Iir affecting currency is unfun

I want to make the case that iir affecting the amount and quality of currency drops is a major fun dampener on the endgame gearing process, which imo is one of the most fun parts of Poe. I would argue that Having 80+ iir give measurably more high value currency drops, (1) restricts the viability of endgame builds and (2) adds a layer of consideration that is very unfun while gearing.

the most viable endgame builds become even more top heavy as both speed and enough power to sacrifice stats for iir are required to really excel at the top end. It feels bad to have a build performing well but unable to squeeze in iir. Similarly, Having to sacrifice stats on gear, or willingly accept a downgrade to a gear piece, feels bad.

The need for higher tier currency drops is compounded by the extreme inflation that occurs in exchange rate between low tier and higher tier currency during a season.

I’m a big believer that iir gearing strategies should be an alternative gearing strategy, something that can be chosen to invest in for a specific farming strategy. Currently it feels like more of a penalty for not having iir, rather than a reward for using with a specific strategy niche.

I sincerely hope ggg takes a look at iir and the impact this has on gearing in the endgame and currency drops.
Last bumped17 дек. 2025 г., 14:03:49
Stay awhile an listen.

POE 2 is a direct successor of D2 but with an heavy currency system.

In D2, the rarity find, would make you find better loot.

The thing is, in POE 2, there's no such thing as good loot. Most uniques are absolute gutter trash and 99.999999% of the rare drops are charsi food.

So, if iir dosen't help finding currency, what's the point to have it?

I really want to know, because there is literally nothing to be found that is exciting in this game besides a big currency drop.

Последняя редакция: Oinkaments#6390. Время: 17 дек. 2025 г., 13:05:55
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Oinkaments#6390 написал:
Stay awhile an listen.

POE 2 is a direct successor of D2 but with an heavy currency system.

In D2, the rarity find, would make you find better loot.

The thing is, in POE 2, there's no such thing as good loot. Most uniques are absolute gutter trash and 99.999999% of the rare drops are charsi food.

So, if iir dosen't help finding currency, what's the point to have it?

I really want to know, because there is literally nothing to be found that is exciting in this game besides a big currency drop.



Finding more rare uniques and negative rarity.
“The bird of Hermes is my name, eating my wings to make me tame.”
First, well written post.

In the other side rarity can help low tier builds get some currency in lower-mid tier maps without spending a decade to start making upgrades and keep pushing the build.
Dropping 0 currency in low-mid tier maps and highend/tryhard players making infnite currency with gigablast builds in high tier maps will make players quit as well.

We can agree that big currency drops shouldn't drop (at least without rarity pumped up in gear) at lower tier end game content, but, wouldn't that limit the builds that can access to the currency? thus forcing players take these top builds to, at least farm the currency and then play the build they want... That is basically what happens in poe1 with ranged builds... People make one character just to farm currency and another character to spend it with the build you want, and I don't think thats a good aproach.

They just need the balance of rarity to compensate having a slower cleartime build with a high clear build without rarity. But this is hard, because there are a lot of builds with its highs and its lows so... In the current state I don't think its a problem. Do you prefer more chance in less kills or more kills with less chance..

Последняя редакция: Zinfé#3237. Время: 17 дек. 2025 г., 13:16:37
"
Stay awhile an listen.

POE 2 is a direct successor of D2 but with an heavy currency system.

In D2, the rarity find, would make you find better loot.

The thing is, in POE 2, there's no such thing as good loot. Most uniques are absolute gutter trash and 99.999999% of the rare drops are charsi food.

So, if iir dosen't help finding currency, what's the point to have it?

I really want to know, because there is literally nothing to be found that is exciting in this game besides a big currency drop.


IMO the issue you pose is a separate issue in the endgame right now. Both can be true. I think iir impacting currency is bad for the game, and I think not having item drops be exciting is similarly bad for the game.

I think in the short term they could make iir buff droprate of chase items like unique map boss gems, tablets, splinter quantity, etc. if they gave iir a niche farming strategy that would be a better system than a global farming strategy.

And to be fair, Poe2 is quite literally a direct successor or poe1 >d2. And poe1 has gone through this same issue in the past with iiq.
Последняя редакция: geickelb#0233. Время: 17 дек. 2025 г., 13:24:07
"
Zinfé#3237 написал:
First, well written post.

In the other side rarity can help low tier builds get some currency in lower-mid tier maps without spending a decade to start making upgrades and keep pushing the build.
Dropping 0 currency in low-mid tier maps and highend/tryhard players making infnite currency with gigablast builds in high tier maps will make players quit as well.

We can agree that big currency drops shouldn't drop (at least without rarity pumped up in gear) at lower tier end game content, but, wouldn't that limit the builds that can access to the currency? thus forcing players take these top builds to, at least farm the currency and then play the build they want... That is basically what happens in poe1 with ranged builds... People make one character just to farm currency and another character to spend it with the build you want, and I don't think thats a good aproach.

They just need the balance of rarity to compensate having a slower cleartime build with a high clear build without rarity. But this is hard, because there are a lot of builds with its highs and its lows so... In the current state I don't think its a problem. Do you prefer more chance in less kills or more kills with less chance..



I think these are fair points but I’m not sure I agree with your assumptions on the question at the en. I’m currently playing a sorc and right now I don’t have many more ways to improve my clear speed, as I kill everything fast and I’m mostly limited by my mobility. So it’s not a choice between throughput vs quality, it’s a choice between dying more for quality drops. And dying is already insanely punishing at the endgame: loose tons of xp, tablet charges, and fuck you clear the map again in basic mode.
Последняя редакция: geickelb#0233. Время: 17 дек. 2025 г., 13:28:39
We all know there are builds that can't pass through X content or start being lackluster vs Y encounters/things.
Maybe there are funny builds that clear fast but only till tier 5-8 maps, maybe then you can use rarity on these builds to farm t5 maps and get some currency to start another character with an idea you had... and maybe rarity is saving you from getting frustrated because you couldnt reach engame to get the needed currency.

Without rarity a lot of homemade/suboptimal builds could end in a lot of time spent for 0 rewards.

Yes, highend builds that can wear rarity and get high clear speed will have a lot of advantage but at that point does it really matter?

The real problem is... how much currency can I get without rarity stacked. If it becomes really mandatory at the level that having 0 rarity means getting 3-4 exalted in value every 2 maps in a tier 5, and having 60 rarity is getting 20-40 exalted in value maybe the gap is too high.
Maybe the reward of getting 20-40 value should need at least 100-120 rarity instead.. I dont know the numbers tbh so I actually can't talk about this...
"
IMO the issue you pose is a separate issue in the endgame right now. Both can be true. I think iir impacting currency is bad for the game, and I think not having item drops be exciting is similarly bad for the game.

I think in the short term they could make iir buff droprate of chase items like unique map boss gems, tablets, splinter quantity, etc. if they gave iir a niche farming strategy that would be a better system than a global farming strategy.


i agree with this take. I think in the mid-term (0.5) currency juicing could move to a new form of the Atlas tree where it is accessible for people not based on an arbitrary stat but based on how much progress they are making through the endgame. I.e. more progress => better rewards. Then add additional reward scalers based on difficulty, etc.

If they keep the current system, where you get more loot if you have better gear and clear speed, then people will always gravitate towards meta builds simply because they are more rewarding.

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