by KingAlamar#4071 on Feb 1, 2025, 5:00:24 PM
Completely agree this is the turbo charge for inflation and what kills it for any remotely casual player. People rush to endgame and completely obliberate the pre endgame market. This also makes bots even more profitable.

If the endgame would drop 30% more currency than pre endgame at max but items like now inflation would be way slower.

Now add some endgame relevant items mainly to campaign like stellar amulet base etc to transfer some wealth and this game would have a way less gamedestroying market.

Also do something to make divines more useful to avoid making them a wealth storage like they are now mainly



As it is now ppl that play slower end up in a market where they cant even afford the farming gear.

Played with someone on a highend map once and im pretty sure he got way more currency in a single run than i in the completed 6 acts.
Last edited by _N0ctus_#6387 on Feb 1, 2025, 5:30:19 PM
Just running maps in general, wont make you a lot of currency. Sure you will get some loots and currency, but its not much. Also, MF has little impact on making currency now, at least its not as important as you think.

you have to focus one or two league mechanics, breach, deli, ritual etc. The people that made A LOT of currency at early game farmed breach(a lot of prep work), some run chaos/ultimatum exclusviely. Then move to ritual, deli, boss hunting, gamble etc.

"
In my opinion having gotten to a lvl 90 Witch, the wealth disparity between players is crazy. I'm running end game content the same as i see online with what i believe to be a fairly strong build yet i am no way near as wealthy as a lot of people.

I believe a lot of that has to do with magic find or rarity of items ect effecting currency. Once some players reach end game they buy everything with it, getting 200+ which gives them 3/4 the currency as someone without it. Making it required to have.

The problem then is because they players with it earn more, they can then inflate the prices on them more to the point it becomes impossible to trade anything of value as i can never afford it no matter how much i played the league.

In my opinion i think rarity of items shouldn't count towards currency. I think it should be slightly boosted but the same for everyone. I think it should only effect gear. They know what gear sells for more and trades better and i think it should make those sort of bases/rares appear more the higher item rarity you have.

In this way we without rarity can still find a lot of currency and those with it, can find more good bases/rares to craft and sell. This way they aren't just running away from the rest of us. This should lower prices a bit as good stuff is found more often so gambling becomes less a risk but that also means your can sell more stuff more often as players have the currency to buy things...

TLDR: Rarity of items % should not increase currency. That should be boosted slightly and the same for everyone. It should only effect the items you collect from monsters to give you more rare items and more items people tend to trade and desire more as im sure they have access to that data.

** Also Auction House... Trading sucks right now...




In just one month of open beta, a huge gap between new and old players has appeared. This is because the studio started using AI scripts.

As GGG released a new patch, the studio also released their own patch, which is the AI ​​script program.

Players who could kill the final boss before the 0.1.1 version update will now be less affected by inflation, because they already had equipment to pass the difficult content before the studio used AI scripts extensively.

Non-RMT players and newly joined players who cannot kill the final boss after the 0.1.1 version update will be directly affected by inflation, because the props obtained by these players can be obtained by the AI ​​script program and depreciated. These props are no longer valuable, making it impossible for you to obtain equipment with rarity affixes through trading, because you can't afford it at all, resulting in an infinite dead loop.

Equipment without rarity affixes will give you low currency gains, even E will be obtained very little, and equipment with item rarity affixes with 20% resistance now costs 1D to buy, and those low-priced equipment on the trading page will basically not respond to your trading requests.

And those who already had powerful equipment with high rarity affixes before the outbreak of the AI ​​script program can get a lot of E or even D when playing a map, they will think that the inflation mentioned by new players is a fantasy and there is no such situation at all, thinking that they have the ability to obtain high-value equipment and can quickly buy other high-value items as long as they sell them.

Non-RMT new players who want to buy high-value items need to sell a lot of low-value equipment to get a D, and during this period, the AI ​​script program has obtained a lot of currency, causing high-value items to become more and more expensive, and low-value items to become less valuable.

This is the reason for the current polarization of players
There are not many ways to compete with RMT Studios now. Either you have to clear the T16+2 difficulty map to obtain Normal quality equipment bases with equipment level 82 or above to make perfect high-value equipment, or you have to clear Trial of the Sekhemas and The Trial of Chaos to obtain high-value items such as Mahuxotl's Machination Omen Crest Shield, The Adorned Diamond, Temporalis Silk Robe, etc. which are difficult for AI script programs to obtain.
I can understand feeling MF is a bit disingenuous, but it's in the game, likely to stay.

Works great, no reason you can't use it.
"
I can understand feeling MF is a bit disingenuous, but it's in the game, likely to stay.

Works great, no reason you can't use it.



Well, can you use a shield?

If not, sorry, way harder for you to have high MF.

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 completing 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. It is now homogenized in a way that is sensible and fair, is influenced by player actions, and builds up simply by playing the game.
Item rarity is also a force multiplier for item quantity which allows people/parties to further enhance loot drops to an even stupider degree.

I honestly think one of the worst things about this game is that loot rewards aren't so much gated behind the content/enemies you fights, but rather how many arbitrarily prepared loot boosts you stack on gear, tablets and waystones. It's just awful.
Last edited by LVSviral#3689 on Feb 1, 2025, 6:52:22 PM

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