Also voicing my concerns about endgame droprates

They aren't the worst but I do find the lack of good loot concerning. On occasion I find a few jewels worth selling and some rings but I think item quality in general is very poor. I've traded for 100% of my gear in PoE2 and I'm starting to be bored by it. Currency wise I don't understand the complaints, maybe I've just been lucky but I've found currency just fine, not in spades but a decent stream of exalts just for running semi-juiced t15s. From my perspective it's a very currency-heavy loot-poor economy where I'm farming not for something to drop that I can use but div/hour, which I personally have never liked. I think a couple really big changes need to be made from PoE1 to 2 in this regard, not just "buff rates". I'm talking

- more modifiers that are actually competitive/powerful for bis items but more specialized than generic +% to armor/eva/es, %increased damage, etc. Would mean more oppurtunities for good loot to drop without just instantly dropping a players (and everyones for that matter) bis item
- changes to ilvl system so that there is some minimum cutoff for how bad a modifier tier can roll. Seeing ilvl 80-82 rares drop with t1 <one of the 3 modifiers necessesary to make a good item> is frustrating.
- substantial changes to item bases so that all bases are more differentiated, and their base stats can scale with ilvl. Provides way more oppurtunities to find a very good item, but like the first change spreads those opportunities over a larger set of possible options so you aren't just handing players the "best" base with the "best" modifiers.

I think if some form of those changes were implemented, you could easily justify an overall quantity nerf (always appreciated for clutter) and a currency nerf, and create a more loot-righ currency-poor economy, one based around appraisaling drops which requires experience and is far more interactive than div/hour grinding.
Last bumped on Apr 13, 2025, 1:26:59 AM

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