Rarity !! It's actually good for the game !! Change my mind !!!
" " Engage with me then? How would it be balanced better without rarity? SHould everyone just have the same base rarity and get the exact same drops from doing content? If so I suggest you get diablo4, it seems more your speed. " And your side doesnt even have a complete argument, when its not just bleating for it to be removed, its some half-baked gesturing at "balancing" or "it just feels bad to use". " Thats not what hes arguing nor is it what anyone is arguing. No matter how many times you say it it wont be true. Also yea the OP seems to be ESL, not sure how matters |
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" In the first place, why make it into the game then? I don't understand. If you run with "problematic" build/gear, you don't have room for that to improve your build, because you already have problems in killing/surviving. If you run with super build/gear, you can already oneshot anything and run maps in 10 seconds with tons of loot. And then you easily put +100 Rarity to get TWICE as more. That looks stupid. |
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" Gonna ignore me and attacck the person that's ESL. Very cute hon. I (ME) mentioned ziz and the streamers because surprise surprise not only are they the ones who started this bs, but everyone of you only come in to parrot what ever they said most recently. People do care about ziz otherwise you lot wouldnt be whinging about rarity all damn day |
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" Why the hell is everyone getting the same level of rewards from doing the same thing not a good thing to you? Like actually wtf? |
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" Those two affixs on your rings dont make the difference between a "good build" and bad one, in fact back in the old days builds that require all your gear to have perfect rolls on all pieces were bad because it was literally impossible to get unless you have mirrors on hand |
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" Because in my day not every build dealt shapers per second damage. You had to actively think about what you wanted the build to do and specialize. But over time PoE became more and more homogenized until every build needed to do EVERYTHING otherwise someone will cry that they cant use X. You shouldnt get the same damn drops as a person that made the choice to use a stat, and infact people who focus on running t15+s make more currency then rarity stackers, as they always have been. |
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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 completely 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. |
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" I mean - what is it even for - fundamentally? Drop is already hard to balance because people are playing differently with different builds, speed, modes (HC, SSF) etc. And yet you drop another variable in there so it debalances everything even more. |
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" I did read your post ... and i have done testing for more than 1 week ... 14h/day played with 500+ rarrity ended up wit 643% at the end ... and the diffrence between 127% and 600+ is not noticeable ... that`s what i was saying you were saying that "there is not wrong but there is an issue" somewhere around them lines ... but the issue is called FOMO not MF :) that`s what i was trying to say ... if it sounded like i did not read the post it was because i was trying to asnwer to everyone !! I do respect the fact that behind every username there's a person !! |
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" Drops were never balanced around classes.. They certainly dont use different drop rates for HC/SSF (partly why the streamers are whining, they realize that mod is a meme) |
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