Ideas to fix endgame
A tiered system of suffixes: The more bullshit a suffix is, the more it gives to quantity and rarity. It gives people a reason to challenge themselves and be on edge.
As it is now, you run them because you're either poor or unlucky. Easier maps shouldn't give better rewards. Quant and rarity has been overnerfed. There's a random seed to it, sometimes you're running maps with no quant and rarity and just get lucky two and divines drop and then you're playing for twelve hours the next two days and no divines drop. It needs to feel consistently impactful. Better maps, better gear, more progression, impact. Magic find is part of D2. Let it be impactful. It's an interesting choice to make whether you want to trade survivability for more loot. One shot protection or iframes after getting hit. This prevents players from getting randomly one shot and allows for more skillful counterplay and rewards awareness. It would still be very easy to die or zerged. Take a hit, dodge, heal. Obviously, the resistance and armor formulas need to be looked at as they are not impactful and just remove them altogether if you want this to be an always on edge kind of game. Small speed increase to skills and movement. Make another tier of boots, up to 45%, or some kind of end game system where you can be faster. Maybe a super rare unique. If you want people to play combos, make all the attacks just a little bit faster at their base level. I wouldn't mind fast monsters with faster attacking. Less rares modifiers or just less rares on lower tier maps. I'm not sure whether the intent is that people just play the maps they're given like the three hour trek from one set of towers to the other but it's such a slap in the face to have to go through a map you hate, entirely too large, no mechanics, not juiced, no reward, just to get one shot because you want to relax and grind and don't play lightning spear. More determinism to mapping and to crafting. I love RNG. I love roguelikes. I love to gamble. But agency and player choice is good. I have no agency in making a beeline to the nexus playing maps I don't want to unjuiced for little reward. Choice needs to come into it somehow. Maybe a rare mod that lets a map be played twice or little portals that let you teleport to new lands. With crafting, I'm having fun gambling on the bases I get. But, the hideout warriors and the crafters and the traders or flavor of the week people are not struggling as much as the common person. They play market sim while others are just playing D2 hoping for ten out of the however many unique are valuable, a divine, or a perfectly rolled item (WHICH REALLY SEEMS TOO RARE.) I haven't picked up a rare that sold for big money in 100 hours. At this point, it's like why am I even looking. As the league goes on and gets older, less and less people are looking for rares or anything other than the highest other tier and there's simply no way to keep up with that. The market is inflated to shit and if you weren't following a currency strategy from the very start, knew what you were doing, or snowballed, how are you supposed to catch up to the prices where five div for a not perfect mace isn't overpriced? The potential of finding an upgrade needs to stay relevant throughout the entire game. I think raising the lower ceiling of what can drop in higher tier maps might help if frequency of drops is not what the devs want to change. Maybe like corrupted, irradiated tier 18 map guaranteed at least one high rolled prefix or suffix or something. People play soulslikes for the moment to moment challenge. People do not play ARPG's for the moment to moment challenge. They play it for progression. The challenge level as it is is quickly exhausting. I think more determinism and play agency would make it eel less so, however, without robbing it completely of it's challenge. Последняя редакция: Jesse0#5638. Время: 20 апр. 2025 г., 06:04:22 Last bumped20 апр. 2025 г., 14:34:25
|
![]() |
You're asking for magic find to be more meaningful and you complain that market is inflated ?
The way MF works right now is the reason the market is inflated More power = more clearspeed = more mob per hour more MF = more valuable currency per mob Whales and juicers have both power and MF. they kill both more monsters than you and get more divine per monster than you. Its multiplicative, you won't catch up. Make MF work only on gear rarity. Its the same problem as when item quantity was a thing in poe1. its unhealthy. Последняя редакция: Varn76#2904. Время: 20 апр. 2025 г., 06:06:10
|
![]() |
" Please no and also never. The inconsistency is very much part of what makes PoE unique. Another word for "consistent" is "predictable" and predictability over time is the definition of boring. " Better how? Better how? More how? Impact what? Like we're just saying words now and you're only on paragraph two. " Guy just look at the market prices for anything that improves Rarity and you will see that it is very obviously impactful. Look at the prices of the Unique charms. Do you think it's a coincidence the one that boosts item rarity is going for over 100 divs? " Oh, do you? Unless it's inconsistent? You love RNG as long as it's consistent and impactful? Which is, like, not RNG. " bluecap.jpeg |
![]() |
I have 120 MF on my gear. Took it off to for Res for a day. They nerfed MF this season. It is not drops that are making whales or streamers rich, it is playing the market or being fed by their community. I don't care if the hideout warriors are rich, but anyone can have MF on their gear. Rarity on gear is not that expensive right now. More, better items should make the prices go down instead of up.
The economy is so inflated because of people playing the market and bots and scarcity, not drops. Последняя редакция: Jesse0#5638. Время: 20 апр. 2025 г., 14:34:47
|
![]() |