Why is quantity/rarity the end all be all
My feedback after grinding the atlas and becoming burnt out quicker than last league:
I do think the overall QoL changes to the atlas have been a positive but where is my choice? I feel like I'm slowly slogging through days and days of progression under the premise that, eventually it won't feel so unrewarding. I can make a map incredibly difficult, mods that maybe 5% of builds can do and yet receive absolutely nothing from it because instead of being tied to loot rewards, it's tied to waystone drop chance. ANY map ran without quantity and/or rarirty feels so disproportionately unrewarding. The end game mapping progression basically begins with, grind for days on end in order to gain points that essentially lead to more quantity/rarity. Then stack towers that ALWAYS must have quantity/rarity. Why do any other mods even exist? The other mechanics are meaningless unless paired with, you guessed it quantity/rarity. Maybe if rare items actually felt rewarding this would be fine but since the game is clearly entirely balanced around trade and 99% or rare items are actually just regal shards, it feels awful. I want to kill things and make it so that, when I make killing things more difficult I'm rewarded for doing so. This spreadsheet style atlas system where everything ties into being multiplied by the almighty quantity/rarity feels like such wasted potential. There's a great game here, I just wish I felt rewarded for playing it. Last bumped18 апр. 2025 г., 19:30:57
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Unfortunately it's something we'll either have to deal with OR find a way to work around it.
Right now if you don't have at least some decent rarity on gear AND are running maps with decent rarity AND are juicing for as much additional rarity as you can get then you're doing it wrong in terms of playing the game and getting direct rewards. The only alternative that I know of is to offer some type of service (or trade) that gives significantly more returns than what you'd get by playing the game normally. Maybe crafting, carry services, or something could help find a niche. In PoE1 it wasn't too hard to find a niche. Low to mid level crafting, farming for keys / fragments / whatever, running unpopular bosses for profit, etc.. was all doable. PoE2, the way I play it at least, requires too much of an investment compared other things that I could be doing. I think all I'll ever ASPIRE in a season is to finish the campaign, grind some atlas points, and ... if I'm lucky .. beat one or two Tier 0 (easy mode) bosses and call it a day. |
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Yep.
Experience should also be tied to the difficulty and not the lvl. i.e. as you mentioned "Waystone drop chance" is the indicator of "difficult" and as it scales up so should loot, experience, etc... If they could just do 2 things in this game it would solve so many problems. 1) Increase currency and loot drops. 2) Improve Crafting With these two things people would be able to: 1) get through the "it's too slow" 2) get through the "it's too hard" 3) get through the "it's not rewarding enough" Why? because if we had currency and loot and the ability to craft in a meaningful way you could actually solve all three problems above with better gear. (and yes don't make it DiabloIV easy, but for god's sake drop s%$$* so people can actually craft what they pick up). |
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I've come to despise quantity and rarity stats on literally everything. There is no real loot or difficulty progression. It's all just a disgusting quantity & rarity feedback loop of game design slop.
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Now’s the time for GGG to take some BIG swings. The community’s already pissed—why not use that freedom to experiment, take risks, and try things you never would’ve dared before? There’s nothing left to lose.
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" I think most people are just burnt out and for good reason. We have to run a much longer campaign multiple times in order to reach the "new" content we all want to test our builds on. I don't think most players are willing to invest that amount of time or just get bored doing so, which is unfortunate because I think the end game needs the most amount of testing. It also has a ton of potential imo but there's currently way too much reliance on stacking rarity/quantity in order for anything to feel rewarding. |
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Because something something D2 nostalgia and magic find was a stat in that game. So they just had to copy it.
It's pretty bad and sucks when its so mandatory, this is why other games do it better and actually just give equal rewards to all players while rewarding them even more for doing harder content. What a craaaazy concept. Rarity and quant on gear was a mistake, if the game was just fun and rewarding enough these problems wouldn't exist, and rarity would have no reason to exist too. |
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" I actually think you're onto something here... because you're 100% correct, yes. From POE1 to this game they have made rares a more 'meaningful' drop now because you get a regal shard, but at the same time... like that's just a regal shard. So you can make a magic into a rare. Yay. So it's like what, 200 regal orbs or something right now is one divine? Pick up and disenchant 200 rare items, wait, no. Pick up, and disenchant 2,000(!) rare items, and you really got something there! Последняя редакция: Majorita#4109. Время: 18 апр. 2025 г., 19:22:38
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" 100% Right there. GGG - Why you no?
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THe only thing i want on my waystones is temporal chains. All glorious 22% of it. I usually wear lots of Armour and take the boots with no run speed too so I can really enjoy the slow and meaningful combat
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