mmm ye cuz ppl dont rmt right bots spamming like crazy really makes you think how many ppl rmt hade 3 divin orbs with 57% mf yesterday am sure its not RNG.... lol
They should just add something like ...5 "trinket" slots to wear like gear. Then they can remove rarity from items, also remove movement speed from boots and make mobs random drop trinkets with a small amount of rare find/move speed/and maybe + explore (fog of war size)
Nah, I farm maps perfectly fine at T15 with 160% magic find. Got 3 divines yesterday. Then my bro got a perfect orb and 2 divines. We run rituals and got a key for the mist boss and it sold over 500 exalts. Titan is pretty op at end game for map clear.
Except you don't have to do that in this game. And he must not have played d2. D2 was like that because every other class outside sorc/paladin were very incapable of killing anything in hell by themselves. That is absolutely not the case in poe2. I always league start a barb in d2, singer in pits > zerk trav. Sure this is worse than sorc farm, but if anything it encouraged more build diversity and farm style. This isn't even remotely the case in poe2, everyone can farm maps with campaign gear, they just aren't as fast as eachother. A barb could absolutely not run mephisto or andariel solo with fresh hell gear.
@@aiooiaI have thousands of hours in D2. It may not be exactly like D2 in every way, but his point is quite valid. Just because we can point out ways it is different, does not mean that it doesn’t have a similar problem.
@@ltlsWhatltIs you're saying 160% rarity as if it was nothing, my build runs 3 uniques, fitting in 160% rarity and resistances, maybe life or mana on top, is extremely costly. It should not feel like you're missing on as much as it does currently, cause it limits builds really hard, specially since in poe2 there aren't many mechanics to farm that don't benefit from rarity yet
You only "needed" sorc first because sorc had teleport so she was faster, it had nothing to do with magic find. Ironically enough mf and gold find made barbarians a viable starter when they otherwise wouldnt be just because of hork. Very silly comparison
This is why I stopped playing POE 1. 4 years ago I realised my minions did not benefit from my equipped magic find. My progression into map tiers stopped because I could not afford Items that I needed for my build. That was it, I stopped playing magic find simulator. I loved the game, I wish it did not have Magic find. I have yet to play POE 2 but don't want to invest into it until I know that trade leagues are balanced without magic find.
I think it would be better if there was just a baseline increase. The problem without rarity, its still a slot machine, everybody getting nothing except the lottery winner is worst for EVERYONE than everybody having resources to craft and play with.
honestly, this seems a confusing stance... wouldn't it be better if it was the other way round... they want currency to be more readily available for crafting.
@ na , then MF becomes pretty much mandatory…but they should increase currency drops all together because of all the RNG in crafting ..Either give us deterministic crafting, or keep the RNG but make the orbs plentiful…Right now you’re better off saving all the orbs for purchases ..Very lame system
If a stat is absolutely mandatory to play the endgame in its most fun state, and it adds nothing to the game but more items that you don’t get when you don’t have it….then it’s a broken stat that needs to be removed. To me it’s a stat that makes me wanna pause playing the game until it’s fixed.
As a warrior main playing ssf. I am with you. I did not even turn on the game today because there is no possibility to upgrade my gear. Tier 8 maps not even Res capped no chance to fit in rarity. Maybe I am unlucky, but that should not be the baseline to run a stat that makes everything else worse of your character
I really think rarity should just be removed. Reason is : we already went through that dance with item quantity in Poe 1. It was a flawed, unfixable system that ended up being removed. And Rarity in PoE 2 is the exact same thing. It's flawed and unfixable: it will either always be too strong or just be a bloat on item mods making it harder to get foot items. It's to be deleted
yeah im not seeing a lot of people saying that; MF should just be removed. certain systems need HUGE changes and in this case, just get rid of it. It'll cause too many problems in the future to be worth it, maybe give everyone a hidden +150 mf or something and remove it from all gear. not to mention that they should do the same flat buff to movespeed and remove it from boots, maybe make it a permanent player buff ass a boss reward or something idk
Agreed. Allowing MF to be on gear just creates a feedback loop of wealth, people with that gear get richer, which gets them more gear, which makes them richer... The rich get richer, the poor are shut out in the cold. Tie the MF directly to difficulty, to modifiers on map nodes, waystones, atlas tree... whatever. That keeps it as an independent system accessible to all, which is how it should be.
I dont get how so much of PoE 2's controversies are so insanely split regarding the community when these have all been no brainers from the literal beginning. MF isnt a debate, I do not care what some people prefer because what they prefer comes at the cost of overall game health. Remove it, and fix drops to not be inhumane. With MF in the game drops cannot be buffed too much without making MF overpowered, but nerf MF to address it when drops are buffed and you end up with MF feeling useless. And why is the economy even being talked about? The effects of MF are ONLY detrimental to the health of the game, there is no debate, you literally will not be able to even interact with the economy unless you build into it. Think about that. You have to make a build just so you can interact with the trading system. MF needs gone, its not a debate. MF is something that sounds fun, and IS fun to an extent because who doesnt love more more things, but just damages overall game health, not just the economy
There is no controversy. What you’re seeing here is people who have invested hundreds of divines into magic find trying to protect their investment vs. people who haven’t invested yet or don’t want to at all.
One tweak they could do is to not let it affect currency, only rarity of actual items. Another more extreme measure is to disable the affix and only allowed it to appear to SSF players and those items not be seen by standard characters
@@murray821 yeah tbh i think if they only let it be on specifically like gold amulets and rings that would be good, that way it kinda balances itself considering you wont end up with insane amulet implicits + MF
Movement speed is not rare though.... MF should be lvl 90+ only that would solve a ton of stuff. and it should only function in tier 15+ maps. for lvl 85+ items only. That would solve most issues.
The base movement speed is way too slow, especially with the some of the maps being absolutely humongous in Act 3 and how you need to constantly backtrack in endgame maps to find the rares. It would be nice if movement speed was an implicit value with a increased percentage amount in each tier of boot. Now it's just a basically mandatory stat you need to roll or the item is worthless.
The fix is simple and dates back to POE 1's take on it; do not make rarity affect currency. Taking a power loss for more rare items (so farming t1/0 uniques) is a good mechanic. Turning augments into exalts with busted builds that need little scaling isnt'.
Rarity adds nothing to the game, it is hard to balance either useless or broken. There should never be the option to make my charactar weaker for more drops
Conceptually, making the character weaker for more drops (drop rarity on gear) is roughly equivalent to making the monsters stronger for more drops (harder content). The main issue right now is that these two approaches to having more loot are not balanced in relation to each other.
@@newax_productions2069 you can just get rid of rarity and increase the base droprate. More char power is more speed which results in more items. So no it adds nothing of value. Only a hard to balance stat.
Geeze man, that's a really incorrect statement. Go to trade and see the prices for common uniques. It's ruined the economy and your build sucks without using this "exploit" because you cant get the gear and currency that that other people have cause they are using rarity.
I have 200 hours invested into the game and have yet to have a single divine orb drop, but you’re telling me that if I stack rarity find too 100%+ that I’m almost guaranteed to have one drop 🤔.
I'm playing a different game than all these streamers. I've gotten one divine drop and I get maybe 1-2 exalts per map, farming pretty juiced t15s with 105% rarity. No idea what I'm doing wrong here
@@bobinasack105% T15s aren’t even juiced. I am running 300% or higher almost exclusively and really only getting a bit more loot than you, but again it’s with minimal rarity
I don't know why Rarity influences currency drops at all, imo they should just have static rates. Rarity should only influence gear and their stat tiers, like stacking MF should only increase the rate which Uniques drop and Rares with good enough rolls to compete with crafted ones.
@@neoconker2k8 Wdym? You'd sell rares and uniques the exact same way: to people that aren't dropping them. We're trading hard earned currency for good items, what are you doing?
@EtriusBallard I'm running close to %200 mf and buying gear with the currency. Selling rares and uniques takes way more effort , time and knowledge, where as everyone needs currencies so I don't have to look up if the gear drops are worth keeping . Just running mf and buying exactly the gear you want is a much better option imo.
"Just running mf" yeah that the point not every build can run MF without huge penality. The loop should be 1/you find gears 2/you sell gears 3/you gain more currency from selling gears 4/you buy your gears. Repeat. Right now it's just a matter of wich class/weapon GGG as porly balanced that allow you to farm currency like crazy and buy shit then if you don't play those very builds "F you" i guess ?
A simple fix would be to give a permanent +50 to magic find while in SSF that way you have the opportunity to get better gear and crafting mats but if you wanted to play coop or trade then you can stack magic find and do whatever
What people don't seem to understand is that "upgrades getting more expensive" is only really a thing at the very very high end. Everything else drops in price as more and more items are found/listed.
actually you're totally wrong, prices are made by inflation now since everyone is runnin around with rarity sets and dropping 10 devines every map, the regular player is not gonna have that, and by the way the crafting/loot/market system is an absolute trainwreck anyway
People don't care, half the stuff said in this video is just false being spread by streamers. I'd love to see some proof of 10 divines on a tier 6 map on average. Sure 10 divines is possible maybe on a 10 breach map juiced to hell but that is .1% of maps which people don't seem to understand.
rarity is fine if all it does is affect whether a dropped armor/weapon is a white, blue, yellow, or unique. it's current iteration is trash since it affects currency as well though.
It not only affects the rarity. It affects the mod tier of the item that drops too. It's almost impossible to drop a tier 5 rare without rarity, this culls low rolls. So they have a high chance to get a rare item with good mods that they can sell. The stat triple dips and that is why it is mandatory to run it with the current gambling(crafting).
I don't agree. Rarity in my opinion should come from how hard is the content you are doing, not some stat you try to squeeze in your gear while not bricking your character. Combined with how shitty it feels to trade via actual system, the fact that without trade, average players like me would struggle to get an upgrade for 100h of farming. When I say average player, I mean those 2k, 3k, 5k hours players that are not a streamer or playing 10h a day and 100h of research and following every content creator. Wait, I am doing that and I'm still average in my opinion. Something is not clicking. PoE is balanced around those insanely gifted 0.1% of the player base who break the game each week.
@@mafiotzi no no i agree with you here, a stat shouldn't have significant economical effect (even if it's just affecting the values of tier 5 yellows), and 100% agree that difficulty should be by far the most major dictator on drop rates and if they want to have a magic find stat make it not significant in any way and not affect currency and even when affecting gear not affect ability to get "tier 5" which should only be dictated by difficulty of content. i think there should be higher incentive to do a t16 map on an irradiated and corrupted node with difficult waystone modifiers over just running easy modifiers with 200 magic find.
POE2 has many issues. Armour issue. Crafting sucks. End game Randomness. End game Grind (1000s of hours just to get close) This is not fun, this is a job. Magic Find issue. Trading issue. So much work to be done, I can see why they said game will still be years away for finished.
MF is a HUGE nerf for Mele, which are in a terrible position. As a range spec , you kinda go through the endgame content without rly giving a flying F about a defensive layer, so you can spread a bunch of MF on your gear and your gameplay will not change. As a mele, you have to invest in all defensive layers, you have to stack ES or HP and evasion , you REQUIRE resistances and HP and mana rolls on gear. MF is cool, but in a world where range classes do at least 30% less damage than the same geared and built mele specs.
Unfortunately, your solution of "makes things a little bit more difficult and wait it out" is going to cause a massive permanent fallout of players. What you're not getting is that there are MF group farms going on that are the root cause of the intense inflation. These are the players market manipulating for the most part - not the solo IR stackers in endgame maps. What needs to happen, without a doubt, is drop interactions within groups that cause IR to apply to monsters that other group players have killed for your portion of the drop, must be broken. If this interaction remains come full release, you are going to end up with a market entirely controlled by RMT groups that price every mapper out of a want to play the game. Game mode choices will become "RMT or SSF". Right now, what most of the people behind the curve are experiencing is the IRL equivalent of going into lifelong debt for a car. 6l's costing the entirety of your wealth up until t10 maps is the single biggest quit moment most players will ever experience in POE2. Players being currency locked out of even being able to see their underwhelming build to its full mechanical potential is a massive gameplay issue. The psychological effects this has could drive a metaslave mentality in the playerbase for years. Remember, this game is seasonal. People have FOMO because the game is designed for them to have FOMO.
Pretty insightful point on the psychology and impact here. GGG gets one more chance to make things work thanks to the wipe post EA period. If MF is in the game come launch? You'll never be rid of the consequences of it in terms of perception of the game. They need to pull the plug on it now and build the game's systems around it not being there going forward.
I think something like last epochs solution to this could be cool. Enable item rarity on SSF, and DO NOT allow transfer into trade league, make it have the “weight” they are looking for or allow the character to transfer without the items or stash. Take IIR out of the affix pool in trade leagues
One thing LE did that ought to be looked at is letting people craft up to the bottom of endgame gear, but the absolute strongest mods have to be dropped. That and the Circle of Fortune vs Trade setup were brilliant solutions to issues of loot drop rates. In the case of PoE 2 as it is? Just get rid of MF, there is no scenario where it's more beneficial to keep MF in any form than simply removing it and tweaking the drop rates.
there is no debate, really. find yourself through tft or the party board a 600+ mf bot and run with him for 2h. then go and run your maps alone again. it's game over for you once you did that. It's like having an oled screen and then going back to a TN panel
The fundamental problem with item rarity and loot boosting stats in general is that there are even chronic problems in the first place. If any other normal stat is problematic it can just be buffed, nerfed, re-balanced, or even re-formulated without consequences nearly as overreaching and tedious as loot boosts. Loot based stats competing with normal stats in a build immediately creates an unsolvable problem because there will always be pros and cons that are outside of a character's "power budget". If something like item rarity has so many people divided about it then it is not a net positive. If something is not a net positive for a game and requires constant work by the developers to balance around and with every change to content will have rippling consequences then it isn't even a net neutral; it's a bleeding wound for game design.
It makes it more interesting because it makes drops not be completely and utterly disgusting, which it shouldnt be to begin with. MF is something that obviously sounds fun, but when its in the game you either get 2 things. Either drops are going to suffer to account for MF being in the game, or MF is going to feel pointless when it gets nerfed due to normal drops not being so atrocious it makes you cry. Id rather have non sub-human drops and just remove MF from the game. When its one of the most important stats in the game to make said game feel good and rewarding its disgusting.
I think that the magic find is just too effective, though I do really like that it actually applies to currency in POE2. My biggest complaint so far is based in how bad the crafting mechanic is. The entirety of crafting is get a good base and make it magic. If by some chance it isn't already trash by virtue of getting a bad mod, add another mod. If the item got a good second mod, or at least didn't get a trash cock block mod, make it rare. Now you have to ask yourself if the third mod that you got added anything helpful and is it an upgrade, is it worth using an exalt on in the hopes of getting more useful stats. This essentially amounts to a series of poorly weighted pulls of a slot machine lever. With no deterministic crafts, other than essences which are still plain bad, there is no fixing a piece of gear that was almost good enough to use. All of this could still be okay if you were enabled to pull the slot machine lever frequently enough to get a win every once in awhile, but that just isn't the case. Bases are rare because item drops are so incredibly stingy, and without scours or alterations you can't reuse a base item. You can buy some bases from vendors but they only reset on level ups, and while gambling is unlimited you can only gamble for the class of item you want, so for example with scepters you're only going to get the base you want 1/5 of the time, it's likely worse with other base types. The crafting being so bad pushes people into needing to trade for items at some point to progress, and so the market getting distorted by this kind farming is likely to be a real problem. Progressing in general feels incredibly tedious, especially in the campaign. The maps are gigantic, non-linear messes, with slow characters meaning it takes ages to just walk through the campaign. To top that off, if you die the entire map repopulates with trash mobs that you then have to slog through for little to no reward. My first character will take too much currency to progress much further in waystones, so I started a new character with the intent of it being able to progress further. Now I'm not even half way through the campaign again and tedium has just about finished me off. It's a real issue when talking about the game in youtube comment sections, and endlessly scrolling social media is more entertaining than your shiny new ARPG.
My take is, remove magic find from gear and make it part of the progression. Complete act 3, magic find +15%, complete act 3(cruel) magic find +15%. Complete your first T1/T5/T10/T15 Map, magic find +15%. Kill a pinnacle Boss.. well you get the idea. So everyone would have the same magic find at a certain state of the game, which could be still boosted by juiced up maps in the endgame.
they could add 10% rarity on a boss of each act (60% in the campaign), then 10% rarity after doing the t3, t6, t9, t12 map ; for a total of 100% rarity. (they could also add 10% light radius to 3 boss without reward in the campaign)
I like this idea. Sadly GGG has proven to be one of the most stubborn developers out there and will not listen to anyone that doesn't share their sadist vision of "THE GAME HAS TO BE SUPER HARD AND PLAYERS NEED TO STRUGGLE"
Bro no offense but if you’re talking about the campaign it sounds like you are FAR behind where any of this matters and shouldn’t have an opinion on it. Drops in the campaign are completely fine and adding a couple dirty mods to an end game character isn’t a big deal. We definitely don’t need 75% rarity before end game lmfao.
@@gerbo8018some builds just need some uniques to work tho, that's almost always one less slot from which to get any rarity, which means you have to sacrifice more stats in the rest of the items
@@gerbo8018only if the stronger builds are broken as right now where they don't need to sacrifice anything because they already have 5000 times the damage of others.(Spark vs. ark)
I'm glad that so far I haven't had to obsess over the economics of POE2 and have just been having a lot of fun playing the campaign. I do focus sometimes on trying to upgrade my gear and have had mixed results, but sometimes when I'd significantly manage to upgrade something and pulled it off really well it was immensely satisfying.
I would love them to remove rarity mod AND to start soon a league for have freash market not destroyed by those bot that farmed boss that are now fixed, and no more bs rarity stack
Just for context. I made a Merc yesterday, and since I saw info that Rarity is super strong, I prepped some rarity equipment for the new character... Well, with 30% rarity, I found 20 exalts in the first 3 acts. Yes, 20 exalted orbs. (My other character found only 4, and this is including cruel) In my oppinion the stat is hillariously over-tuned, but my question is: is this intentional? If GGG designed the game with this in mind then fine by me, but i'm not sure that's the case.
I just got to the endgame yesterday with my chronomancer ( didnt had a lot of time to play since release ). I have about 100% rarity, i had at least 44% rarity on my character since about level 20 because an unique gloves dropped that had 44% rarity and since then i decided to add it to rest of my gear when i can. I had less than 10 exalts drop through whole campaign and cruel campaign....
@@DreamskyDance Seems like I got very lucky. Fair enough. I don't mind the stat, unless it becomes so powerful that not using it is foolish, but I personally don't have enough data to claim that is currently the case.
Without it, you can play all day and get no useful currency. 10 to 12 hours with nothing with it. You will get multiple drops of useful currency. So yes, it's a must unless you want to suffer
Remove rarity . And add it as a roll on waystones when juicing . It’s 100% destroying the market at base . Meaning a lot of builds won’t be accessible. Due to steep prices
People are blaming rarity, I run a 200% rarity support and it's not a crazy as people suggest. Also of you get to t15 and 16 and can run the maps juiced, you can suddenly easily afford the gear. It's not mf that's ruining anything, people are just playing a lot running tons of maps
The game is CLEARLY balanced around having 100+ rarity if you want to get basically anything and it doesn't feel good to play AT ALL without it right now. Running a weaker character just so you can get a few exalts should not be the standard.
@@newax_productions2069 Droping actual power stats for item rarirty is making your character weaker to different degrees, that's not even an opinion, it's a simple fact. You don't seem too bright my man.
@@Kross415 if you are dropping power stats thats completely your own fault, i replaced a single resist on each piece of gear and am still over capped.
@@newax_productions2069 You're still droping max hp,shield, dmg or whatever any other stat that makes your character stronger. I'm also res cap with over 100 rarity, that's not the point. Keep doubling down on being wrong 🤷♂
1 death system in maps is ruining my experience big time. My monk is super fun feels great to blast mobs until some random over tuned on death explosion or other rng situation I can't possibly react to one shots me. My monk has the defense acendancy, 30% defense node max res 2k life (I'm ssf it's best I can do atm) and still get one shot fairly often ruining the map and costing a waystone plus 10% exp. Please ggg give 3-6 chances like poe 1
Playing trade league without rarity is pretty much just ssf. I’m in trade league with no rarity and I can’t interact with trade because things are so badly inflated 😂
It's an outdated mechanic from the 90s, it needs to be gone, what do you mean a weaker character running MF build in T5 maps can drop better gear and more currency than a non-MF build in T10? This needs rework or preferably gone from the game, because if it exists, it's immediately the most important stat, it's a loot base game, to get better/more loot you need MF, so MF is first priority. Or have it, but not on Character equipment, just as a map stat that scales with difficulty, harder maps = higher MF. This should never be a thing, I'm not even a game dev but it's obvious that you shouldn't introduce a mechanic that creates inflation in your game, and favours certain "farming builds".
I think the idea is the trade off, you want more mf, then you have to sacrifice power to get it. But yeah I think it’s also lame that some people will max out in mf and get all the cool stuff. Luck should be the same for everyone
Upopular take , the reason that most ppl didn't engage in crafting in poe 1 is because you need capital to engage in crafting to learn crafting. It's easier just to trade then investing in learning by trying. We need more 10x currency drop even if it is only in ssf.
Need a lot more item base drops or the currency isn't really useful, I have plenty of transmutes, augments, and even regals. The argument is a good one though, and it is also why I never enjoyed trying to do Bossing as a strategy in POE, it just cost too much to even attempt a boss in an effort to learn the mechanics.
Here's a hotter take: Get rid of trading. Stop caring about "the economy." - Fuck the economy. Get rid of trading, stop trying to balance all this shit, and just BUFF CRAFTING! Trading in this game is such a joke - you have to physically meet with some random asshole in some dark alley somewhere, and then hope the deal goes as planned. Nobody wants to do that - it's not fun, it's not gratifying. It's always a cope/contingency. - This isn't a shopping simulator! What's FUN in a gear-based game is either getting a drop yourself, or crafting an item yourself. Stop using trading as a crutch for when those systems fail players (especially players on the wrong side of the bell curve). Buff crafting by getting rid of random bullshit and allow players greater agency both in what can be crafted and in exactly how it can be deterministically modified/augmented.
I also don't like trading either, but it's not going away, because the developers worship Diablo 2 to a fault, so anything that was a big part of that game tends to be in PoE since D2 is pretty much the reason PoE games exist, and trading was a big part of that game as well as rarity find. That's why they have solo self found mode though if you don't want to trade.
I'm new to POE (through POE2) and I have to say, the gameplay is great and the passive tree is good also, but the gear progression system is absolutely garbage. I get it, the company is called "grinding gear" games, and they're not kidding. The so called "crafting" system is piss poor too. It isn't crafting at all, it's just gambling with stats. I got through the campaign and into the cruel rerun but I bounced off hard when I realised the enemies were getting tougher but I wasn't and the gear that was dropping was all worse than what I already had. Once I realised (after some googling) that the only way forward was either endless grinding or trade (after grinding for currency of course) I completely checked out. It's a shame. The game is great, but the grind is legendary.
This is why I've stopped playing for now. I completely understand that the game's balance would be off, but it's way off. GGG made many puzzling design decisions, many of which affect gear progression.
Either you're a troll or someone lied to you. Zero trade is needed during acts or early endgame. Drops, craft and vendor are more than enough. I'm voting troll, especially as you just parrot popular talking points.
Most of the people complaining about magic find don't understand that the only problem with it is that it affects currency. Magic find being used to find more or better gear is fine but gating Divine orbs behind. It is ridiculous, if Divine orbs continue to be the primary currency for trade.
I play solo and don’t use build guides. I see a lot of people saying rarity find destroys trade I do agree the veteran POE players seem to love trade but the rest of us don’t care about trading I could never trade and be fine with that. I don’t like everything but I do like most of it I’m going with leave it alone don’t change anything.
couldn't disagree more, but I've hated MF stats on gear since D2. they are unfun, and I personally thought the map system would have been the perfect way to fix this, balance getting more rewards entirely around a token that creates the monsters to kill rather than on your equipment. I was disappointed with IIQ in PoE1, and I hate IIR even more in PoE2 because not only do I think the stat is silly, but it is clearly overtuned.
@Deathklockfan1 nah. I am a fan of grinding that's not the problem and yeah at the end luck is important to all arpgs. But there are many arpgs where you can better influence your luck or can better grind for certain crafting materials or items. I wouldnt even call it crafting in poe2 its Pure gamble .
Your solution seems the most accurated, let item rarity only be in gold ring/amulet/charm as base and only base and the rest on the waystones/difficulty level of dungeons/places, no item rarity in whatsoever other pieces of gear.
Rarity is too powerful. GGG said they don't want to have stats on gear that everybody has to use. That's the opposite of build diversity. Not to mention like you said that high rarity can give you better stuff than harder difficulty. Like people farming t10 maps because that was much easier to run than t16 and rewards were the same. One solution would be to remove rarity from items and add it to maps like a result of other modifiers that make the map harder. Other solution would be to change the formula for rarity to make it have diminishing returns and cap it at a lower number than it is now. Using just 250% rarity and farming 2div per boss is stupid when like you said, you get 1 div total in 70 hours of game time.
If MF was removed you would improve your loot with playing the game, faster clear, higher density, killing rares, improved boss killing, maybe open a chest for a change? I don't think getting dedicated MFers from tft should be the solution to farm your gear... the optimal solution shouldn't be those workarounds. And it's a mechanic at heart that makes the rich exponentially richer. If at all the MF should be tied to good or skillful play not gear I buy with currency. I mean this is yet another discussion we had had in the past like the armor discussion, the ES discussion, the melee discussion, the visibility discussion, the on-death-effect discussion etc.
I genuinely think Path of Exile 2 is not a sequel in any way, shape, or form. It is a fractured corpse of PoE 1 with wildly divisive minor changes thrown in. This is by far my biggest disappointment in a very long time. Shame on GGG for literally every decision that led us to this point.
They should at least cut item rarity values in half, or to a third. It's insane you can effectively get like 70% more stuff by just grabbing a neck with good rarity.
In PoE 1, I avoided crafting because it felt cheaper to buy overpriced items than risk crafting failures, especially with the time spent grinding for currency. All the trading just to get crumbs and the chance of not getting the item I want made, buying easier. In PoE 2, I’m finally crafting my own gear. They don’t need to nerf item rarity, just add items to the auction house with a price cap, dynamic trade fees, or an in-game price tracker, like how currency is handled.
Rarity gives you aspirational goals to reach when you’ve maxed out the power of your build. It’s good for the game’s longevity when it’s balanced (hard to achieve; see poe1 deadeye builds) MF worked well in PoE 1 because it didn’t augment you currency drop chance. It was something you did at the end of a league to target farm rare Div cards with a party and high quant mods. Where issues come into play is when specific builds (like bow builds) become the default builds for stacking rarity because they are so good at clearing without extra affixes. If they want to avoid a single archetype becoming the meta for MF, they have to start by balancing the ascendencies.
I dont understand this type of point that people are using why comparing yourself with the top 1% of people who plays the game? Why compare their type of fun with yours, put your resentment elsewhere my dude
@@newax_productions2069 Yes, at the cost of defenses and whether you can find something that's good with rarity. It's weighted like shit because if you DON'T have it, you just don't get useful drops. It feels like shit specifically because of how "favorably weighed" it is
I think taking it off gear, locking it to uniques, atlas passives, waystones and tablets should be fine. Waystones should only offer up to 120% (30 per mod applied with a cap). This would reduce/nerf the higher tier investments, and keep the game from the 400-1000% increased rarity we have now, which is a big issue.
Wait, what? The biggest boost to item rarity is chest pieces?! I've played about 200h and never seen item rarity on a chest, ever. Was convinced it didn't exist 😂
In SSF, or non trade character, rarity/magic find, is a pretty important thing to keep improving the drops. As I've mentioned before, I don't play the trade game. I think that part of the issue is 1) the loot drop mechanic not being progressive, and 2) the crafting mechanic being more of a gamble. I also agree that doubling the boss content in the end game would not be a bad thing. It would also be interesting to have "unannounced" bosses show up randomly on maps.
Rarity is intrinsically a bad thing for the game. it can be nerfed, to not be a major problem like currently, but it would still be a bad thing. the only real solution is tu just remove it.
Fubgun was on a podcast with zizarin and saying that he has been doing testing on rarity gear and says there is a huge drop off after 100ish rarity. I think if they ramped the diminishing returns that would kinda solve things I like the idea of a stat you can add to get better stuff but finding a couple affixes of it vs building your character around it sounds way better and more sustainable for average players
I've been having a hard time finding gear with magic find on it that also doesn't drastically weaken my character. So I've just been going without it. I can see why people would say it's a problem though.
Thing is that increased magic find as a stat has been tried in similar games for decades and the effects are clear. It’s exciting to get to the point where you can make a MF character, but it tends to define the trade meta in these games.
I really don’t think IIR is the issue people are making it out to be. The problem in my view is there’s no real div sink in the game, so insane inflation is inevitable.
Leave in IIR, but make it so that it's a property that can only be found on relics when doing trials, on items for juicing maps, and maybe on the atlas tree. Just take it off of regular gear. Maybe have events in game that buff IIR too?
I don't know if I agree on the FOMO take since I think anxiety is implicit on FOMO. And when I hit these kinds of things, it's never anxiety that drives me to get just a little sweaty. It's pretty normal I think to look around and absorb ideas from others. Especially, if the idea is clearly an improvement on whatever you were doing.
It's nice during levelling but the issue later on is it magnifies the op builds because they are the ones who can afford otherwise wasted stats. Remove it, get the drop levels right first, consider reintroducing it at a much reduced level if they feel the game is lacking without it.
I just start cruel act 1, i play at a relatively slow pace, and i have some rarity increase in my gear, (level 47), is it worth investing in more rarity while still going through campaign? Thanks.
Magic find is for people like me with not a lot of time to play and grind. I have a set for grinding a bit to help me through HC. I dont sell or trade, and that's the beautiful part of it. Trade is a voluntary thing you dont have to do it.
As someone who was playing monk without Chaos Innoculation and just switched last night. Standing on the flowers feels so damn good. I think ES needs addressed more so than MF.
The trade market is a lot better when you sort by exalts, rather than by relative. That said imo increased item rarity should NOT affect currency. Thanks to the new item tier system it shouldn't need something like that to be good still.
There should be a noticeable dip in character power with mf gear equipped but there isn’t. It should be a risk to run a heavy amount of mf gear but there isn’t. It’ll be tuned better after the break
People wanting it to be removed can't honestly be called FOMO. You have people finding themselves literally priced out of upgrades for even the mid game gear due to not being able to afford over inflated prices. A combination of those insanely inflated prices combined with insanely low drop rates and complete lack of a meaningful crafting system are actually drive many to RMT websites just since the game is denying them any since of progression for their time committed. It's frustration over the fact that some people are able to get soo very far ahead with MF builds or have an *organized* group to play with that centers around a player decked out with MF when most are just trying to get by solo. To point at what you bring up early in the video, it's not that these people are getting a few extra drops over those that are not, but they are literally making exponentially more than what people have made over hundreds of hours from a single map! It's unacceptable and either needs to be completely gutted and removed with drop rate being set to a reasonable level to literally level the playing field and increase build diversity.
I think rarity should also should make enemies more deadly. You have +600% rarity then almost every attack can one shot you, so u must make super tanky build or play almost perfect to utilize such big buff. If you are good enough - you get all the loot, if you are not - you dont pick rarity, you pick power mods. ez solution
Seems like a balance issue between the various reward systems. IIR is OP right now so they either need to nerf it or buff the other systems. If a bossing build does not have affix space for IIR due to difficulty of bosses then the rewards should be extra juiced implicitly and maybe even only available via that progression method. Maybe something like the max juiced pinnacle bosses can drop tier 6 rares and be the only place specific uniques drop that are build enabling. Then the players that focus on that can sell those items to the IIR players that like blowing up screens of mobs and getting gobs of currency.
i think just make rarity afect the rarity of items, not currency, and make certain currency easier to find from the base, so you can farm more uniques and rares with gear, but only have quant afect the amount of currency, so you get more by killing more
Personally I ignore IIR on gear and try to play semi-SSF in trade leagues. However when it does affect currency drops it's like sitting on a long bus journey with a hobo that shat himself and can't really ignore the smell, and the next stop seems to be an eternity away...
I think the lack of bosses comes from half the bossed still not released from acts 4,5 and 6. That would basically give us twice as many bosses and in my theory would mean there will be twice as many boss encounters in the end game
The amount of items was never a problem, they just needed to explain things better and add more in depth tutorials. The simplification of the skill gems was a nice addition but otherwise people wanted PoE1 with some added QoL, better explanation and tutorials, and updated gameplay mechanics and graphics. The dodge and block are a perfect example of things players wanted, however they slowed gameplay down too much and didn't telegraph certain moves nearly as well as other skills leading to run ending one shot deaths... Also the Trade Market needs currency capping to prevent people from driving market prices up to ridiculous degrees... On PC I was one of the people that help to drive purchase prices down, on console those prices are 3-6 times the cost making things extremely unobtainable unless you have the late game currency needed to afford it...
I personally like item rarity stat, it gives another dimension to gearing making you choose offence, diffence or farming stats, but i think it needs some tweaking. Putting it only on maps would mean you can't juice up ur loot during campaign, which sucks I'm thinking it might be cool to add some kind of talismans or charms like last epoch has which goes into dedicated slots, and limit increased item rarity to those type of items. So main gear is for power or defence stats, this new type of gear is for all stats with option to juice up your loot a little bit. And i think there should be more farming stats on this type of gear, like increased rarity of monsters, increased monster pack sizes, separate increased item rarity and increased currency drop rates etc
I don’t think MF should affect currency. I think the issue would be less awful if we had other systems to get the stats we want on gear. Trade is totally cooked right now. They really need to increase the drop rates of things like Greater / Perfect Jewelers orbs, Omens, and the fragments needed to do endgame content / bosses. I currently have HAD to swap to MF gear just to be able to barely afford an item that’s barely an upgrade. If GGG gives us more ways to craft our own gear other then the current “Slam and pray” method the problem would not be as severe. Also they need to let us un socket runes / soul cores. Even if it destroys the item’s current rune.
100% AGREE!!!! I'm not even playing a top 5% build and LOVING PoE2 but I feel like I NEED IIR gear to even progress... Hopefully we see what happens and hope they don't refresh the league this early...
for me and most of my friend group that play the game, we've been playing less and less over the last couple of days. Some of which literally moved on to entirely different games until stuff like this gets resolved. I don't want them to wipe the EA and start from scratch I think they should do as many balance patches as quickly as possible. Then introduce a new league during EA a month or 2 from now. Then have players play that and if stuff is still bad, then play that league out and do the same thing again. GGG needs to iron out these issues before the actual launch of the game. I don't care much of how they have to go about resolving the issues, but they really need to double down on making this game the best it can be for the 1.0 Launch.
It's unfortunate with the state of magic find at the moment inflating the prices of gear. Things that I wouldn't pay more than 20 ex for are jacked up to at least a divine. I'm one of the ones in the smaller bracket of Witchhunter and I've been able to work some magic find into my build and still able to handle T15 outside of some oddball mods. But I don't want to feel like I have to sacrifice stuff just to have better odds at finding higher end currency items. And because of the jacked up prices, I start feeling like I'm jacking up things I own in order to get things I want. I just spent 40 ex on some 25% movement speed boots (10% more than my older ones) while keeping my resistances and sacrificing minimal evasion. But even then, I don't feel like the boots are worth that much. Throw in price fixers who aren't selling but list low to snipe others who want to sell and you just have a big mess. I had an unset ring going with an extra skill for the fun of it but gave that up for a gold ring and a magic find affix on it just to help with currency drops. Especially since I've only seen one perfected jewelers orb and sold it just to get currency for gear to improve my build. I honestly feel like magic find and its affect on currency needs to be reworked
I see Rarity as a potential serious problem, but I agree. It's not breaking the game yet, so lets wait and see. They have more pressing issues to focus on right now.
MF doesn't affect currency. This will stay true until actually proven wrong. It doesn't affect it in poe1 and my anecdotal personal evidence shows it to be the same here too.
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mmm ye cuz ppl dont rmt right bots spamming like crazy really makes you think how many ppl rmt hade 3 divin orbs with 57% mf yesterday am sure its not RNG.... lol
They should just add something like ...5 "trinket" slots to wear like gear. Then they can remove rarity from items, also remove movement speed from boots and make mobs random drop trinkets with a small amount of rare find/move speed/and maybe + explore (fog of war size)
How long will early access last...few months? Few years?
POE2 IS TRASH
@@taborevan Kinda early for that. Still an early access game.
Ghazzy said it best. It’s like D2 were you have to make a MF sorceress first to farm for any builds you want to play
Nah, I farm maps perfectly fine at T15 with 160% magic find. Got 3 divines yesterday. Then my bro got a perfect orb and 2 divines.
We run rituals and got a key for the mist boss and it sold over 500 exalts.
Titan is pretty op at end game for map clear.
Except you don't have to do that in this game. And he must not have played d2. D2 was like that because every other class outside sorc/paladin were very incapable of killing anything in hell by themselves. That is absolutely not the case in poe2. I always league start a barb in d2, singer in pits > zerk trav. Sure this is worse than sorc farm, but if anything it encouraged more build diversity and farm style. This isn't even remotely the case in poe2, everyone can farm maps with campaign gear, they just aren't as fast as eachother. A barb could absolutely not run mephisto or andariel solo with fresh hell gear.
@@aiooiaI have thousands of hours in D2. It may not be exactly like D2 in every way, but his point is quite valid. Just because we can point out ways it is different, does not mean that it doesn’t have a similar problem.
@@ltlsWhatltIs you're saying 160% rarity as if it was nothing, my build runs 3 uniques, fitting in 160% rarity and resistances, maybe life or mana on top, is extremely costly. It should not feel like you're missing on as much as it does currently, cause it limits builds really hard, specially since in poe2 there aren't many mechanics to farm that don't benefit from rarity yet
You only "needed" sorc first because sorc had teleport so she was faster, it had nothing to do with magic find. Ironically enough mf and gold find made barbarians a viable starter when they otherwise wouldnt be just because of hork. Very silly comparison
PoE2 where we reintroduce all the issues PoE1 had.
This is what I don't understand. Did GGG not learn from their mistakes?
This is why I stopped playing POE 1. 4 years ago I realised my minions did not benefit from my equipped magic find. My progression into map tiers stopped because I could not afford Items that I needed for my build. That was it, I stopped playing magic find simulator. I loved the game, I wish it did not have Magic find. I have yet to play POE 2 but don't want to invest into it until I know that trade leagues are balanced without magic find.
Specific item quantity gears are ok.... having item rarity affecting currency and is currently mandatory is uncool
@@benjaminmathew260984PoE1 isn’t even like that. I’ve never used magic find in PoE1 and have made it plenty far into endgame and made money.
@@benjaminmathew260984 Magic find as a minion build???
It would not be so bad if it didn't affect currency drop rate and just affected item drop rate.
I actually like MF, I just think it’s way over tuned, and def should remove currency drops..
Exactly, high runes in D2 isn´t affected by MF for example. Should go similar
I think it would be better if there was just a baseline increase. The problem without rarity, its still a slot machine, everybody getting nothing except the lottery winner is worst for EVERYONE than everybody having resources to craft and play with.
honestly, this seems a confusing stance... wouldn't it be better if it was the other way round... they want currency to be more readily available for crafting.
@ na , then MF becomes pretty much mandatory…but they should increase currency drops all together because of all the RNG in crafting ..Either give us deterministic crafting, or keep the RNG but make the orbs plentiful…Right now you’re better off saving all the orbs for purchases ..Very lame system
If a stat is absolutely mandatory to play the endgame in its most fun state, and it adds nothing to the game but more items that you don’t get when you don’t have it….then it’s a broken stat that needs to be removed. To me it’s a stat that makes me wanna pause playing the game until it’s fixed.
As a warrior main playing ssf. I am with you. I did not even turn on the game today because there is no possibility to upgrade my gear. Tier 8 maps not even Res capped no chance to fit in rarity. Maybe I am unlucky, but that should not be the baseline to run a stat that makes everything else worse of your character
Isn't that every stat lmao
Say you've never played D2 without saying you've never played D2.
Not removed just make it so it doesn't affect currency. Like poe1.
I really think rarity should just be removed. Reason is : we already went through that dance with item quantity in Poe 1. It was a flawed, unfixable system that ended up being removed. And Rarity in PoE 2 is the exact same thing. It's flawed and unfixable: it will either always be too strong or just be a bloat on item mods making it harder to get foot items.
It's to be deleted
yeah im not seeing a lot of people saying that; MF should just be removed. certain systems need HUGE changes and in this case, just get rid of it. It'll cause too many problems in the future to be worth it, maybe give everyone a hidden +150 mf or something and remove it from all gear.
not to mention that they should do the same flat buff to movespeed and remove it from boots, maybe make it a permanent player buff ass a boss reward or something idk
Magic find needs to be map mods. Shit needs to go on gear.
I agree, maps should be where MF should be. Then we’ll complain about builds with fast clears. Talking to you storm weaver.
I am running 600% + rarity and most of my gains dont come in the of form currency drops, but rather from t5 items
@@jeroendeclercq9170and people that have 0-100% rarity don't even drop tier 5 items in 50+ t16 maps. That's how broken it is
Agreed. Allowing MF to be on gear just creates a feedback loop of wealth, people with that gear get richer, which gets them more gear, which makes them richer... The rich get richer, the poor are shut out in the cold.
Tie the MF directly to difficulty, to modifiers on map nodes, waystones, atlas tree... whatever. That keeps it as an independent system accessible to all, which is how it should be.
For a topic like this, some infographics instead of random gameplay footage would be extremely helpful.
good feedback
I dont get how so much of PoE 2's controversies are so insanely split regarding the community when these have all been no brainers from the literal beginning. MF isnt a debate, I do not care what some people prefer because what they prefer comes at the cost of overall game health. Remove it, and fix drops to not be inhumane.
With MF in the game drops cannot be buffed too much without making MF overpowered, but nerf MF to address it when drops are buffed and you end up with MF feeling useless.
And why is the economy even being talked about? The effects of MF are ONLY detrimental to the health of the game, there is no debate, you literally will not be able to even interact with the economy unless you build into it. Think about that. You have to make a build just so you can interact with the trading system.
MF needs gone, its not a debate. MF is something that sounds fun, and IS fun to an extent because who doesnt love more more things, but just damages overall game health, not just the economy
There is no controversy. What you’re seeing here is people who have invested hundreds of divines into magic find trying to protect their investment vs. people who haven’t invested yet or don’t want to at all.
One tweak they could do is to not let it affect currency, only rarity of actual items. Another more extreme measure is to disable the affix and only allowed it to appear to SSF players and those items not be seen by standard characters
Have it on rings and and amulets only, not every piece
@@murray821 yeah tbh i think if they only let it be on specifically like gold amulets and rings that would be good, that way it kinda balances itself considering you wont end up with insane amulet implicits + MF
Magic Find should be just as rare as Movement Speed. Problem solved 😂
Movement speed is not rare though.... MF should be lvl 90+ only that would solve a ton of stuff. and it should only function in tier 15+ maps. for lvl 85+ items only. That would solve most issues.
The base movement speed is way too slow, especially with the some of the maps being absolutely humongous in Act 3 and how you need to constantly backtrack in endgame maps to find the rares. It would be nice if movement speed was an implicit value with a increased percentage amount in each tier of boot. Now it's just a basically mandatory stat you need to roll or the item is worthless.
Why? Everybody body finds better loot with MF. You guys bitch way too much
I do agree that Movement Speed (as well as Rarity) should be a implicit, but we’ll see how GGG handles this issues.
The fix is simple and dates back to POE 1's take on it; do not make rarity affect currency. Taking a power loss for more rare items (so farming t1/0 uniques) is a good mechanic. Turning augments into exalts with busted builds that need little scaling isnt'.
Rarity adds nothing to the game, it is hard to balance either useless or broken. There should never be the option to make my charactar weaker for more drops
This is literally why they like it.
Conceptually, making the character weaker for more drops (drop rarity on gear) is roughly equivalent to making the monsters stronger for more drops (harder content).
The main issue right now is that these two approaches to having more loot are not balanced in relation to each other.
Adds nothing to the game? So haven't less crafting items is better? 😂
@@newax_productions2069 you can just get rid of rarity and increase the base droprate. More char power is more speed which results in more items. So no it adds nothing of value. Only a hard to balance stat.
Geeze man, that's a really incorrect statement. Go to trade and see the prices for common uniques. It's ruined the economy and your build sucks without using this "exploit" because you cant get the gear and currency that that other people have cause they are using rarity.
I have 200 hours invested into the game and have yet to have a single divine orb drop, but you’re telling me that if I stack rarity find too 100%+ that I’m almost guaranteed to have one drop 🤔.
I'm playing a different game than all these streamers. I've gotten one divine drop and I get maybe 1-2 exalts per map, farming pretty juiced t15s with 105% rarity. No idea what I'm doing wrong here
@@bobinasackit's in the video. It's all magic. Find you're missing increased rarity on your items so you're being gated.
@@bobinasack105% T15s aren’t even juiced. I am running 300% or higher almost exclusively and really only getting a bit more loot than you, but again it’s with minimal rarity
Me and my bro run titans and clear t15 maps super quick...we have around 150ish % magic find and we got 3 divine drops and a perfect orb.
I am so excited for a fresh economy. Monthly resets please!
Having to go outside of the game to find items is so bad anyway... I believe the trading in PoE2 needs to change to be honest.
Everybody thinks this tbh. The moment the currency exchange came out everyone knew we just need an auction house
Yes. You should bw able to 1. Find everything g yourself or 2. Buy in hame from other players.
Questline interesting.. Endgame... utter Failure... Rarity needs to be removed entirely...im back to POE 1
I don't know why Rarity influences currency drops at all, imo they should just have static rates. Rarity should only influence gear and their stat tiers, like stacking MF should only increase the rate which Uniques drop and Rares with good enough rolls to compete with crafted ones.
So it would be shit and not worth running in a trade league..
@@neoconker2k8 Wdym? You'd sell rares and uniques the exact same way: to people that aren't dropping them. We're trading hard earned currency for good items, what are you doing?
@EtriusBallard I'm running close to %200 mf and buying gear with the currency.
Selling rares and uniques takes way more effort , time and knowledge, where as everyone needs currencies so I don't have to look up if the gear drops are worth keeping .
Just running mf and buying exactly the gear you want is a much better option imo.
"Just running mf" yeah that the point not every build can run MF without huge penality.
The loop should be 1/you find gears 2/you sell gears 3/you gain more currency from selling gears 4/you buy your gears. Repeat.
Right now it's just a matter of wich class/weapon GGG as porly balanced that allow you to farm currency like crazy and buy shit then if you don't play those very builds "F you" i guess ?
A simple fix would be to give a permanent +50 to magic find while in SSF that way you have the opportunity to get better gear and crafting mats but if you wanted to play coop or trade then you can stack magic find and do whatever
What people don't seem to understand is that "upgrades getting more expensive" is only really a thing at the very very high end. Everything else drops in price as more and more items are found/listed.
Economics isn’t as tangible as emotions for most people. You’re barking up the wrong tree sadly.
actually you're totally wrong, prices are made by inflation now since everyone is runnin around with rarity sets and dropping 10 devines every map, the regular player is not gonna have that, and by the way the crafting/loot/market system is an absolute trainwreck anyway
People don't care, half the stuff said in this video is just false being spread by streamers. I'd love to see some proof of 10 divines on a tier 6 map on average. Sure 10 divines is possible maybe on a 10 breach map juiced to hell but that is .1% of maps which people don't seem to understand.
rarity is fine if all it does is affect whether a dropped armor/weapon is a white, blue, yellow, or unique.
it's current iteration is trash since it affects currency as well though.
It not only affects the rarity. It affects the mod tier of the item that drops too. It's almost impossible to drop a tier 5 rare without rarity, this culls low rolls. So they have a high chance to get a rare item with good mods that they can sell. The stat triple dips and that is why it is mandatory to run it with the current gambling(crafting).
I don't agree. Rarity in my opinion should come from how hard is the content you are doing, not some stat you try to squeeze in your gear while not bricking your character. Combined with how shitty it feels to trade via actual system, the fact that without trade, average players like me would struggle to get an upgrade for 100h of farming. When I say average player, I mean those 2k, 3k, 5k hours players that are not a streamer or playing 10h a day and 100h of research and following every content creator. Wait, I am doing that and I'm still average in my opinion. Something is not clicking. PoE is balanced around those insanely gifted 0.1% of the player base who break the game each week.
So what? Everybody gets better gear
@@mafiotzi no no i agree with you here, a stat shouldn't have significant economical effect (even if it's just affecting the values of tier 5 yellows), and 100% agree that difficulty should be by far the most major dictator on drop rates and if they want to have a magic find stat make it not significant in any way and not affect currency and even when affecting gear not affect ability to get "tier 5" which should only be dictated by difficulty of content. i think there should be higher incentive to do a t16 map on an irradiated and corrupted node with difficult waystone modifiers over just running easy modifiers with 200 magic find.
POE2 has many issues.
Armour issue.
Crafting sucks.
End game Randomness.
End game Grind (1000s of hours just to get close) This is not fun, this is a job.
Magic Find issue.
Trading issue.
So much work to be done, I can see why they said game will still be years away for finished.
Just remove the effect from currency.
Why? Farm your gear
MF is a HUGE nerf for Mele, which are in a terrible position.
As a range spec , you kinda go through the endgame content without rly giving a flying F about a defensive layer, so you can spread a bunch of MF on your gear and your gameplay will not change.
As a mele, you have to invest in all defensive layers, you have to stack ES or HP and evasion , you REQUIRE resistances and HP and mana rolls on gear.
MF is cool, but in a world where range classes do at least 30% less damage than the same geared and built mele specs.
Unfortunately, your solution of "makes things a little bit more difficult and wait it out" is going to cause a massive permanent fallout of players.
What you're not getting is that there are MF group farms going on that are the root cause of the intense inflation. These are the players market manipulating for the most part - not the solo IR stackers in endgame maps.
What needs to happen, without a doubt, is drop interactions within groups that cause IR to apply to monsters that other group players have killed for your portion of the drop, must be broken.
If this interaction remains come full release, you are going to end up with a market entirely controlled by RMT groups that price every mapper out of a want to play the game. Game mode choices will become "RMT or SSF".
Right now, what most of the people behind the curve are experiencing is the IRL equivalent of going into lifelong debt for a car.
6l's costing the entirety of your wealth up until t10 maps is the single biggest quit moment most players will ever experience in POE2. Players being currency locked out of even being able to see their underwhelming build to its full mechanical potential is a massive gameplay issue.
The psychological effects this has could drive a metaslave mentality in the playerbase for years.
Remember, this game is seasonal. People have FOMO because the game is designed for them to have FOMO.
Pretty insightful point on the psychology and impact here. GGG gets one more chance to make things work thanks to the wipe post EA period. If MF is in the game come launch? You'll never be rid of the consequences of it in terms of perception of the game. They need to pull the plug on it now and build the game's systems around it not being there going forward.
I think something like last epochs solution to this could be cool. Enable item rarity on SSF, and DO NOT allow transfer into trade league, make it have the “weight” they are looking for or allow the character to transfer without the items or stash. Take IIR out of the affix pool in trade leagues
One thing LE did that ought to be looked at is letting people craft up to the bottom of endgame gear, but the absolute strongest mods have to be dropped. That and the Circle of Fortune vs Trade setup were brilliant solutions to issues of loot drop rates. In the case of PoE 2 as it is? Just get rid of MF, there is no scenario where it's more beneficial to keep MF in any form than simply removing it and tweaking the drop rates.
there is no debate, really. find yourself through tft or the party board a 600+ mf bot and run with him for 2h. then go and run your maps alone again. it's game over for you once you did that. It's like having an oled screen and then going back to a TN panel
The fundamental problem with item rarity and loot boosting stats in general is that there are even chronic problems in the first place. If any other normal stat is problematic it can just be buffed, nerfed, re-balanced, or even re-formulated without consequences nearly as overreaching and tedious as loot boosts.
Loot based stats competing with normal stats in a build immediately creates an unsolvable problem because there will always be pros and cons that are outside of a character's "power budget".
If something like item rarity has so many people divided about it then it is not a net positive. If something is not a net positive for a game and requires constant work by the developers to balance around and with every change to content will have rippling consequences then it isn't even a net neutral; it's a bleeding wound for game design.
I agree on your sentiments about item rarity - I exclusively play SSF and having an option to "magic find" makes the game a lot more interesting.
It makes it more interesting because it makes drops not be completely and utterly disgusting, which it shouldnt be to begin with. MF is something that obviously sounds fun, but when its in the game you either get 2 things. Either drops are going to suffer to account for MF being in the game, or MF is going to feel pointless when it gets nerfed due to normal drops not being so atrocious it makes you cry.
Id rather have non sub-human drops and just remove MF from the game. When its one of the most important stats in the game to make said game feel good and rewarding its disgusting.
I think that the magic find is just too effective, though I do really like that it actually applies to currency in POE2.
My biggest complaint so far is based in how bad the crafting mechanic is. The entirety of crafting is get a good base and make it magic. If by some chance it isn't already trash by virtue of getting a bad mod, add another mod. If the item got a good second mod, or at least didn't get a trash cock block mod, make it rare. Now you have to ask yourself if the third mod that you got added anything helpful and is it an upgrade, is it worth using an exalt on in the hopes of getting more useful stats. This essentially amounts to a series of poorly weighted pulls of a slot machine lever. With no deterministic crafts, other than essences which are still plain bad, there is no fixing a piece of gear that was almost good enough to use. All of this could still be okay if you were enabled to pull the slot machine lever frequently enough to get a win every once in awhile, but that just isn't the case. Bases are rare because item drops are so incredibly stingy, and without scours or alterations you can't reuse a base item. You can buy some bases from vendors but they only reset on level ups, and while gambling is unlimited you can only gamble for the class of item you want, so for example with scepters you're only going to get the base you want 1/5 of the time, it's likely worse with other base types.
The crafting being so bad pushes people into needing to trade for items at some point to progress, and so the market getting distorted by this kind farming is likely to be a real problem. Progressing in general feels incredibly tedious, especially in the campaign. The maps are gigantic, non-linear messes, with slow characters meaning it takes ages to just walk through the campaign. To top that off, if you die the entire map repopulates with trash mobs that you then have to slog through for little to no reward. My first character will take too much currency to progress much further in waystones, so I started a new character with the intent of it being able to progress further. Now I'm not even half way through the campaign again and tedium has just about finished me off. It's a real issue when talking about the game in youtube comment sections, and endlessly scrolling social media is more entertaining than your shiny new ARPG.
My take is, remove magic find from gear and make it part of the progression. Complete act 3, magic find +15%, complete act 3(cruel) magic find +15%. Complete your first T1/T5/T10/T15 Map, magic find +15%. Kill a pinnacle Boss.. well you get the idea. So everyone would have the same magic find at a certain state of the game, which could be still boosted by juiced up maps in the endgame.
they could add 10% rarity on a boss of each act (60% in the campaign), then 10% rarity after doing the t3, t6, t9, t12 map ; for a total of 100% rarity.
(they could also add 10% light radius to 3 boss without reward in the campaign)
if literally everyone gets it for doin some basic shit, why even have it at all in the 1st place?
@@saschaberger7201 because it is good to have reward on boss.
and give it progressively keep the progression unchanged.
I like this idea. Sadly GGG has proven to be one of the most stubborn developers out there and will not listen to anyone that doesn't share their sadist vision of "THE GAME HAS TO BE SUPER HARD AND PLAYERS NEED TO STRUGGLE"
Bro no offense but if you’re talking about the campaign it sounds like you are FAR behind where any of this matters and shouldn’t have an opinion on it. Drops in the campaign are completely fine and adding a couple dirty mods to an end game character isn’t a big deal. We definitely don’t need 75% rarity before end game lmfao.
The only actual problem is that some builds can fit rarity into them and others cannot
Printing money with a Rarity machine is also actually a problem. It's called inflation.
Nah you will always have stronger and weaker builds. Stronger builds can always sacrifice some power for other things.
@@gerbo8018some builds just need some uniques to work tho, that's almost always one less slot from which to get any rarity, which means you have to sacrifice more stats in the rest of the items
@@nicodos2098 Yes that is also part of it.
@@gerbo8018only if the stronger builds are broken as right now where they don't need to sacrifice anything because they already have 5000 times the damage of others.(Spark vs. ark)
I'm glad that so far I haven't had to obsess over the economics of POE2 and have just been having a lot of fun playing the campaign. I do focus sometimes on trying to upgrade my gear and have had mixed results, but sometimes when I'd significantly manage to upgrade something and pulled it off really well it was immensely satisfying.
Yep. That is POE 1 players' bullshit. They try to ruin the game
I would love them to remove rarity mod AND to start soon a league for have freash market not destroyed by those bot that farmed boss that are now fixed, and no more bs rarity stack
"My solution: the game needs to be harder...". I am glad you're not the creative lead on this game!
wait a second was my take that simple, i must've cut 98% of it out
@TalkativeTri haha, yeah there was more to it, to be fair :D
Just for context. I made a Merc yesterday, and since I saw info that Rarity is super strong, I prepped some rarity equipment for the new character... Well, with 30% rarity, I found 20 exalts in the first 3 acts. Yes, 20 exalted orbs. (My other character found only 4, and this is including cruel) In my oppinion the stat is hillariously over-tuned, but my question is: is this intentional? If GGG designed the game with this in mind then fine by me, but i'm not sure that's the case.
Seeing as how you're suppose to be crafting gear constantly as well as using it as currency, that number seems about perfect imo.
I just got to the endgame yesterday with my chronomancer ( didnt had a lot of time to play since release ). I have about 100% rarity, i had at least 44% rarity on my character since about level 20 because an unique gloves dropped that had 44% rarity and since then i decided to add it to rest of my gear when i can.
I had less than 10 exalts drop through whole campaign and cruel campaign....
@@DreamskyDance Seems like I got very lucky. Fair enough. I don't mind the stat, unless it becomes so powerful that not using it is foolish, but I personally don't have enough data to claim that is currently the case.
i had no rarity on most of my chars, i lvled 12 so far and ive allmost allways got 5-10ex per act at least
You aren't seeing rarity, you're seeing the insane boost they gave to drops after the first week
Without it, you can play all day and get no useful currency. 10 to 12 hours with nothing with it. You will get multiple drops of useful currency. So yes, it's a must unless you want to suffer
Remove rarity .
And add it as a roll on waystones when juicing .
It’s 100% destroying the market at base .
Meaning a lot of builds won’t be accessible. Due to steep prices
People are blaming rarity, I run a 200% rarity support and it's not a crazy as people suggest. Also of you get to t15 and 16 and can run the maps juiced, you can suddenly easily afford the gear.
It's not mf that's ruining anything, people are just playing a lot running tons of maps
The game is CLEARLY balanced around having 100+ rarity if you want to get basically anything and it doesn't feel good to play AT ALL without it right now. Running a weaker character just so you can get a few exalts should not be the standard.
?? Weaker? Or you just suck at build crafting.
@@newax_productions2069 Droping actual power stats for item rarirty is making your character weaker to different degrees, that's not even an opinion, it's a simple fact. You don't seem too bright my man.
@@Kross415 if you are dropping power stats thats completely your own fault, i replaced a single resist on each piece of gear and am still over capped.
@@newax_productions2069 You're still droping max hp,shield, dmg or whatever any other stat that makes your character stronger. I'm also res cap with over 100 rarity, that's not the point. Keep doubling down on being wrong 🤷♂
@@Kross415 nope, im actually not 😂
1 death system in maps is ruining my experience big time. My monk is super fun feels great to blast mobs until some random over tuned on death explosion or other rng situation I can't possibly react to one shots me. My monk has the defense acendancy, 30% defense node max res 2k life (I'm ssf it's best I can do atm) and still get one shot fairly often ruining the map and costing a waystone plus 10% exp. Please ggg give 3-6 chances like poe 1
Playing trade league without rarity is pretty much just ssf. I’m in trade league with no rarity and I can’t interact with trade because things are so badly inflated 😂
Find your items
Just halve the bonsues on gear for the time being.
Remove it from gear on release, and buff it signifcantly on waystones and golden charms.
It's an outdated mechanic from the 90s, it needs to be gone, what do you mean a weaker character running MF build in T5 maps can drop better gear and more currency than a non-MF build in T10?
This needs rework or preferably gone from the game, because if it exists, it's immediately the most important stat, it's a loot base game, to get better/more loot you need MF, so MF is first priority.
Or have it, but not on Character equipment, just as a map stat that scales with difficulty, harder maps = higher MF.
This should never be a thing, I'm not even a game dev but it's obvious that you shouldn't introduce a mechanic that creates inflation in your game, and favours certain "farming builds".
I think the idea is the trade off, you want more mf, then you have to sacrifice power to get it. But yeah I think it’s also lame that some people will max out in mf and get all the cool stuff.
Luck should be the same for everyone
Upopular take , the reason that most ppl didn't engage in crafting in poe 1 is because you need capital to engage in crafting to learn crafting. It's easier just to trade then investing in learning by trying. We need more 10x currency drop even if it is only in ssf.
Need a lot more item base drops or the currency isn't really useful, I have plenty of transmutes, augments, and even regals. The argument is a good one though, and it is also why I never enjoyed trying to do Bossing as a strategy in POE, it just cost too much to even attempt a boss in an effort to learn the mechanics.
Rarity isnt the problem with the economy.
A completely unregulated market with no failsafe for flippers/price fixers is the problem.
Even in irl this is not a solveable issue why do you think ggg going to try solve this specific issue
Here's a hotter take: Get rid of trading. Stop caring about "the economy." - Fuck the economy. Get rid of trading, stop trying to balance all this shit, and just BUFF CRAFTING! Trading in this game is such a joke - you have to physically meet with some random asshole in some dark alley somewhere, and then hope the deal goes as planned. Nobody wants to do that - it's not fun, it's not gratifying. It's always a cope/contingency. - This isn't a shopping simulator!
What's FUN in a gear-based game is either getting a drop yourself, or crafting an item yourself. Stop using trading as a crutch for when those systems fail players (especially players on the wrong side of the bell curve). Buff crafting by getting rid of random bullshit and allow players greater agency both in what can be crafted and in exactly how it can be deterministically modified/augmented.
I also don't like trading either, but it's not going away, because the developers worship Diablo 2 to a fault, so anything that was a big part of that game tends to be in PoE since D2 is pretty much the reason PoE games exist, and trading was a big part of that game as well as rarity find. That's why they have solo self found mode though if you don't want to trade.
I'm new to POE (through POE2) and I have to say, the gameplay is great and the passive tree is good also, but the gear progression system is absolutely garbage. I get it, the company is called "grinding gear" games, and they're not kidding. The so called "crafting" system is piss poor too. It isn't crafting at all, it's just gambling with stats. I got through the campaign and into the cruel rerun but I bounced off hard when I realised the enemies were getting tougher but I wasn't and the gear that was dropping was all worse than what I already had. Once I realised (after some googling) that the only way forward was either endless grinding or trade (after grinding for currency of course) I completely checked out. It's a shame. The game is great, but the grind is legendary.
Yep, spin the wheel and wish for something good! -That's crafting in this game...
This is why I've stopped playing for now. I completely understand that the game's balance would be off, but it's way off. GGG made many puzzling design decisions, many of which affect gear progression.
lol you have to be trolling
Either you're a troll or someone lied to you. Zero trade is needed during acts or early endgame. Drops, craft and vendor are more than enough. I'm voting troll, especially as you just parrot popular talking points.
Most of the people complaining about magic find don't understand that the only problem with it is that it affects currency.
Magic find being used to find more or better gear is fine but gating Divine orbs behind. It is ridiculous, if Divine orbs continue to be the primary currency for trade.
I play solo and don’t use build guides. I see a lot of people saying rarity find destroys trade I do agree the veteran POE players seem to love trade but the rest of us don’t care about trading I could never trade and be fine with that. I don’t like everything but I do like most of it I’m going with leave it alone don’t change anything.
you are sacrificing stats for magic find, it should be good but not better than the lost stats that would help you clear a boss.
couldn't disagree more, but I've hated MF stats on gear since D2. they are unfun, and I personally thought the map system would have been the perfect way to fix this, balance getting more rewards entirely around a token that creates the monsters to kill rather than on your equipment. I was disappointed with IIQ in PoE1, and I hate IIR even more in PoE2 because not only do I think the stat is silly, but it is clearly overtuned.
My problem in poe2 is that everything is 100% luck, from currency to items to crafting etc. It almost feels like a gotcha game tbh.
welcome to arpg my friend
@Deathklockfan1 nah. I am a fan of grinding that's not the problem and yeah at the end luck is important to all arpgs. But there are many arpgs where you can better influence your luck or can better grind for certain crafting materials or items. I wouldnt even call it crafting in poe2 its Pure gamble .
Your solution seems the most accurated, let item rarity only be in gold ring/amulet/charm as base and only base and the rest on the waystones/difficulty level of dungeons/places, no item rarity in whatsoever other pieces of gear.
Rarity is too powerful. GGG said they don't want to have stats on gear that everybody has to use. That's the opposite of build diversity.
Not to mention like you said that high rarity can give you better stuff than harder difficulty. Like people farming t10 maps because that was much easier to run than t16 and rewards were the same.
One solution would be to remove rarity from items and add it to maps like a result of other modifiers that make the map harder.
Other solution would be to change the formula for rarity to make it have diminishing returns and cap it at a lower number than it is now. Using just 250% rarity and farming 2div per boss is stupid when like you said, you get 1 div total in 70 hours of game time.
If MF was removed you would improve your loot with playing the game, faster clear, higher density, killing rares, improved boss killing, maybe open a chest for a change?
I don't think getting dedicated MFers from tft should be the solution to farm your gear... the optimal solution shouldn't be those workarounds.
And it's a mechanic at heart that makes the rich exponentially richer. If at all the MF should be tied to good or skillful play not gear I buy with currency.
I mean this is yet another discussion we had had in the past like the armor discussion, the ES discussion, the melee discussion, the visibility discussion, the on-death-effect discussion etc.
I genuinely think Path of Exile 2 is not a sequel in any way, shape, or form. It is a fractured corpse of PoE 1 with wildly divisive minor changes thrown in. This is by far my biggest disappointment in a very long time. Shame on GGG for literally every decision that led us to this point.
They should at least cut item rarity values in half, or to a third.
It's insane you can effectively get like 70% more stuff by just grabbing a neck with good rarity.
In PoE 1, I avoided crafting because it felt cheaper to buy overpriced items than risk crafting failures, especially with the time spent grinding for currency. All the trading just to get crumbs and the chance of not getting the item I want made, buying easier. In PoE 2, I’m finally crafting my own gear. They don’t need to nerf item rarity, just add items to the auction house with a price cap, dynamic trade fees, or an in-game price tracker, like how currency is handled.
Rarity gives you aspirational goals to reach when you’ve maxed out the power of your build. It’s good for the game’s longevity when it’s balanced (hard to achieve; see poe1 deadeye builds)
MF worked well in PoE 1 because it didn’t augment you currency drop chance. It was something you did at the end of a league to target farm rare Div cards with a party and high quant mods.
Where issues come into play is when specific builds (like bow builds) become the default builds for stacking rarity because they are so good at clearing without extra affixes.
If they want to avoid a single archetype becoming the meta for MF, they have to start by balancing the ascendencies.
Content was harder until we all got +20 resist for free. 20 all elemental resists vs item rarity was the option, but they nerfed that.
They need to tweak it. Some of us don't play 20 hours a day like some of these tweakers/streamers just to obtain the gear needed for our builds.
Then go play SSF.
@@newax_productions2069 It sucks for SSF too, arguably moreso, because they have to rely solely on their own currency drops.
Braindead take, my dude.
I dont understand this type of point that people are using why comparing yourself with the top 1% of people who plays the game? Why compare their type of fun with yours, put your resentment elsewhere my dude
@@SirPunch2Face you can literally get rarity on items easy af. Its weighted quite favorably.
@@newax_productions2069 Yes, at the cost of defenses and whether you can find something that's good with rarity. It's weighted like shit because if you DON'T have it, you just don't get useful drops. It feels like shit specifically because of how "favorably weighed" it is
I think taking it off gear, locking it to uniques, atlas passives, waystones and tablets should be fine. Waystones should only offer up to 120% (30 per mod applied with a cap). This would reduce/nerf the higher tier investments, and keep the game from the 400-1000% increased rarity we have now, which is a big issue.
Wait, what? The biggest boost to item rarity is chest pieces?! I've played about 200h and never seen item rarity on a chest, ever. Was convinced it didn't exist 😂
In SSF, or non trade character, rarity/magic find, is a pretty important thing to keep improving the drops. As I've mentioned before, I don't play the trade game.
I think that part of the issue is 1) the loot drop mechanic not being progressive, and 2) the crafting mechanic being more of a gamble. I also agree that doubling the boss content in the end game would not be a bad thing. It would also be interesting to have "unannounced" bosses show up randomly on maps.
Rarity is intrinsically a bad thing for the game.
it can be nerfed, to not be a major problem like currently, but it would still be a bad thing.
the only real solution is tu just remove it.
Fubgun was on a podcast with zizarin and saying that he has been doing testing on rarity gear and says there is a huge drop off after 100ish rarity. I think if they ramped the diminishing returns that would kinda solve things I like the idea of a stat you can add to get better stuff but finding a couple affixes of it vs building your character around it sounds way better and more sustainable for average players
I've been having a hard time finding gear with magic find on it that also doesn't drastically weaken my character. So I've just been going without it. I can see why people would say it's a problem though.
Just make it work like poe 1 only for items. Always loved magic find in d2 so hope they keep it but just adjust it.
Put soft cap on it, and it will be fine
Thing is that increased magic find as a stat has been tried in similar games for decades and the effects are clear. It’s exciting to get to the point where you can make a MF character, but it tends to define the trade meta in these games.
I really don’t think IIR is the issue people are making it out to be. The problem in my view is there’s no real div sink in the game, so insane inflation is inevitable.
Leave in IIR, but make it so that it's a property that can only be found on relics when doing trials, on items for juicing maps, and maybe on the atlas tree. Just take it off of regular gear. Maybe have events in game that buff IIR too?
I don't know if I agree on the FOMO take since I think anxiety is implicit on FOMO. And when I hit these kinds of things, it's never anxiety that drives me to get just a little sweaty. It's pretty normal I think to look around and absorb ideas from others. Especially, if the idea is clearly an improvement on whatever you were doing.
It's nice during levelling but the issue later on is it magnifies the op builds because they are the ones who can afford otherwise wasted stats. Remove it, get the drop levels right first, consider reintroducing it at a much reduced level if they feel the game is lacking without it.
Dude, never heard of this brand of clothing, I always look for new stuff. Thank you!
I just start cruel act 1, i play at a relatively slow pace, and i have some rarity increase in my gear, (level 47), is it worth investing in more rarity while still going through campaign?
Thanks.
Yes
Magic find is for people like me with not a lot of time to play and grind. I have a set for grinding a bit to help me through HC. I dont sell or trade, and that's the beautiful part of it. Trade is a voluntary thing you dont have to do it.
As someone who was playing monk without Chaos Innoculation and just switched last night. Standing on the flowers feels so damn good. I think ES needs addressed more so than MF.
The trade market is a lot better when you sort by exalts, rather than by relative. That said imo increased item rarity should NOT affect currency. Thanks to the new item tier system it shouldn't need something like that to be good still.
There should be a noticeable dip in character power with mf gear equipped but there isn’t. It should be a risk to run a heavy amount of mf gear but there isn’t. It’ll be tuned better after the break
People wanting it to be removed can't honestly be called FOMO. You have people finding themselves literally priced out of upgrades for even the mid game gear due to not being able to afford over inflated prices. A combination of those insanely inflated prices combined with insanely low drop rates and complete lack of a meaningful crafting system are actually drive many to RMT websites just since the game is denying them any since of progression for their time committed.
It's frustration over the fact that some people are able to get soo very far ahead with MF builds or have an *organized* group to play with that centers around a player decked out with MF when most are just trying to get by solo. To point at what you bring up early in the video, it's not that these people are getting a few extra drops over those that are not, but they are literally making exponentially more than what people have made over hundreds of hours from a single map! It's unacceptable and either needs to be completely gutted and removed with drop rate being set to a reasonable level to literally level the playing field and increase build diversity.
I think rarity should also should make enemies more deadly. You have +600% rarity then almost every attack can one shot you, so u must make super tanky build or play almost perfect to utilize such big buff. If you are good enough - you get all the loot, if you are not - you dont pick rarity, you pick power mods. ez solution
Seems like a balance issue between the various reward systems. IIR is OP right now so they either need to nerf it or buff the other systems. If a bossing build does not have affix space for IIR due to difficulty of bosses then the rewards should be extra juiced implicitly and maybe even only available via that progression method.
Maybe something like the max juiced pinnacle bosses can drop tier 6 rares and be the only place specific uniques drop that are build enabling. Then the players that focus on that can sell those items to the IIR players that like blowing up screens of mobs and getting gobs of currency.
We have to remember, this is the first time they had a chance to test the economy of this game
i think just make rarity afect the rarity of items, not currency, and make certain currency easier to find from the base, so you can farm more uniques and rares with gear, but only have quant afect the amount of currency, so you get more by killing more
I wonder if a good middle solution to magic find would be to have a cap that can be reasonably reached regardless of class or build.
I somehow accidentally ended up with about 75% Item Rarity on my warrior when I started mapping. It helps a little bit.
Personally I ignore IIR on gear and try to play semi-SSF in trade leagues. However when it does affect currency drops it's like sitting on a long bus journey with a hobo that shat himself and can't really ignore the smell, and the next stop seems to be an eternity away...
I think the lack of bosses comes from half the bossed still not released from acts 4,5 and 6. That would basically give us twice as many bosses and in my theory would mean there will be twice as many boss encounters in the end game
The amount of items was never a problem, they just needed to explain things better and add more in depth tutorials. The simplification of the skill gems was a nice addition but otherwise people wanted PoE1 with some added QoL, better explanation and tutorials, and updated gameplay mechanics and graphics. The dodge and block are a perfect example of things players wanted, however they slowed gameplay down too much and didn't telegraph certain moves nearly as well as other skills leading to run ending one shot deaths...
Also the Trade Market needs currency capping to prevent people from driving market prices up to ridiculous degrees... On PC I was one of the people that help to drive purchase prices down, on console those prices are 3-6 times the cost making things extremely unobtainable unless you have the late game currency needed to afford it...
I personally like item rarity stat, it gives another dimension to gearing making you choose offence, diffence or farming stats, but i think it needs some tweaking.
Putting it only on maps would mean you can't juice up ur loot during campaign, which sucks
I'm thinking it might be cool to add some kind of talismans or charms like last epoch has which goes into dedicated slots, and limit increased item rarity to those type of items. So main gear is for power or defence stats, this new type of gear is for all stats with option to juice up your loot a little bit.
And i think there should be more farming stats on this type of gear, like increased rarity of monsters, increased monster pack sizes, separate increased item rarity and increased currency drop rates etc
I don’t think MF should affect currency. I think the issue would be less awful if we had other systems to get the stats we want on gear. Trade is totally cooked right now. They really need to increase the drop rates of things like Greater / Perfect Jewelers orbs, Omens, and the fragments needed to do endgame content / bosses.
I currently have HAD to swap to MF gear just to be able to barely afford an item that’s barely an upgrade. If GGG gives us more ways to craft our own gear other then the current “Slam and pray” method the problem would not be as severe. Also they need to let us un socket runes / soul cores. Even if it destroys the item’s current rune.
I think good gear should come from killing stuff, not from a stat that makes you sacrifice other stats
100% AGREE!!!! I'm not even playing a top 5% build and LOVING PoE2 but I feel like I NEED IIR gear to even progress... Hopefully we see what happens and hope they don't refresh the league this early...
I agree with your take at the end, it's mostly fomo but rarity shouldn't buff currency drops
It doesn't just ruin the market in trade leagues, it ruins SSF because you HAVE to run IIR just to get your account off the ground in SSF
Let's talk about the people that hard crash when changing zones that don't have an opportunity to even put on MF gear.
for me and most of my friend group that play the game, we've been playing less and less over the last couple of days. Some of which literally moved on to entirely different games until stuff like this gets resolved. I don't want them to wipe the EA and start from scratch I think they should do as many balance patches as quickly as possible. Then introduce a new league during EA a month or 2 from now. Then have players play that and if stuff is still bad, then play that league out and do the same thing again. GGG needs to iron out these issues before the actual launch of the game. I don't care much of how they have to go about resolving the issues, but they really need to double down on making this game the best it can be for the 1.0 Launch.
It's unfortunate with the state of magic find at the moment inflating the prices of gear. Things that I wouldn't pay more than 20 ex for are jacked up to at least a divine. I'm one of the ones in the smaller bracket of Witchhunter and I've been able to work some magic find into my build and still able to handle T15 outside of some oddball mods. But I don't want to feel like I have to sacrifice stuff just to have better odds at finding higher end currency items. And because of the jacked up prices, I start feeling like I'm jacking up things I own in order to get things I want. I just spent 40 ex on some 25% movement speed boots (10% more than my older ones) while keeping my resistances and sacrificing minimal evasion. But even then, I don't feel like the boots are worth that much. Throw in price fixers who aren't selling but list low to snipe others who want to sell and you just have a big mess. I had an unset ring going with an extra skill for the fun of it but gave that up for a gold ring and a magic find affix on it just to help with currency drops. Especially since I've only seen one perfected jewelers orb and sold it just to get currency for gear to improve my build. I honestly feel like magic find and its affect on currency needs to be reworked
I see Rarity as a potential serious problem, but I agree. It's not breaking the game yet, so lets wait and see. They have more pressing issues to focus on right now.
MF doesn't affect currency. This will stay true until actually proven wrong. It doesn't affect it in poe1 and my anecdotal personal evidence shows it to be the same here too.