In Endgame 95% of item drops become meaningless

It's not that you're wrong, but you're looking at the game from a different perspective that maybe you should

Poe2 is a market game. Unless you're playing ssf, which then is a self imposed challenge and you just have to accept whatever comes with it because the game isn't balanced around it

In a game where progression is based on trade, an item does not need to be useful to you, just needs to be useful to someone. It's true that item drop outside of currencies in the endgame isn't great, but that's consequence of having so many affixes and builds that need specific ones

Right now you can get some money by having a half decent base and crafting it a little if you understand crafting. This goes back to why crafting being stronger is bad. 0.3 for example, crafting was so strong that unless it was an item close to bis, most people wouldn't even look to buy and the only valuable drops were currencies or exceptional bases with + slot. It was even worst for the tiering system, because those tiered rares were supposed to be a middle ground between being weak and having almost bis gear, but this middle ground didn't exist anymore

That said, I do agree the tiered drops needs to change. But that's probably something that will eventually happen regardless seeing how bad it is

I would rather pick up 1 rare tier 5 that is good than 1000 that are mediocre at best. Tiered rares really aren't great when the best drops by a mile are white or blue bases because of aug orb

I don't know how making tier 5 rares actually good could be achieved aside from weighting up some universally good affixes to be extremely common on those drops (guaranteed high + to skills for example). There's probably no other option, and it has to be done across the board

Maybe get the data guy to look at the most used affixes for specific items on level 98+ players in the database and weight them all up based on how often they're used. It's not perfect but would be better than getting completely random shit

Another option for the future would be to have something similar to the desecration unveiling, but not as strong. For tier 5 let me choose what I want from some rng options
Last edited by iHiems#0168 on Feb 11, 2026, 9:47:21 AM
Just wait till they add traps, knives, flails, swords, axes ))
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Just wait till they add traps, knives, flails, swords, axes ))



Templar is missing.....
Title is very misleading, about 99% of the ground loot is meaningless. I wish they would cut loot by 95% and we see less loot but more quality loot. But then we would buy less stash tabs so there is always that...
I had made another post about that,
about the confusion of (Tier 5) being better but T1 modifiers are best
It's a reverse in ascending/descending order, opposite of one another.
To new players its an absolute mystery.

magic items on the ground have a low chance to roll better but can still do so.
many times a low tier (tier #) callout rolls no better than a regular rare item.

the problem is, the (tier #) is a nice indicator for value,

It would be a luxury to be able to see value in item drops without reading into each one.

There could at least be a callout for the lvl of an item on the ground.

they could change things by getting rid of (Tier #) callout and creating a new color or effects for Magic and Rare items for good indication. Normal magic and rare drops should be guaranteed to have bad modifiers as well.

The loot bomb in Endgame are information overload and (Tier #) callout is misleading, mysterious and doesn't blend well.
Last edited by TwitchGLHFsport#2155 on Feb 11, 2026, 2:05:14 PM
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It's too much work to distinguish what is worth picking up.


Personally I don't think it's worth even showing armour, weapons or belts. I only keep uniques to salvage for chance shards. I've been filtering most of these drops out.
Last edited by darrenrob82#3531 on Feb 12, 2026, 6:03:56 PM
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Title is very misleading, about 99% of the ground loot is meaningless. I wish they would cut loot by 95% and we see less loot but more quality loot. But then we would buy less stash tabs so there is always that...

+1
it is now and will be 99%
They can mask it with rarity or with effectiveness. It still will be 99%
Exception: On league start it is 95% for 3 days.

Edit: The real endgame is your inventory management and your loot filter. Not the monsters you fight on your screen.
Last edited by Joe_Black#7188 on Feb 20, 2026, 9:27:28 AM
One way to make rare items more valuable/usable would be that when you use recombinator with one item single prefix selected and other item single suffix selected, the resulting new item would be magic quality instead of rare.

Right now even if you have two magic items and you choose one prefix on the other one and one suffix on the other one the resulting item is always RARE quality.

This way finding rare items with T1 rolls and combining one prefix + one suffix with recombinator would give you magic item with one T1 prefix and one T1 suffix.
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One way to make rare items more valuable/usable would be that when you use recombinator with one item single prefix selected and other item single suffix selected, the resulting new item would be magic quality instead of rare.

Right now even if you have two magic items and you choose one prefix on the other one and one suffix on the other one the resulting item is always RARE quality.

This way finding rare items with T1 rolls and combining one prefix + one suffix with recombinator would give you magic item with one T1 prefix and one T1 suffix.


Okay that is a great point, and there is a ritual to help improve odds.

this is sort of an old post.

my reccomendation for GGG is now to remove (Tier #) callouts and allow players to see the range of mods on an item when it hits the ground.

because the issue I have now is the overly abundance of item drops in endgame,
sifting through all the items is a waste of time and an eye strain.

a normal magic item could have a T1 mod
a (tier 4) item even (tier 5) item can have worse than a T1 mod
the values are all mixed together

most players ignore a majority of item drops.

A loot filter cannot detect what tier mods an unidentified item has.

+------+-----------------+------+
| 72 | INT/STR GLOVES | T1-3 |
+------+-----------------+------+

I want it to look something like this, with the ability to filter the loot.

This would be such a great addition to the game imo.

At least a partial identification for an indication of value would help.

specifically for Endgame

The hooded one at the very end of the campaign could give us this power.

Last edited by TwitchGLHFsport#2155 on Feb 20, 2026, 11:24:07 AM
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iHiems#0168 wrote:
Poe2 is a market game.


That is not what was advertised and no trailer presents it that way. Here is an exact quote on https://pathofexile2.com/early-access

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Explore the dark forests of Ogham. Traverse the barren plains of the Vastiri Desert, and delve into the jungle ruins of Utzaal, an ancient Vaal city.


Trade is nowhere in this description. It's not even alluded to. There is nothing on that page that talks about trade at ALL. And yet the current system is asking me to spend huge amounts of my game time in the inventory or on the trade website. This is a complete failure of design.
Last edited by darrenrob82#3531 on Feb 20, 2026, 2:02:34 PM

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