Ground Loot - Solutions

With 3.28 looming, ground loot complaints are everywhere right now! Here are some targeted solutions—especially to make sure the currency drop changes don't just flood and devalue everything.

Here are some proposed Changes to boost ground loot feel/value without destroying the economy or breaking core loops.

   1. Non-scaling baseline currency drop on every rare monsters(T16+)
   2. Strong late-game Chaos sinks to counteract currency changes
   3. "Reflecting Mist"-style unique mods on ground rare items

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   1. Currency Drops
Base currency drops feel undertuned. The announced ~doubling of some currency can help, but risks shifting dissatisfaction higher up the value chain without sinks to address the "percieved value" of drops (especially with some existing sinks removed).


   - Non-Scaling Baseline drops for Rare Monsters

Guarantee every rare monster drops a fixed ~1c-equivalent currency reward that doesn't scale with mods/quantity/scarabs/etc. Restricted to T16+ maps. A random currency item from a pool like:
   - 1 Chaos Orb
   - 3 Fusing Orbs
   - 1–2 Scouring Orbs
   - 1 Regret Orb
   - 10 Alteration Orbs
   - 1 Stacked Deck
   - 5 Chance Orbs
   - 10 Jeweller's Orbs
   - 1 Unmaking Orb
   - 1 Vaal Orb
   - 1 Blessed Orb
   - 1 Gemcutter's Prism
   - 1 Instilling / Enkindling Orb
   - 40 Wisdom/Portal Scrolls
   - 10–20 Whetstones/Armourer's Scraps
   - 1–2 Glassblower's Baubles

It's important that these guaranteed drops would always be worth picking up when you first arrive in T16s, but with no scaling = no runaway inflation.

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   2. Strong Chaos Sinks to prevent runaway inflation

   - Change one high-end craft (e.g., "Can have up to 3 crafted modifiers") to cost ~200–400 Chaos (roughly current Divine equivalent). This creates a persistent late-league sink.

   - Use Chaos for current league mechanics - eg. the newly announced Kingsmarch port quota rerolls (instead of gold).

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   3. Ignored Rare Items
Most players skip ground rares completely now—even decent bases. I'd previously recommended a base-type swap option to make any rare worth picking up. While Recombinators helped a bit so that any rare could be valueable regardless of base, this didn't address the core issue that rare item drops just aren't usable as much more than a crafting base.

Solution: "Reflecting Mist" style Unique Mods on Ground Rares - Add a loot filter visible effect to some ground rares.

   - While Un-ID'd: Promises value, but you don't know if it's good until identified.
   - Once ID'd: Has standard mods, but some rolls exceed normal ranges (elevated or reduced). Holding Alt shows normal roll ranges with altered values similar to how reflecting mist work now.
   - These will be fully craftable: Not mirrored/corrupted. Divine Orbs reroll them back to standard ranges. Recombinators and fractures work (with usual risk/reward).

This provides a way for ground drops to have something other than currency that is consistently worth picking up and ID'ing.

Last edited by Ghaduo#6289 on Feb 28, 2026, 9:35:26 AM
Last bumped on Feb 28, 2026, 11:08:23 AM
Community:

Oh no there is no ground loot!!!!

GGG doubles valuable ground loot.

Community:

Oh no too much ground loot!

The most insufferable group of people ive ever been exposed to in my life.

"
Community:

Oh no there is no ground loot!!!!

GGG doubles valuable ground loot.

Community:

Oh no too much ground loot!

The most insufferable group of people ive ever been exposed to in my life.



That's a wild take on my post...
I feel like there are some ai bot hatefarming posts in the feedback forums right now. I don't know what i can take seriously at this point.

You don't even have any idea what the ground situation loot is going to be like yet and you're proposing solutions to a problem that may or may not exist.

Its the perfect example of why GGG doesn't take a lot of feedback seriously.
I'm not complaining about ground loot. I'm saying that these are some alternatives to the complaints out there and the proposed solutions that were announced with some reservations by the devs themselves about how it will affect the economy when it goes live.

We don't "know" what will happen, but we have a lot of historical data that tells us Chaos will become less valuable if more chaos drop. Especially given that they are removing one of the biggest chaos sinks in the game(Kirac Atlas Crafts).

If you look at loot videos from just a couple of years ago, you can see that lower quality currency was exciting and now it isn't.

You are here complaining about people being negative, when I wasn't being negative. Take a chill pill and quit seeing every comment about the game as negative. This is just a post with some suggestions, which can be completely ignored or used as talking points that can help come to a solution. When you're trying to fix a problem, it's good to look at as many options as you can before coming to a solution. My post could be completely off-base, but there's no reason for you to come in with your negativity about something that may or may not even be considered. You're doing everything you're accusing the community/me of doing.
You're the one being negative, implying their is a solution to something that's not known to be a problem yet. You haven't even given it a chance yet.

In my opinion wasting all of their time playing whack-a-mole with the economy is laborious to say the least. Sctrade blasters are always complaining about something meanwhile they get everything nerfed (div card farming especially)

People that play like degenerates like poe is just stock market simulator are the ones CREATING these problems. The problems aren't inherent to these individual systems. GGG can't give us nice things usually because they have to be worried and lose sleep over how people are going to exploit and "ruin the economy". especially how they do every league in sctrade and how poe2s launch was with that teleport item from sekhema.

If people like fubgun weren't making currency farming strat videos and putting them on youtube or streaming their game play there would be very few people farming these lucrative things and the game would be a lot healthier.
Last edited by Lonnie455Rich#2087 on Feb 28, 2026, 11:01:09 AM
Go post your messages to any AI and ask it if it's negative. I'm done here mate, have great day.
"
Ghaduo#6289 wrote:
Go post your messages to any AI and ask it if it's negative. I'm done here mate, have great day.


Suppose your child is in day care, and they bite another kid. You bring them home and put them in timeout, are you being negative?

If you remove the child biting another kid, and just say "put them in timeout," it could be perceived as being negative.

You are under the impression that you're not being negative.

You're just piggybacking off of all the streamers complaining that there will be too many chaos orbs that are meaningless this league. That may end up to be the case but you don't really know that for sure. Perhaps that fact may not even be a bad thing. Maybe divines drop well enough on the ground that you're really not that bothered by the divine/chaos ratio.

I remember a time in ssf where you could just use chaos orbs at your leisure to roll maps and clusters and it wasn't the worse thing in the world. With t17s as a major chaos sink that wasn't really all that feasible if you were interested in farming t17s.

I think 1 thing that had an even worse impact on the economy was instant trade. Everyone praised it though.

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