Why can't ground loot ALSO be high value crafting?
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How about this: reroll drops style mechanics on maps? If the genesis tree can get 200 rereolls keep highest sockets, then why can't maps get special scaling modifiers that do similar things?
Imagine this as a modifier: 50% Less Equipment Drop quantity Equipment sockets are rerolled 10 times and keep the highest number of sockets. Then another one: 50% less equipment drop quantity equipment links are rerolled 10 times and keep the highest number of links You can use both and have 25% equip drop rate but they're all getting rerolled for you. You could have the same kind of thing for "more likelihood for critical modifiers" or "reroll and keep highest modifiers" etc. And each one will reduce your amount of drops, meaning it's best used on really high end juiced maps, but you can use it on lower effective quantity maps if you wanna try get a lucky roll. Last bumped on Mar 2, 2026, 2:35:23 AM
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No thoughts? I just don't see why we can only have rarity and quantity and biasing distribution in the backend code as balancing options. Why not literally just let us craft except the method of actually outputting the item is a ground drop?
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There are two important (among many other) guiding principles for modern POE design that can't be broken.
1) All dropped wearable rare items must be terrible. 2) All unique items must be terrible (don't mention mageblood). Hopefully in a not-so-distant future the devs will just remove all wearable item drops from endgame and allow us to buy the pieces we want from vendors with currency (subject to tuning and favoring streamers of course). |
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I'd love to see something like this, but GGG seems to think if a map modifier isn't completely bricking at least one build archetype, or trivializing either the damage or defenses of a third of the playerbase, or threatening to delete your character altogether, it's not something that should roll on maps. GGG also seems to think when increased rewards are given, the associated increased risks should be of a vastly greater magnitude than the increase in rewards.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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" This doesn't even need to be a map mod, but could be a specific external way of scaling maps. Like you do maps + scarabs + crafting layer and the crafting layer applies on top of everything else you're doing. That way you can take that effective 3000% quant and cut it down to something small but powerful. |
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" I'd have liked to see them add the voided modifier to all t17s instead of removing them for 1 league. It got old seeing sc players defend their difficulty because they're easy when you have nothing to lose for dying. |
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The reason is that it's too good to exist as something that affects all loot dropped in maps. Links and sockets isn't even what matters. It's the mod tier rating stuff that matters. The reason they are using memory threads is because it lets them limit it to only some items, not every item that drops like you are proposing. That is just too powerful.
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" Actually it wouldn't be, this approach would actually be the equivalent. For instance suppose that memory strands or threads or whatever the hell they're called, only applies to 1% of dropped equipment. Ok that's fine, you can have a thing that says "reroll 5 times and keep highest mods but 99% less equipment drops". No one is picking up the trash items anyway, so this is basically trading the 99% of the trash drops for 1% potentially good drops, and because it comes pre-rolled, you get that "ooh this might be good" feeling when you pick it up and ID it. Maybe 5 and 99% aren't the right numbers but you can see how this is easily controlled for. |
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So it turns alch & go into a league mechanic of its own ?
I mean, maybe perhaps ? But this would require a lot of work in terms of finding the right balance. If its too good, then running other mechanics becomes meaningless. Discuss ideas, not people. Last edited by Henide#3803 on Mar 1, 2026, 7:01:48 PM
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" You would juice up your map the normal way to get more effective quantity. i.e. high amount of mobs and ways of recursively spawning high value mobs like some of the alva/incursion strategies, or recycling the boss in rituals over and over, or getting dozens of strongboxes with large packs in them, or doing blights with a huge number of mobs spawning. |
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