'Fixing' loot is only treating the symptom of the disease. Not the actual disease

There are players who are having no problem having divs drop. They actually know how to play the game. Buffing loot will help SSF players sure. But if you play trade league. If you buff divs 10x the price of near perfect rolls on the trade site are going to inflate 10x as well. Simple supply and demand.

Now the disease are players who are not setting themselves up for good loot to actually drop.

I would like to ask the following questions?

How much rarity do you have on your gear?

Are you actually investing currency into your waystones to get increase quality and quantity on your waystones?

Are you distilling your maps? Specifically with 3 distilled greed for everymap you run? They only cost 1.5ex each and should be distilled on every waystone you run.

Are you taking increased quantity and quality nodes on your atlas tree? The more the better.

Are you taking increased effect of explicit modifiers on your waystones nodes on your atlas tree? What about increased pack size. The more monsters the more rolls you get on a map.

Are you specifically looking and buying precursor tablets that have increased rarity and quantity on them? Are you taking increased effect of precursor tablet explicit modifiers on your maps?

Are you increasing the amount of rare monsters by take the nodes on your atlas tree?

Are you taking Ominous Portents node for ritual? I've had 5 omen of whittling drop for me on ritual ever since taking this node.

The fact of the matter is the answer to these questions for the majority of the community is no. After 0.2g I expect the next complaint from players who are about to be filtered is the high inflation from trade league.

The players who have no trouble finding loot now are going to get the increase the same as you. It will only help SSF players. So if you are in trade league demanding loot to be fixed. Watch out for inflation
Last bumped2 мая 2025 г., 01:59:07
The funny part is that GGG wants to make the game more accessible for casual gamers.

Then they turned around and made it far more difficult to understand and accomplish the goal of more/better loot drops.

I won't discuss atlas choices as they're largely the same with the only real difference right now being number of content types. So I'll call that a wash.

In poe 1 it was:

Craft maps, even a simple "alch and go" could be hugely successful so long as you used the proper scarabs according to what you wanted to accomplish.

In fact, in many leagues I would have entire nights where I did alch-n-go, just so long as my maps didn't have reflect I could make some currency.

In poe 2 you:

Need to craft waystones, hope for the proper mods and if you get a bad mod you either sell it or world trash it.

Clear maps you don't like to access towers, then juice those towers so you can use 3 tablets, make sure to have not only the proper tablets for the content you want to run, but also make sure they have the proper mods to juice that content properly.

The fact is that "juicing" should be left up to the top end players that want to increase their chances of top end loot in both quality and quantity.

But "alch and go" should still be lucrative enough so that casual players don't feel required to spend the extraordinary time and resources required just to increase their chances of what should be base level loot.
Maybe casuals should actually learn how to play the game. Like are casual players dumb? I don't see why devs should dumb games down to appeal to casual people. They should just learn the game they are playing. It's not very hard.

I mean you can't take an extra two minutes to properly juice your map in order to get a reward? If thats the case then you don't deserve good loot.
I agree with the OP that you MUST invest (in multiple different ways) to get proper QUANT & QUALITY drops.

While I won't argue that I think the process of doing so is sufficiently painful as to discourage players from wanting to jump through the hoops for basic (or even endgame) mapping.

Can you do it and get vastly better results than those that don't --- of course.

Do I want to jump through the hoops ... of course not.



Sure what I'd prefer would have impacts (negative?) on the economy, player retention, etc. but I'd personally prefer to have more fun on the journey AND when I get to the destination.

YMMV.

IMO, its not a fix at all. Just a 'wanna-be' bandaid. Ya know, the no-name of bandaids that falls off immediately after application.

The problem here is, it really just looks like they took the D2 quest kill concept, and the D3/D4 'Rares always drop a rare' factor (or, maybe its LE that does this?).

But this doesnt address the underlying factor, that the drop rates for uniques and currency in general, are abysmall. They are literally only good for RMT / Bots.

If we are supposed to be able to 'slam' currency, then where the hell is it all?

These companies these days are too goddam focused on 'the economy' of their games, and have forgotten that the players were, and should be the ones to set the economy, not them. But this just isnt so anymore.

And a result of which, is its sucked the freaking fun out of most games. Either a game gives you too many awards cause they think thats the real gimmick, or, they give you next to none like POE, and assume they have it all set up just right via 'trade'.

Blah, it just doesnt work out well except for niche little groups that like each of those novel approaches, and, ofc, theres other reasons as well. When all your items *uniques* are just garbage, through and through, with maybe 1% being somewhat decent (and those are gated behind the same rates the RMT guys love)... yea, too many layers of 'doin it wrong' here.

One last thing. It has always humoured me, that these games gate lock items behind the 'last' boss of a game. D2 just didnt do that. Barring literally a couple items, everything could be found much earlier in the game. And as another fellow poster mentioned, easily target farmed. After all, what made these monsters so famous and not just one hit kills in some random forgotten piece of storyline?

Their lewtz.

But, thats just my opinion.
GGG - Why you no?
Последняя редакция: JoannaDark#6252. Время: 1 мая 2025 г., 15:54:26
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hboi#6131 написал:
Maybe casuals should actually learn how to play the game. Like are casual players dumb? I don't see why devs should dumb games down to appeal to casual people. They should just learn the game they are playing. It's not very hard.

I mean you can't take an extra two minutes to properly juice your map in order to get a reward? If thats the case then you don't deserve good loot.


A large amount of players are simply turned off from having to 'file their taxes' before they can start a play session.

The lack of actual correlation between difficulty and reward also repels a lot of people. People tend to get exasperated when the hardest challenges give worse rewards than a baby mode map with loot mods.
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hboi#6131 написал:
Maybe casuals should actually learn how to play the game. Like are casual players dumb? I don't see why devs should dumb games down to appeal to casual people. They should just learn the game they are playing. It's not very hard.

I mean you can't take an extra two minutes to properly juice your map in order to get a reward? If thats the case then you don't deserve good loot.



To be honest I don't think it's an issue of "learning" to play the game. My issue is wanting to play that particular game.

My preference would be for "casual" farming to Alc & Go maps, possibly with a regex, load up on scarabs, have an Atlas tree (and build & skills, etc.) that works well with my scarabs & strategy, and hit GO. Clear the map of my choice & repeat.

End-game farming is similar but likely replace Alc& Go with 8 mod corrupted maps (or whatever super juiced map you can get) seems better to me ....

Of course this sounds like PoE1 but given GGG hasn't shown the ability to manage BOTH games well I'd at least like them to get PoE2 "right" as I think PoE1 is doomed to die (of neglect) unless something massive changes ...
Последняя редакция: KingAlamar#4071. Время: 1 мая 2025 г., 15:56:56
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hboi#6131 написал:
Maybe casuals should actually learn how to play the game. Like are casual players dumb? I don't see why devs should dumb games down to appeal to casual people. They should just learn the game they are playing. It's not very hard.

I mean you can't take an extra two minutes to properly juice your map in order to get a reward? If thats the case then you don't deserve good loot.


That is why they made 2. That was said in most of the interviews that 1 was too complicated and they wanted to make it more simple. But like another said already, they made it more difficult to juice maps in this vs 1. So they dumbed down the skills (not needing colors or sockets in gear with links) and they dumbed down the passive (too much IMO, everything is just damage or defense now) but made it harder to get the mods on maps you wanted with towers and stuff.

Also, they made it this way to get more people to play. First reaction for most new players of POE 1 was just "nope" when they saw the skill trees. They tried to change that. I am not a top end player by any means and POE2 was the first time I bought a pack (had stashes in 1 that's it) but I think it is way more annoying to juice maps in 2 vs 1. To be honest I cant stand the towers idea.
The thing is: Game shouldn't be balance around trading when it's clearly not fully supported. The current system is "nice" but for me and a lot of player, it isn't a part of the game. Having to go to a website outside of the game and /w X peoples or being spam by X peoples isn't what the game should be about. It's time consuming and unfunny. So, the game SHOULD be balance around SSF. That or create a fully automated IG auction house if they want to balance around trade.

As of now, augmenting loot was necessary for SSF. Now, we also need to watch the quality of said loot. Can a SSF player can have is close-to-dream gear in a reasonable amount of time ? When the response would be yes, they will have nailed the drop part.

But what I fear is that they seemed to focus a lot on "rare currency" aka currency for the trade system. Normally, their purpose should be crafting but it's just TOO random as of now to be satisfying compared to the current awful trading system. It say a lot. It was a issue with PoE1 and still is in PoE2.
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Soulsniper1313#7576 написал:
To be honest I cant stand the towers idea.


I think Towers, infinite Atlas as implemented, etc. are COOL sounding but I can't stand the implementation.

Would vastly prefer Alc & Go (or 8 mod Deli maps if I'm semi-serious) + scarabs and just go. Sure I may need a regex for maps but I'm happy rolling those in bulk seeing as that's the ONLY hoop I need to care about much.

PoE2 just has me worrying about a dozen or two different things that I CAN keep straight but simply have no desire to keep straight.

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