15:11 Wrong info, I'm running T13-15 maps and I'm currently finding ~10 divines over a 10 hour session with the fastest build in the game. Not 10 divines per map, 10 divines per 25-30 of the juiciest maps you can make. You can hate on magicfind but at least don't spread misinformation to do it. Thanks and happy holidays!
@@boki1337or the guy who puts out a video where you find 90 divines in one map alone? I wonder why people spread factual information. You can call it what you want, you put the videos out there lmao
Thanks for clarifying. A few hours after the video, as stated, I wasn't confident in the accuracy of the numbers; it's been very clear that it was extremely hyperbolic with my own testing not long after. Happy holidays! EDIT: We have cut out that part of the video. ~kikis
@@gringoboy701 this way the game will seem to be updated according to player needs; like they're listening. I mean, they are literally repeating the same mistakes PoE 1 had for years for some reason, I expected much better. Now I agree that PoE 2 is at best (in this EA state) an 8/10.
@@Dyils Joy... I can't wait to get to that point /s. I've been alternating between monk/minion/and a few niche chars so much I've not made it quite that far yet. I kinda wish I farmed the beetle thing before they nerfed it, but it still wouldn't have gotten me much considering prices on key uniques right now.
Well the game is early access. Give devs time to fix and adjust all this. Market right now is meaningless in the long term, it will all be tweaked by release.
The market was crazy before everyone understood how "op" rarity was. The market is crazy because there's a shitload of newbies who don't know what they're doing hiking up prices.
what my biggest problem is with the game is the scaling of difficulty in endgame. you either have to go full damage to oneshot every mob , or build extremely defensive so you survive those random damagespikes of those randomized yellow's which mechanics you cant learn, cause you get kicked out the map at first death. if you went a balanced route you have to be as paranoid as possible or get oneshot out of the blue all the time. this is absolutely not fun. let us at least use up all 6 portals before the map fails. there cant be a learning curve when every single error immediately costs you your opportunity to revisit the point at which you failed.
thats the problem with the game not being tested enought , curently the endgame plays like poe1 which is fucking horible . i was promised diferent playstyle from poe1 and i really liked the campaign (normal and cruel) and then i get to maps and its the same oneshot slop with mobs that move 4x your speed , except now you dont even have movement skill (not that shit helped in poe1) , i really hope they rework the maps heavili and rares because rare moving fast like a hasted mob with no haste is fucked up (devs themself said endgame is the least tested part and it shows its like they copy pasted poe1 endgame)
End game hasn't been worked on yet. They literally said they pivoted from acts at the end in the past 2-3 months to work on the atlas, maps, etc. I'd give it some time. Your worries are legit and I feel the same. That said, we know they can deliver. I'd give them the benefit of the doubt 😊 @@kalashydra9016
I really wish they would just move rarity to the atlas tree, precursors and/or map modifiers themselves. We don't even need MF gear in the campaign and this solution would get it off our gear completely.
@@JURITO1000 the issue though, is right now if you are playing trade, the economy is so inflated by people grinding with high magic find the last week or so, anyone who isn't is now gate kept out of doing it themselves, and the pricing for things are waaay higher than they should be and normal players can barely afford anything.
@@Hecklezz i know i play trade and dont participare in meta strats so im completely priced out of everything….i just play it like ssf with a occasional trade if i can afford it…
I literally wouldn't upgrade gear when leveling up through the campaign unless it had resistances or rarity. Because without it, you wouldn't drop currencies to further upgrade gear or skill gems.
@@JURITO1000 i do the same as you but they do have a point man. one thing I don't like is I am always at the problem not knowing should I exalt my gear and good bases or just save up for who knows when upgrade. Also GGG says themselves they design the game around trade.
> More loot should be gained by juicing harder That's...exactly what MF is. Just as juicing makes content harder, so too does gimping your gear for a completely dead stat power-wise, but that gives you better loot. I'm still kind of puzzled by how many people seem to miss that the "MORE JUICE" mod on gear results in, well...more juice. How much more clearly does it need to be spelled out ?8(
@@Ilyak1986 Think you've missed the term "more juice" being making the maps harder = more juice not this can literally be slotted on anything and juice every capacity of the game from acts to low tier to high tier to end game maps. Builds that can slot rarity in reliably without losing are the real winners. Dead stat is funny when u will just roll the builds that can get insanely strong and fit rarity i.e all these shield abusers with 700+% rarity. Yet you see no problem with this how? My maps being harder should be an indicator of loot not just giga stacking my gear with rarity and running anything per hour
@@Natev97 Imagine running a giga-juiced tier 18 with full mods only to get 5 exalts for not having any iir on gears meanwhile dudes with 100+ iir doppin div like crazy just by running any tier 13.
@@binhvan4893 literally, swapped from my rarity build to a demon form infernalist, heavily res starved due to life regen everywhere so can’t fit rarity and the lack of drops compared to anything I’ve played before is telling and almost disheartening. Build diversity is hurting so bad
I am quite surprised that GGG has got trees for almost everything in the game customizing basically anything but they haven’t got anything for SSF and trade. This state is fine for the SSF but very bad for trading. Last epoch solve these beautifully where you choose how you would like to interact with the game if you want more loot, you play prophecies if you like trade, you are in a merchants guild. That is a very elegant solution that GGG could consider in certain way.
This is very discouraging for me as a new player. Trade went from sane 10-20 exalts for good items to this now being measured in divines. 😢 I don't have knowledge or time to farm this much currency, which basically means I'm SSF now on a trade server. Because the inflation is so high and anything I can afford is 2x worse than what I bought for a total investment of 15 ex a week ago. Meanwhile, everything that drops to me isn't even worth 1 ex when I check it. I am honestly so discouraged that I'm thinking either to level up a good farming class or just quitting the game until this is fixed. Which classes/builds are good to stack rarity? 😮
Yeah prices are a bit too crazy since all of the sweats are inflating divines, astramentis costs 160 div which is insane and doesn't seem possible unless you get it as a drop.
this was going to happen with rarity in the game or not. the problem that occurred was trade flippers were artificially inflating the price of divines over the course of a couple days. Rarity did not cause the price rise alone. A group of market flippers did.
@@JtotheDoubleL This is a thing in any MMORPG-like market, but the prices rise only as high as people are capable of paying. They would have risen anyway, that's true, but not to such insane values. And the reason they're this high is because people are leveling storm sorcs and monks and farming faster than other specs.
They should just create a separate item slot that is specifically meant for rarity and remove it from the other items. They could have a trinket that can role different rarity effects (prefixes/suffixes). %increase to helmet rarity found, %increase in glove quantity found, % increase in currency rarity or quantity found, etc. just some examples but you get the idea. I think something like this would be cool and wouldn’t affect build diversity. This would also create type of target farming for what you need/want which would be really cool/fun.
I kinda like this idea, excluding the currency part. I think currency should be a flat rate regardless; I think keeping it this way would help keep the market stable.
I guess it would make more sense if they kept rarity effecting currency, but that shouldn't be any rarity on gear, only map rolls and maybe in the atlas tree
@@ExcessumGaming As long as gear pieces give ANY rarity builds that can afford the power loss to use them will still have advantage. This should be only as a map mod so any build can run these with juicing and if they're able to handle the juiced map
It would make more sense if they completely removed this dumb MF from the game, as every game that has it turns into a MF meta and cheesefest. Just make the drop rates equal for everyone and play the damn game instead :D
It is like 5-6 years ago when they started developing poe 2 was also the last time they ever spoke to the poe 1 dev team.... it took them 5 years to build poe but without all the lessons poe learned over the last 5 years... quite frustrating indeed
I actually dropped my first Div orb in the first run through Act 3 (aka non-cruel). I remember being shocked that I dropped one so early in the game. In retrospect, I also remember seeing that I happened to have like 65-70% rarity on my gear combined. Not cause I was looking for it, but cause it was just randomly on the gear that I was using. This makes so much sense now.
Same thing happened to me. Also running gear with rarity just because it was the best gear i had at the time. Dropped a divine during campaign and haven't seen one since then.
Rng is rng. You didn't get one because you were using rarity but because you got lucky. I'm farming T15 since a week and I happened to drop like 6 div in one map while earlier I got super lucky and got 12+ breach in one map T15 with 200%+ rarity rolled on the map and 150% on my gear and I didn't even get one divine while I usually get one every few maps. Rarity does affect currency drop greatly until 100% and then the diminishing return kick fast. But overall you aren't guaranteed to get lots of exalted or divs until you start juicing your T15/T16.
@@vuton7670because you HAVE to if you want to play trading league in any meaningful way to keep up with currency inflation. Or if you just have a specific build you wanna buy/craft you need to keep currency slotted. Making it essential until it’s not when you’re at endgame and a whale
Now every streamer has made profit, they call for it to be nerfed lol, like yes it does need to be but it's gonna be a complete market dominance from those who jumped in early, it should be nerfed on a reset. Just to be clear, in no way am I saying that's what these guys are doing at all and I appreciate them both, have found many of their videos useful, it was more a joke with a general undertone, sometimes you forget how tightly wound people online are lol.
Yeah prices are way worse because of all the currency nolifers managed to get in the first week, now i have around 120% magic find and the game feels not just 120% better but 5x better, just keep it in the game for a week more pls, lol.
@@washoywa quite a sad comment. You don't seem to know a lot about poe or GGG. PoE 1 was still alive after ten years because the community and GGG take the time to make the game evolve and feel better to play. You, my friend, don't understand that those feedbacks are necessary.
GGG either didnt learn from poe1 or forgot, i remember during wildwood league i was literally making 10~15 div per map just in raw divine orbs alone. it was fun but everything also cost a lot more. really dont mind them removing rarity for currency. either nerf rarity for currency, nerf rarity for uniques, or make it harder to get rarity/ have more drawback for rarity. things are getting out of hand. people cant afford to upgrade their gears because everything cost more, in turn, they feel like the game is too tough because we all know if you cant improve your power you cant farm higher or progress your atlas. i know there are quite a lot of people who are struggling and feel like taking a break from poe2 until there are some changes.
Me after 3 nerfed builds and the trade situation with rarity, boss invitation, splinter etc… ok now is time to stop for a bit. endgame is bad bc sanctum or new lab cannot give u raw currency same thing ultimatum, essence are undertuned, ritual drop of invitation and omens are bad from the start and only lucky people can farm it soo…u knows what ggg think about endgame
@@giacomosardelli4734 Yup, both of the builds I theory crafted on release got removed for being 'bugs'. If I could theory craft these builds from the skill gem and passive tree lines, they were not bugs. At this point i'm burnt out and any creativity I apply to build crafting feels punished or blocked by the on rails systems GGG has forced into the game. Im probably going to take a break for a few months and see if they fix it.
No, not everything else cost a lot more. Any item that could drop naturally from monsters saw its lowest price during that league. HH was like 20 divs. Mageblood was like 60. The things that went up in price were non-map-obtainable currencies and uniques, such as Progenesis, which saw its highest price ever at well north of 100 divs.
Rarity destroys ARPGs period. Greatly reduces build diversity. Items are trash if they don't have Rarity. Gonna be honest I think + skills should also only be on weapons because you run into the same situation when an item doesn't have + skill on it.
Well +skills is not the same, not every build needs or even wants +skills. There are literally builds that +skills brick them because of the mana costs. But with rarity, if you don't need other stats anymore, it's just a no brainer.
@@manelbonayaltadill4942 I can't agree mana cost can be made irrelevant. You can abuse so many things to either make mana cost 0. Or always have full mana via unique flask and just abuse new recoupe self inflict damage mechanics. People are getting 5k mana instantly over and over you can't run out. So you do want the + skills. Even warior you want the +7 skills 2 handers for +14. In the end it becomes the same thing item is trash without Rarity or + skills.
"Greatly reduces build diversity." It literally changes nothing about build diversity. It's a stat on any piece of gear you can get not a skill. If you think build diversity is what everyone is playing then you shouldn't be even playing an ARPG. Build diversity is the amount of builds you can make in a game and PoE2 has thousands. Therefore, more build crafting, less crying.
Id be fine with rarity if they kept its impact the same but capped player rarity from gear at 100%. Like a max resist. That way it's desirable but also achievable without being abused
@@JadoCast This is EA. The market is never going to be stable. Its already over. Trying to balance this market is misguided. If anything, wipe it and start EA over again like a new "season". It would be the only way to get a new effective test bed.
That's still just another mandatory stat then, with resists there's at least some decisions to make with overcapping and max res etc, but having a stat that you need to just always reach 100% is lame, just remove it
Rarity is just manditory and its killing the fun in the game. GGG needs to make the baseline higher so you dont need rarity then nerf rarity or just remove rarity from the game.
@virtualmartini im about rebalance if they buff base drops to numbers when 30 is not low then. Then player dont need to think about it. Maybe not cap but heavy deminishing..
0:39 the market is screwed up because of RMT (same as poe1, D4) I hope GGG will find a solution soon or later, main while I moved to SCSSF and learning to get better for HC
"what about the guys that farmed thousands of divines vs the ones that didnt." who cares about them? i havent abused rarity and i wouldnt feel left out if they deleted it RIGHT NOW. I care about the game being better. I just dont personally think the opinions of those that actively want a worse game matter. maybe thats a little unfair, but im going out of my way to avoid all of the op stuff to try and play the game GGG envisioned, and i think THAT game is just a better game.
I agree with the idea of what you said, and I don't care about the trading market at all. However, I don't like that they will lower normal drops to without magic find to compensate for the people that do. I my playthrough all of the sudden I was getting a good amount of yellows and currency. I thought it was because i hit cruel. Then I realized I had 60% added magic find. I did not try to get it, but it made a huge difference. I went from 2 exalts in acts 1 - 3. To like 30 in cruel
Should just have SSF have a base bonus to rarity and reduce the amount of rarity you can get. Another thought I had is that rarity is a hybrid stat that also reduces all your resistances by the same amount. +12% rarity to items / -12% to all resistances.
There are several examples how things were added to poe1 to fix an issue only to be implemented or not implemented in poe2 to detrimental effects. Rarity extreme advantage, armour not scaling effectively, removing crafting impacting getting resists when you start mapping, etc.
I think there is also another thing to point out though - I have 140 rarity on my gear, I am not dropping divines almost at all, some exalts chaos etc - but to be honest with the state of crafting now, as the currency is dropping WITH 140 rarity - If I was to use that currency to craft my items the drops with rarity would not be enough to get good gear, at all - it's a combination of problems... the drops are way to low without rarity for the state of crafting because drops are low wven with broken rarity for the state of crafting (not talking about extremes of 800% rarity)
You have to stack the node for swamps giving 40% more currency. Have breach with multiple breaches on it. And have rarity on the map. They all multiply on each other. I also run around 110-130% rarity. Said the same thing as you, they mentioned what I said above. I did thay....omg the amount of currency that dropped. It was nuts compared to non swamps.
There is allot of inconsistency with regard to rarity, I have 175 rarity in my gear. I juiced up 2 sections I my atlas with breeches rarity quantity and increased rare mobs. A swell as rolling t15 maps with 100+% rarity and quantity and valled them, I’m not joking when I say this, I had no exalts drop in 30 maps no divines no chaos 12 breech splinters 2 val orbs 4 garbage uniques and some augs. Either I’m extremely unlucky or there is something really wrong. We ain’t all getting divines and exalts thrown at us
@@dlawc something’s definitely going on, I even run 10 maps with a mate, he’s got no rarity on and he dropped 1 divine and 12 exalts and I got nothing. In my 7000 hours of playing Poe Iv never had such a low drop rate. I wasn’t having this issue a few days ago, I wasn’t getting tons drop but was getting an exalt every other map, sometimes 2. It’s as if ggg turned off my loot 😭
On the list of many things they need to fix, they need to make crafting viable during the campaign. Right now its just easier to disenchant all your stuff and sell it for exalts. Than use exalts to buy gear that will be at least 5x better than your best possible crafted results. With this method you can also probably get this gear in late act2/act3 normal when the game really becomes annoyingly long and difficult (if your build isn't put together).
I think it's poor design to allow a handful of builds much easier access to rarity while most find it much more difficult to integrate the stat. If GGG insists on keeping rarity in the game I think they need to come up with a system that's not so ascendency dependent and doesn't force players into 2 or 3 builds.
Im also at that point that i feel like im forced to find places to squeeze in rarity because i drop literally nothing. I had one divine and my char is 92 or something. Alot of the rest is completely useless bubblegum currency since you cant even use it to craft in a meaningful way. And inflation of currency is exploding. At this point i have either the choice fo gimping my build and forcing rarity or ill farm for 2weeks to be able to afford a really good item for my build.
btw I am actively testing this - means I am crafting with my exalts, because I already bought descent gear on trade, so I am trying to simulate what it needs in current crafting system to actually get some results - even with rarity on avg dropping 4-5 exalts per map I get nothing, all the "crafted" gear sucks D, and I am not talking about big D that makes girls go "Ooohhhh" I am talking about elephant D that makes them run away screaming in fear! I have also noticed some SERIOUS inconsistency - so GGG mentioned themself "If you didn't get multiple exalts during campaign we messed up" - ok, so why is my character voiced over when picking up Exalt saying "A RARE tresure"? If the target was for exalts to drop like candies to "make the crafting (roulette) less shit" why do you voice the characters like they have found something special? it's like different teams in ggg had different view on how the game is going to work.... If the target is for exalt to be rare and drop less then one exalt per X maps, then crafting MUST be completely deterministic - means I use my exalt and literally choose the affix (which is also bad crafting) - and even then it would take a long time to craft all gear If exalt was this rare. If it's suppose to drop like candies it doesn't happen as the game is currently set up UNLESS you equip ton of rarity. If they nerf rarity to don't affect currency the HAVE TO up currency drops to a level of current 150 rarity at least! OR fix the crafting. Rarity nerf cannot be made without addressing these two combined issues, otherwise it's going to be really bad
I die because my gear sucks. I cant afford anything. I cant craft anything. Item drop rates are terrible. I consistently die because of bad game design and one shots, lose my progress, map, loot, xp and most importantly, my time. I took a break.
Also noticed a huge botting problem, where bots are buying up items like jewels with mana leach instantly and putting them at 1 divine. Just put in 2%mana on kill on a jewel and see for ur self
I truly hope GGG will be able to manage bots and RMT better than in poe1, they should... Because those things hurt the game a LOT, and make a lot of their points about not wanting an AH inside the game quite moot.
probably no one will read this but a good way to stack rarity is basically with every MAJOR BOSS you defeat you gain more rarity! imagine the game basically incentivizes you to take objectives and by doing that it gives you more rarity as a passive, and with each major endgame boss the rarity increases !
Poe 2's biggest problem is crafting and having different crafting than poe. Having different crafting system for both game is terrible decition that is not good for player not good for developer not good for health of both game as it create unnecessary division and confusin. They need do same crafting on release with poe. Some end game stuff can be removed like awakener orb stuff etc. But having 2 totally different crafting system moronicly stupid. GGG need to turn poe crafting into industry standart that we can expect from all arpg games to follow.
Nope, GGG need to make something similar to LE craft, so the rng what we have in poe1 and 2 needs to go. LE craft also have some rng but far less than this. Poe crafting however people think it's way better, but is it's still rng and spamming currencies. It's really really not accessible to players who can't play 14 hours per day and ssf players.
@@KrigHammar I strongly disagree but if it mean both game gonna have same crafting it still better result than poe 2 having different crafting Last epoch crafting is 900% more controlled than poe. That clearly not a direction ggg want to go. But poe 2 direction also horse shit
@@KrigHammar Part of what keeps LE craft from removing the chase from the game is the ranks of stats you can't craft. That becomes the chase items, and I think that might have been their smartest move.
I hate PoE crafting and don't want it in other arpgs. Some gambling is fun but I don't want to need multiple spreadsheets or Craft of Exile (I refuse to use that) in order to get interesting items. There already aren't enough targeted drops and PoE2 feels much better to me. A crafting bench would be great to slot on that affix you're missing like movement speed on boots but I don't want them to backslide.
@@arczero1623 You do not hate poe crafting you hate complexity of it. It is like a fat guy saying he dont like exercising. What i was expecting ggg to do simplified version of poe crafting. Why do we need craft of exile? Because game do not give you that information. Lack of in game tools are the reason of it For poe 2 crafting i can say it is not fulfilling not fun and it is rng fest with almost no control and only control you have over crafting is soooo expensive you cant even get them. And if you able to get them you already a hardcore player
The game is beautiful. Graphics are 10/10. Soundtrack is awesome. But most core mechanics feel SO BAD. Can't enjoy level design (and always get stuck on things I can't see) because monsters are too fast. There's always 10 monsters jumping on me doing AOE damage and stunning. Lots of exploding skills, after death explosions, degen puddles, chaos clouds. It feels like POE1 but worse in every detail. Ascendancy is a joke for innumerous reasons. 6-link system is laughable. I'd rather have my 6-link chest and throw 1200 chromactics in it than locking one of the most valueable currencies in a single skill gem. That's just plain stupid. MF should be removed because we all noticed, since forever, that they can't balance it. I know GGG will fix a lot of things and the game will be very cool in year or so, but damn. They took everything people didn't like in POE1 and made it worse. But right now, that's it. Go meta or go nowhere, fellas.
I mostly play SSF and until this is changed I will be looking at each league exactly as you say things were in D2. A good league starter for me would be a build that can swap into the best rarity gear, and then I'll consider any actual build I want to play.
I cant get exalths and good loot in ssf acts without rarity on every item. Its too mandatory. Base drop is so bad, its not enough to survive ssfhc or gear character. This stat more important in ssf than life or res. I would like to see base drop increased strongly but rarity spawn 10 times less often on items so even one item with it matter and heavy deminishing with more than 2 items.
I dont know why "Item Find" cant be a stat that you quest for. Certain side quests will increase rarity and any class can do these quests and increase their item find. Seems a simple solution and doesnt affect gear at all.
Yes..something like this. I love the idea of "gaining" rarity for your build. just not using an item affix for it necessarily..maybe even make it a separate implicit you can imbue on every item with a special currency orb you can find
And by the way I think the item Rarity is doing what it's designed to do what GGG wanted to do, create trade friction that was one of their mission statements in an interview so I really don't think they will change item Rarity because it creates a barrier for trade
@@Trreacherous Just can't take this EA seriously because of the trade market currently, lol. I'll just chill and test out classes and masteries throughout this EA period cause it makes no sense to grind with what's happening.
@ I understand but I think people should have item rarity to be able to farm currency better...what's the alternatives? Rng on maps sounds horrible or gatekeeper to more elite players an builds to higher tiers? Both sound way worse than item rarity an it's not that hard to get a decent amount on your gear.
There should be some mechanics in the game that are affected by rarity (like drop-anywhere unique drop rates), but none that directly provide currency. This means non-rarity players can farm non-rarity mechanics, and rarity players can farm rarity mechanics and uniques, making currency drops more valuable for everybody
Rarity on gear and group play drop multipliers was the cancer of POE1 and they are even worse in POE2. Developers also being passionate players is a great thing for games but we see its downside here. They have a blindside to these issues or enjoying playing them. This is why we will always see people grinding low level content with nearly no risk dropping more loot than people playing end game stuff.
Same problem as movement speed on boots. They should just have a seperate slot for movespeed inherent on boots and tie rarity to how rare the gear is (0% on normal items, 10% on each blue item, 20 on gold, 30 on uniques or smth
Imo they could probably "fix" rarity enough if they had, say, 50% soft cap on rarity, after which it would get diminishing returns until 100% rarity as a hard cap. That would make most people either settle for like 1-2 gear pieces tops with Rarity, or be forced to give up WAY TOO MUCH power to climb all the way to 100%. And it wouldn't be possible to get like 200%+
I'd rather they give more options for crafting and more farming options before tweaking rarity. Essences and Omens sound like such a nice change to the crafting system compared to POE1's flow chart optimized crafts, yet Essences and Omens are so rare that only the rich play around with them. Both Ritual and Breach are farming mechanics that involve being flooded with mobs. We need things like POE1's essence, betrayal, heist, blight etc. More variety of farm that don't feel the same and ones that different builds can specialize in.
I don't like MF. But we need to stop with the complaints against MF without addressing the real issue. Almost the entire video is about rarity being a problem, but the actual problem is that loot and drops are unrewarding in relations to character power and also char classes are imbalanced so as so that efficient builds have overwhelming power that they can sacrifice to get rarity. By making so much noise against MF and rarity stats is only going to result in GGG nerfing them without any other changes being brought about. This issue can be solved by buffing weaker classes and builds and creating MF uniques for all item slots so that any build can go MF (MF will become the chase min-max ver. of any build), or remove MF on gear but significantly buff the atlas tree and map mods so player power actually translate to rewards.
On paper, the concept of GGG looks like this: you will have one character to farm currency, who will equip your main character, who will go through the most difficult content. In reality: a main character with no rarity, just killing mobs for trash loot and a second-long feeling of overcoming hard content. Which begs the question: what am I doing here, and why?
Exactly. Like.. right freaking on. Everybody that plays PoE 2 should email GGG your statement, verbatim: "But we need to stop with the complaints against MF without addressing the real issue. Almost the entire video is about rarity being a problem, but the actual problem is that loot and drops are unrewarding in relations to character power and also char classes are imbalanced so as so that efficient builds have overwhelming power that they can sacrifice to get rarity."
The biggest problem I see for standard is rarity is much more accessible to good players who know what they're doing who already have good gear. Whereas newer less experienced players that actually need better gear can't use it because, for example, they're already not resistance capped. So the people that need better gear can't easily access the thing that gets them better gear. They should just remove this from the game completely and have a level playing field. It doesn't matter some people have already benefited from it its early access, its already happened.
@@newax_productions2069 An actual good rare is one of the most valuable/inaccessible things in the game. Why do you think so much of poe1 economy every league is just funneling money into mirror shops.
Divines are actually rare and I kind of like it, they are way rarer them poe1 divines, nothing wrong with that. I got maybe 6 total and I have 200 hours almost, half of that in the end game
PoE 2 has a lot of issues for all it's good points, they have a long road ahead. I hated MF cuz it widened the gap between the have and the havenots and the juicers could skew the market so heavily it made things unattainable for the majority.
I think rarity problem is made worst by lack of proper atlas and endgame juice in maps. In POE 1 you can fully spec into mechanic add scarabs. POE 2 endgame lacks this sort of vector of juice from atlas and towers. Also rarity is too accessible on items without big trade-offs which makes you need to invest into rarity to increase your drops. I would say rarity on items could be end-game min max to push builds even more (like corruption for rarity seems cool). But more rarity and scaling should be baseline in the atlas and on maps (waystones). Ideal balance means harder content -> better loot.
Yeah and then people will complain about endgame gear progression being locked away behind content they cannot complete. It has happened before in PoE.
@@epyjacek the problem is MF is NOT a replacement for that ... if you cant afford to complete endgame content then you 110% will not be able to afford MF gear either ... so it being some sort of a catchup mechanic is a MASSIVE cope
@toukoenriaze9870 I get what you are saying, but I have 150% increased rarity in Act three Cruel, so it's clearly not hard to get it. There is no gatekeeping there. Either way is fine for me tbh. I did pinnacle bosses in PoE1 AND did magic find no problem. I'm worried more for newer players or people who are less skilled. We'll see what they do. I had hoped they would remove all magic find, but they only removed quantity.
@@epyjacek 150% rarity in act 3 cruel? And isn't heavily affecting the performance of your build? It's not a problem of it being hard to get, it's a problem of being able to fit it in without gimping other stats, like defenses or damage. Some builds can, and some builds can't, that's one of the problems... But tbf, the real problem is it being THE best stat, and it screwing the economy hard.
@@manelbonayaltadill4942 Yeah, actually you are right. You can look up my sorc Popolaplus to check the gear and all. I think you guys are right now after seeing more info. Dude Dream Fragments is being put up for 99 divines..... that's insane to me. The ring is 1 chaos after week two in PoE1.
This does sound like unhealthy mechanic. I've played another single-player looter game which also has rarity enchantment. But in that game it's so easy to cap it (yes it has a cap) everyone can use it, so it's still fair. I think it's either removing this affix from gears or making it easy to cap.
Rarity is kind of the reason i stopped playing for a while. Having to run 130% for anything meaniful to drop in early maps. over negative resistance stats. so priorities were x) Mythical Movement speed drop, 1)HP/ES, 2) Rarity, 3) Damage stuff, then socket a few resistances and see what happens, this brought me up to T13-14s then one shots were too common to sustain
They cannot even consider increasing the droprate of Divine Orbs for example because the rich kids will shift their wealth into other currency. GGG put themselves into a really hard position now.
I dont think many casual players are going to bother with actually trading, so economy is a non-issue. It actually increases the value of divine drops in currency exchange etc. so they can craft better gear. I think the biggest issue with it, is how bad it feels to play early maps without any rarity increases. Through campaign you got lots of bosses that give you some drops and you get lots of vendor options. Early maps feels horrible. Soon as you hit maps, it feels like you are getting nothing.
Possibly something they remore when they start leagues, so that everyone ends up with fresh starts. They can however adjust the numbers for rarity throughout early access to see if a sweet spot can be found, but if not, just remove the stat on first league.
@@nobodysbusiness2178 they gonna reset entite economy on big patches in EA anyways, so when additional classes come out etc. They said it in interviews b4.
They never could reach a sweet spot in poe1, maybe now, that they removed quantity from gear it is in a good spot, I don't know, the change was just a while ago. So it's probably better to get rid of the stat altogether now, from the start, than try to balance it. I don't see the stat doing any good to the game anyway. A big exception, imho, would be SSF "league". I do think rarity is a stat that makes a lot of sense in that environment, even affecting currency like it does right now. But outside of SSF I think it should be deleted from the game.
I want to add DS Lily to the streamers you mentioned at the beginning. She now has almost 4,000 subscribers. Which is just crazy. It felt like last year I was watching her and she had 400 or 500 or something like that. Maybe it was more than that but I remember it being around 500
Streamers going to gatekeep. This is just wild to me and it pisses me off because the little bootlickers are going to come out bobbing their heads and agreeing even though they're nowhere near maps and not getting gear or currency, and GGG is going to listen to these streamers. Magic find was an issue in Diablo 2 because we DIDNT HAVE 3 PREFIX and 3 SUFFIX to make up for the shortcomings of getting magic find gear. I swear, its like the old head PoE Streamers get an idea in their heads and just run with it with ZERO critical thinking in regards to the rest of the player base. Thanks, guys. Thanks for nothing.
You really think MF/rarity is not an issue in trade league environment? Is it really not hurting build diversity, not hyperinflating the economy...? Do you truly think so?
People forgot it's not POE 1, do not gear rarity if you want to struggle and farm currency to buy a barely accpetible gear. This game is fun and allows to farm fast, have fun and beign able to gear up your build with 3hr a day gameplay instead of no life 2 weeks like in poe 1
removing rarity is a win-win imo. either, those that built rarity have all these mats for it. and those that didn't, I'm assuming they'll buff the natural drop rates so the issue is fixed. speaking as someone who didn't build rarity. edit: it's not that rares drop more with rarity find, it's that next to nothing will drop if you don't.
Allowing average players to use those builds helps them make the most of their limited time, which is a great benefit. There is no need to restrict options just because some players choose builds they do not enjoy.
Because they hold the most power to control the market ? A stat like rarity greatly rewards the person with the most time vs one who spends 1-2 hours a day. That gap will create an economic difference in the long run which average players will never get to. In all fairness, it doesn't matter in SSF but where Standard trade is concern, these things do matter as it effects every other tradable item there is, from newbie items to endgame items.
What I am confused about is over a decade of fine tuning and learning lessons in poe1 about things like rarity/quant and then poe2 gets released and it seems like they just straight up forgot? I am confused.
They need to complete server wipe and start again if they going to nerf it. Or the bottom 95% are fked. And if they quit they lose 95% of there player base
I don't get why. Removing rarity NOW without wiping doesn't make the 95% more screwed than they are now. They(we) are already fked, removing rarity will change practically nothing, not in quite some time atleast, but will be a step forward.
One thing to consider is a rarity bot. There are gloves that turn any kill in presence to count as your kill. I turned my minion witch into a rarity bot with my friends, use an ingenuity and have over 375% rarity, And I don't even have the muhaxl shield yet. As a non offense bot all I have to do is stay on top of my buddy who clearing the screen, and I can put rarity on all pieces. Note rare rings can have a max of 61% rarity each without the minus resists of ventors.
Need immediate removal of rarity effect on currency. Then reset to a new league or even hard reset and nuke all characters and currency. The longer they wait, the worse.
I didn't realize until you pointed it out, but i recently started a ranger character because i was stuck with my demon infernalist and i couldn't farm enough currency with my build and switching it out would be too costly with my current budget.
Opinions on the game by terminally online streamers about things that only effect the likes of them, should be disregarded when they contribute to make the game wors
The magic find problem is vastly more an issue for the regular player than it is these streamers, what are you on about lol. People who don't play as much, or who are not as experienced as much with the game, are screwed because the trade site is insanely inflated due to all the magic finding going on. Anyone who wasn't already on the magic finding train are now gate kept out of it since everything is now stupidly overpriced.
I ve 118% rarity and found 2 div in total (finished t15 few days ago). Are we playing a different game or is the loot from gigajuiced delirius t16 maps? Also only 1 greater and 1 perfect jewellers. Sadge...
I frankly belive the problem with rarity started when they buffed item drops and currency drops. Cause after that update they didnt tweak the modifiers for item rarity found.
inflation makes the currency u get useless, u will never get enough rarity to compete with 5 guys in a group all of them on 600% rarity dropping divines like it's raining, they need to work on the crafting part in the game, right now every exalt u throw on a gear is almost useless.
You don't understand how it works. You think it's helping you, because "gives the chance for lower level to get currency", when in fact is hurting you, because the upper "levels" drop so much currency and gear with it, that the currency you drop gets devaluated. So in fact, even if the rarity on your gear makes you drop, say, x2 currency than without it, you are going to have the prices of the items you want to buy inflated by x5 or x10 or even worse. So it's hurting you. If you play trade league, ofc. In SSF I think rarity makes a lot of sense, but only there.
back days in d3 there was a "magic find" stat. Blizzard tried to balance it about two years. And after that they removed it completely. And it works best! If you want more items - play harder difficulty, thats it.
This is the biggest point in all of this, and all these people who are making these videos are also grinding this strat now so basically the rug will get pulled out from anyone not already doing this.
@@manelbonayaltadill4942 Brother in christ 'Normal' players are playing at a slower pace than grinders. If players do not reach the point in the game where they can farm currency with this rarity increase, and they remove it before they do, there will be a huge difference between players who were able to use rarity for currency and those who were not. The shield most are using to abuse this cost a divine minimum and you need the gems that cost 5dv a piece. So yea normal players will be more screwed if they dont get the time they need to get to that farm.... Now argue why you think they arent losing anything when they wont be able to afford anything because prices will be inflated by those who did this?
Rarity should have a cap of 100% and then some uniques that can raise that cap to like the max of 150%. Also there is a build going around that goes maximum amount of rarity that you can get and it's almost 600%, each jused up map drops 2 a 3 divine orbs.
@@dominikb9202 exactly, for some reason people constantly seem to forget drop rates can and will be adjusted. Rarity existing always means ~95% of all players will have way less loot than they would otherwise
@@dominikb9202 its called economics . more currency there is less valuable it is overtime it balances out divs becomes less expensive and items more affordable to stack more rarity
I didn't realize that it affected currency so I used it sparingly, and was RELYING on currency drops to be able to flesh out my build. Now I find out I'm basically kneecapping myself because of it. Rarety should only affect equipable items in my opinon, including maps and books.
Well, even if it is EA and GGG could, if they wanted, just wipe everything and make everyone start anew, until that happens(if it ever does), people care about economy because if you want to progress your character via improving gear, you better be one of those abusing rarity, or you won't be able to afford the prices on trade. The inflation is truly insane, gear that's not even good, just decent, is priced at 1+ div, and most people don't see a divine drop until way past lvl 80.
This is a giant problem when a summoner who has some issues integrating IIR. Now imagine a melee, stacking STR, being randomly one shot every other map, how much difficult that is.
Honestly, next big update or class release, remove rarity and just do a full reset at that point. Like it was a new league, move the current chars to the beta standard realm they talked about. We are here to test anyways, so resets should not be something completely out of the question, even though I know many people will get mad because they don't understand Early Access or Betas.
Cause more people don't know about it. Also it messes with the economy in softcore. Items suddenly go to 1 div just because they are a bit more popular. Atm the exchange rate is like 1 div : 60ex . I got quite a few exalt while playing campaign but I haven't gotten 60 so far. Also just wearing the unique str helmet in a1 and a2 makes a night and day difference in drops. It has become a must have stat or you MUST have a 2nd character with a rarity build. Which will also influence balancing in the future. When they nerf drop rates because people are getting to much it is screwing the people who play without it.
I think you missed the point, farming builds are pushing builds, builds like spark sorc u don't even see the enemies and u have 600% rarity. If GGG nerfs spark, there will be another build that farms and push, like ranger for example.
@@jonmichael7783 remove rarity from gear, buff precursor tablets and add items in which u can craft better tablets. A complete overhaul from crafting will also be a must have, either give a lot more crafting options or If they really want to go with the gambling type they need to remove every modifier that is useless for example light radius and heavy buff every modifier per item lvl for example Bow's with a item lvl of 75 can only get R4 stats.
@@jonmichael7783 remove rarity from gear, buff precursor tablets and add items in which u can craft better tablets. Crafting needs a complete overhaul aswell either they give us more options in terms of crafting, we have essence but it's not enough, mby remove the restrictions on them, this however could also be too op, or if they want to continue the "gambling" style of crafting they need to remove the useless modifiers like light radius or heavily buff the existing ones, for example items lvl 75 can only get R3 modifiers or higher.
Also if you remove item Rarity, it will empower the the bot players to farm even more to sell their stuff for real life money, because that's basically their income
Rarity is not the issue. It’s the no life streamers who are the issue. They’ve taken over games and made them hyper competitive and sweaty and grindy. People feel like they need to keep up or they’ll be left in the dust. It’s a disgusting cycle and communities expect dev to work around and design their systems around no lifers and that’s not a good philosophy. Is normal people don’t have 17 hours a day to grind so having some help in having magic find is fine. Again it’s not the magic find it’s the no lifers
What will happen if everyone was forced to play only 30 min per day? RARITY WILL STILL BE A PROBLEM YOU BOZO!!!! It's not about the time, it's about feeling of missing out when you don't have it and that is forcing you to play with rarity and a lot of builds feel like shit cuz of that, holy you are absolutely clueless
OK, you clearly didn't play with enough rarity, still thinking it's POE1 if you do harder content or playing longer the drop will compensate? Just go try, it's not even close playing with or without, basically you will never ever finish a build if you don't have rarity, a 500% rarity spark caster can make a full breach stone with 5 breaches and they can drop 20 exalt in the same map, and you get miserable 10 splinter with 1 chaos orb.
I think they should raise the base game loot system as if everyone has about 150% rarity, then either remove the item mod or massively nerf it. I'm at about 200 rarity and from a solo player perspective it feels quite balanced and "just right" in terms of getting currency to actually use (and exchange).
Imagine playing alone, all the time -- without people sponsoring you, without playing in groups. You are lucky if you see 2 divines a whole league. Meanwhile all the upgrades cost.... 1 divine and much more. When i, as usual play solo, put on some rarity i do see an increase of drops. If i dont, i have to play weeks before seeing anything useful dropping. Meanwhile you guys are getting sponsored or have previous knowledge or play way more then the average player. Even tho i have 300h in the game already.... Group play is way to buffed i think, playing with 1-2 people should not be punished.... Right now friends dont want to play Together. I dont care what gear or what you do in your games (pointing to random people), for us semi-mortals, getting to End game, it stops becoming fun. IMPOSSIBLE to get upgrades via trade, trying luck with Rog - tried over and over, again no luck.... Tried gambling, the same thing. They are catering towards streamers and the 1%, I used to be 0,1% in other games of the best players, but once you get older - does that mean i can no longer play games like this and be competitive without buying currency? -- Grinding weeks/months for a 0,01% upgrade? Meanwhile seeing donkeys in full groups getting in BIS gear in no time....
There are already chat ads for rmt...the economy was fucked when they let chinese rmt in the door, they are pros at this shit. The rarity issue is an excuse...the economy sucks
Rarity should exist - but be logarithmic in scale and roughly cap out at like 30-40% more drops. Most characters should be able to equip 10-20%; but higher amounts come at a significant (basically not worth it) loss in power.
15:11 Wrong info, I'm running T13-15 maps and I'm currently finding ~10 divines over a 10 hour session with the fastest build in the game. Not 10 divines per map, 10 divines per 25-30 of the juiciest maps you can make. You can hate on magicfind but at least don't spread misinformation to do it. Thanks and happy holidays!
Arent you the guy who farms act 2 normal zones with 1400+ rarity and farms 60 divines per zone reset? :^)
@@boki1337or the guy who puts out a video where you find 90 divines in one map alone? I wonder why people spread factual information. You can call it what you want, you put the videos out there lmao
Thanks for clarifying. A few hours after the video, as stated, I wasn't confident in the accuracy of the numbers; it's been very clear that it was extremely hyperbolic with my own testing not long after.
Happy holidays!
EDIT: We have cut out that part of the video. ~kikis
lol rekt
@@ChristopherCosta918 Wait what where? I want to see this
Legend says if you stack 100% light radius you can see the future drop from mobs.
😂
lol
thanks for the xmas laugh lol
lmfao
What even is light radius?
Item rarity should be on the waystones, the higher their tier and the more mods etc. the higher the rarity % should be.
So the way they are in PoE 1, I agree
That would make too much sense. Game devs like to intentionally sabotage their games.
@@gringoboy701 this way the game will seem to be updated according to player needs; like they're listening. I mean, they are literally repeating the same mistakes PoE 1 had for years for some reason, I expected much better. Now I agree that PoE 2 is at best (in this EA state) an 8/10.
Yep. They just need to make sure that there’s enough ways for us to juice up content.
No need to have the juice in our own gear.
yup, tie it to the endgame progression, not gear. Rarity can affect actual item rarity tho, that would be cool
I was wondering why the market was so crazy, now I know I’m not loosing it
I was literally watching ppl raise the price on what I was whispering to buy a day or two ago. I was like wtf, and stopped trading altogether.
@@JoshuaKA02 the price of perfect jeweller's orb has tripled since I last checked...
@@Dyils Joy... I can't wait to get to that point /s. I've been alternating between monk/minion/and a few niche chars so much I've not made it quite that far yet. I kinda wish I farmed the beetle thing before they nerfed it, but it still wouldn't have gotten me much considering prices on key uniques right now.
Well the game is early access. Give devs time to fix and adjust all this. Market right now is meaningless in the long term, it will all be tweaked by release.
The market was crazy before everyone understood how "op" rarity was. The market is crazy because there's a shitload of newbies who don't know what they're doing hiking up prices.
what they need to do is bring back rarity as a base stat on all weystones like they do maps in PoE 1
what my biggest problem is with the game is the scaling of difficulty in endgame. you either have to go full damage to oneshot every mob , or build extremely defensive so you survive those random damagespikes of those randomized yellow's which mechanics you cant learn, cause you get kicked out the map at first death. if you went a balanced route you have to be as paranoid as possible or get oneshot out of the blue all the time. this is absolutely not fun. let us at least use up all 6 portals before the map fails. there cant be a learning curve when every single error immediately costs you your opportunity to revisit the point at which you failed.
Plus there is no combat log so you can look back at what happened and learn from your mistakes.
thats the problem with the game not being tested enought , curently the endgame plays like poe1 which is fucking horible . i was promised diferent playstyle from poe1 and i really liked the campaign (normal and cruel) and then i get to maps and its the same oneshot slop with mobs that move 4x your speed , except now you dont even have movement skill (not that shit helped in poe1) , i really hope they rework the maps heavili and rares because rare moving fast like a hasted mob with no haste is fucked up (devs themself said endgame is the least tested part and it shows its like they copy pasted poe1 endgame)
End game hasn't been worked on yet. They literally said they pivoted from acts at the end in the past 2-3 months to work on the atlas, maps, etc. I'd give it some time. Your worries are legit and I feel the same. That said, we know they can deliver. I'd give them the benefit of the doubt 😊 @@kalashydra9016
Absolutely not, you won't ruin softcore the way you ruined PoE1. Tank up or shut up dip.
or you just play spark and have both tons of damage AND super tanky *shrugs*
I really wish they would just move rarity to the atlas tree, precursors and/or map modifiers themselves. We don't even need MF gear in the campaign and this solution would get it off our gear completely.
i didnt even know that rarity is this strong , now i just feel a bit dumb for not using it .
Just play the game bro and have fun. Chasing meta strats ruin the joy trust me
@@JURITO1000 the issue though, is right now if you are playing trade, the economy is so inflated by people grinding with high magic find the last week or so, anyone who isn't is now gate kept out of doing it themselves, and the pricing for things are waaay higher than they should be and normal players can barely afford anything.
@@Hecklezz i know i play trade and dont participare in meta strats so im completely priced out of everything….i just play it like ssf with a occasional trade if i can afford it…
I literally wouldn't upgrade gear when leveling up through the campaign unless it had resistances or rarity. Because without it, you wouldn't drop currencies to further upgrade gear or skill gems.
@@JURITO1000 i do the same as you but they do have a point man. one thing I don't like is I am always at the problem not knowing should I exalt my gear and good bases or just save up for who knows when upgrade. Also GGG says themselves they design the game around trade.
More loot should be gained by juicing harder or running content faster. Not playing builds which can afford dead stats on gear.
> More loot should be gained by juicing harder
That's...exactly what MF is.
Just as juicing makes content harder, so too does gimping your gear for a completely dead stat power-wise, but that gives you better loot.
I'm still kind of puzzled by how many people seem to miss that the "MORE JUICE" mod on gear results in, well...more juice. How much more clearly does it need to be spelled out ?8(
@@Ilyak1986 except it is not juicing to gimp your character. im not juicing my map by running it with a white weapon and without a chestpiece.
@@Ilyak1986 Think you've missed the term "more juice" being making the maps harder = more juice not this can literally be slotted on anything and juice every capacity of the game from acts to low tier to high tier to end game maps. Builds that can slot rarity in reliably without losing are the real winners. Dead stat is funny when u will just roll the builds that can get insanely strong and fit rarity i.e all these shield abusers with 700+% rarity. Yet you see no problem with this how? My maps being harder should be an indicator of loot not just giga stacking my gear with rarity and running anything per hour
@@Natev97 Imagine running a giga-juiced tier 18 with full mods only to get 5 exalts for not having any iir on gears meanwhile dudes with 100+ iir doppin div like crazy just by running any tier 13.
@@binhvan4893 literally, swapped from my rarity build to a demon form infernalist, heavily res starved due to life regen everywhere so can’t fit rarity and the lack of drops compared to anything I’ve played before is telling and almost disheartening. Build diversity is hurting so bad
I am quite surprised that GGG has got trees for almost everything in the game customizing basically anything but they haven’t got anything for SSF and trade. This state is fine for the SSF but very bad for trading. Last epoch solve these beautifully where you choose how you would like to interact with the game if you want more loot, you play prophecies if you like trade, you are in a merchants guild. That is a very elegant solution that GGG could consider in certain way.
they won't do it, they aren't smart enough
they already said that they dont care about ssf. Its a mode fans wanted. They dont balance the game for ssf
After 100 hours I found 1 divine. Of course no rarity in gear
after 186h no divine 😅 now i know why
For 200h mostle whiht 70 rarity got onle 1 div dropt
3 ish day playtime and had 1.. :D and the first one droped late to and only afther i used 280% rarity.. -,-
70% rarity and 70 hours farming t10-t13 maps and zero divines lol
I'm just starting a new character lol
we play 3 people party with one of us wearing 250 rarity gear 12h T15+ mapping gives like 4 divs and some gear you can sell
This is very discouraging for me as a new player. Trade went from sane 10-20 exalts for good items to this now being measured in divines. 😢
I don't have knowledge or time to farm this much currency, which basically means I'm SSF now on a trade server. Because the inflation is so high and anything I can afford is 2x worse than what I bought for a total investment of 15 ex a week ago. Meanwhile, everything that drops to me isn't even worth 1 ex when I check it.
I am honestly so discouraged that I'm thinking either to level up a good farming class or just quitting the game until this is fixed.
Which classes/builds are good to stack rarity? 😮
when search for items, on the bottom, set buyout price as Exalts.
Yeah prices are a bit too crazy since all of the sweats are inflating divines, astramentis costs 160 div which is insane and doesn't seem possible unless you get it as a drop.
this was going to happen with rarity in the game or not. the problem that occurred was trade flippers were artificially inflating the price of divines over the course of a couple days. Rarity did not cause the price rise alone. A group of market flippers did.
@@bensonchen9455 I know that, I am doing that.
@@JtotheDoubleL This is a thing in any MMORPG-like market, but the prices rise only as high as people are capable of paying. They would have risen anyway, that's true, but not to such insane values. And the reason they're this high is because people are leveling storm sorcs and monks and farming faster than other specs.
They should just create a separate item slot that is specifically meant for rarity and remove it from the other items. They could have a trinket that can role different rarity effects (prefixes/suffixes). %increase to helmet rarity found, %increase in glove quantity found, % increase in currency rarity or quantity found, etc. just some examples but you get the idea. I think something like this would be cool and wouldn’t affect build diversity. This would also create type of target farming for what you need/want which would be really cool/fun.
I kinda like this idea, excluding the currency part. I think currency should be a flat rate regardless; I think keeping it this way would help keep the market stable.
Good idea 💡
@@JoshuaKA02 Please leave the PoE community. Currency is rare as it is, they want people crafting not buying items.
I guess it would make more sense if they kept rarity effecting currency, but that shouldn't be any rarity on gear, only map rolls and maybe in the atlas tree
This. Or dont put double rarity or tripple rarity item pieces or uniques that give 300% rarity...
@@ExcessumGaming As long as gear pieces give ANY rarity builds that can afford the power loss to use them will still have advantage. This should be only as a map mod so any build can run these with juicing and if they're able to handle the juiced map
yeh but if you do thet ppl would hunt for maps insteed of gear..
@@evildarkeevildark5943 fine by me id rather hunt for maps than 7 pieces of gear
It would make more sense if they completely removed this dumb MF from the game, as every game that has it turns into a MF meta and cheesefest. Just make the drop rates equal for everyone and play the damn game instead :D
It is like 5-6 years ago when they started developing poe 2 was also the last time they ever spoke to the poe 1 dev team.... it took them 5 years to build poe but without all the lessons poe learned over the last 5 years... quite frustrating indeed
I actually dropped my first Div orb in the first run through Act 3 (aka non-cruel). I remember being shocked that I dropped one so early in the game. In retrospect, I also remember seeing that I happened to have like 65-70% rarity on my gear combined. Not cause I was looking for it, but cause it was just randomly on the gear that I was using. This makes so much sense now.
Same... but i've never found another div orb since q.q
Same thing happened to me. Also running gear with rarity just because it was the best gear i had at the time. Dropped a divine during campaign and haven't seen one since then.
I have 85 hours in the game, just started doing maps and am level 70. Haven't seen one yet.
Rng is rng. You didn't get one because you were using rarity but because you got lucky. I'm farming T15 since a week and I happened to drop like 6 div in one map while earlier I got super lucky and got 12+ breach in one map T15 with 200%+ rarity rolled on the map and 150% on my gear and I didn't even get one divine while I usually get one every few maps.
Rarity does affect currency drop greatly until 100% and then the diminishing return kick fast. But overall you aren't guaranteed to get lots of exalted or divs until you start juicing your T15/T16.
Nope not thats. Its because ggg boost the loot from first rare and unique/boss in the game
take rarity off currency and buff drop rate overall everyone will have a better experience
maybe, I want to trade the 30% cold resits for 20 rarity, how is it a problem?
@@vuton7670 it's not but whiners gonna whine
@@vuton7670because you HAVE to if you want to play trading league in any meaningful way to keep up with currency inflation. Or if you just have a specific build you wanna buy/craft you need to keep currency slotted. Making it essential until it’s not when you’re at endgame and a whale
if they remove rarity just like quantity they won't buff drops they'll nerf it all across the board not just people stacking rarity
@@games2try863 if they do they kill the game but idc i play ssf so its just sad you have less orbs to try to get better gear
Now every streamer has made profit, they call for it to be nerfed lol, like yes it does need to be but it's gonna be a complete market dominance from those who jumped in early, it should be nerfed on a reset.
Just to be clear, in no way am I saying that's what these guys are doing at all and I appreciate them both, have found many of their videos useful, it was more a joke with a general undertone, sometimes you forget how tightly wound people online are lol.
You are aware this is early access? The whole point of EA is for things to break and feedback given?
Just like when they used to get priority que , they're probably getting priority drops too😂😂
it has basically ruined trade league, no.
Yeah prices are way worse because of all the currency nolifers managed to get in the first week, now i have around 120% magic find and the game feels not just 120% better but 5x better, just keep it in the game for a week more pls, lol.
It was called for being nerfed on the first weekend. Making stuff up to promote a conspiracy is just peak TH-cam.
Rarity should only be on maps and scale from difficulty of map and affixes on it, not gear
Go play diablo 4
@@washoywa d4 is bad so is your comment
@@washoywa quite a sad comment. You don't seem to know a lot about poe or GGG. PoE 1 was still alive after ten years because the community and GGG take the time to make the game evolve and feel better to play.
You, my friend, don't understand that those feedbacks are necessary.
@@washoywa no u
@@arvydas5017 You are literally trying to turn it into diablo 4
"We will be watching POE2's biggest problem ... Zizaran" XD
And he tries to sound like a valley girl which is weird.
So the actual problem is the broken ass builds that can stack infinite rarity without sacrificing any power?
GGG either didnt learn from poe1 or forgot, i remember during wildwood league i was literally making 10~15 div per map just in raw divine orbs alone. it was fun but everything also cost a lot more. really dont mind them removing rarity for currency. either nerf rarity for currency, nerf rarity for uniques, or make it harder to get rarity/ have more drawback for rarity. things are getting out of hand. people cant afford to upgrade their gears because everything cost more, in turn, they feel like the game is too tough because we all know if you cant improve your power you cant farm higher or progress your atlas. i know there are quite a lot of people who are struggling and feel like taking a break from poe2 until there are some changes.
Me after 3 nerfed builds and the trade situation with rarity, boss invitation, splinter etc… ok now is time to stop for a bit. endgame is bad bc sanctum or new lab cannot give u raw currency same thing ultimatum, essence are undertuned, ritual drop of invitation and omens are bad from the start and only lucky people can farm it soo…u knows what ggg think about endgame
@@giacomosardelli4734 Yup, both of the builds I theory crafted on release got removed for being 'bugs'. If I could theory craft these builds from the skill gem and passive tree lines, they were not bugs. At this point i'm burnt out and any creativity I apply to build crafting feels punished or blocked by the on rails systems GGG has forced into the game. Im probably going to take a break for a few months and see if they fix it.
No, not everything else cost a lot more. Any item that could drop naturally from monsters saw its lowest price during that league. HH was like 20 divs. Mageblood was like 60.
The things that went up in price were non-map-obtainable currencies and uniques, such as Progenesis, which saw its highest price ever at well north of 100 divs.
Is rarity something you get in end game?. My player is lvl 33 and I have zero rarity, that's why I ask.
Rarity destroys ARPGs period. Greatly reduces build diversity. Items are trash if they don't have Rarity. Gonna be honest I think + skills should also only be on weapons because you run into the same situation when an item doesn't have + skill on it.
Well +skills is not the same, not every build needs or even wants +skills. There are literally builds that +skills brick them because of the mana costs. But with rarity, if you don't need other stats anymore, it's just a no brainer.
@@manelbonayaltadill4942 I can't agree mana cost can be made irrelevant. You can abuse so many things to either make mana cost 0. Or always have full mana via unique flask and just abuse new recoupe self inflict damage mechanics. People are getting 5k mana instantly over and over you can't run out.
So you do want the + skills. Even warior you want the +7 skills 2 handers for +14.
In the end it becomes the same thing item is trash without Rarity or + skills.
"Greatly reduces build diversity."
It literally changes nothing about build diversity. It's a stat on any piece of gear you can get not a skill. If you think build diversity is what everyone is playing then you shouldn't be even playing an ARPG. Build diversity is the amount of builds you can make in a game and PoE2 has thousands. Therefore, more build crafting, less crying.
Id be fine with rarity if they kept its impact the same but capped player rarity from gear at 100%. Like a max resist. That way it's desirable but also achievable without being abused
this is a great idea, plus put a currency sink in game for those who took advantage of it already to get the market stable.
great idea
yeah very good having a cap allows the devs to balance drops with max rarity in mind, and should enable all the builds to take advantage of it.
@@JadoCast This is EA. The market is never going to be stable. Its already over. Trying to balance this market is misguided. If anything, wipe it and start EA over again like a new "season". It would be the only way to get a new effective test bed.
That's still just another mandatory stat then, with resists there's at least some decisions to make with overcapping and max res etc, but having a stat that you need to just always reach 100% is lame, just remove it
Rarity is just manditory and its killing the fun in the game. GGG needs to make the baseline higher so you dont need rarity then nerf rarity or just remove rarity from the game.
bro, you nailed it with those three points: item rarity, build diversity, and lack of trade market. These things have made me quit PoE2 for now. ❤
I think we just need a hard cap at 75% like resists and give a few things in increase it.
75 is too much, 30 is ok
@@AlexanderVoroncov 30 is inconsequential that's one stat slot - way too low.
@virtualmartini im about rebalance if they buff base drops to numbers when 30 is not low then. Then player dont need to think about it. Maybe not cap but heavy deminishing..
0:39 the market is screwed up because of RMT (same as poe1, D4) I hope GGG will find a solution soon or later, main while I moved to SCSSF and learning to get better for HC
"what about the guys that farmed thousands of divines vs the ones that didnt." who cares about them? i havent abused rarity and i wouldnt feel left out if they deleted it RIGHT NOW. I care about the game being better. I just dont personally think the opinions of those that actively want a worse game matter. maybe thats a little unfair, but im going out of my way to avoid all of the op stuff to try and play the game GGG envisioned, and i think THAT game is just a better game.
True.
I agree with the idea of what you said, and I don't care about the trading market at all. However, I don't like that they will lower normal drops to without magic find to compensate for the people that do.
I my playthrough all of the sudden I was getting a good amount of yellows and currency. I thought it was because i hit cruel. Then I realized I had 60% added magic find. I did not try to get it, but it made a huge difference. I went from 2 exalts in acts 1 - 3. To like 30 in cruel
Should just have SSF have a base bonus to rarity and reduce the amount of rarity you can get. Another thought I had is that rarity is a hybrid stat that also reduces all your resistances by the same amount.
+12% rarity to items / -12% to all resistances.
@@heraldofgalactus4800 Part of that is indeed Cruel/higher level content.
I had 10 throughout 1-3 normal with 112% magic find.
So both, for sure.
Totally agree
There are several examples how things were added to poe1 to fix an issue only to be implemented or not implemented in poe2 to detrimental effects. Rarity extreme advantage, armour not scaling effectively, removing crafting impacting getting resists when you start mapping, etc.
I think there is also another thing to point out though - I have 140 rarity on my gear, I am not dropping divines almost at all, some exalts chaos etc - but to be honest with the state of crafting now, as the currency is dropping WITH 140 rarity - If I was to use that currency to craft my items the drops with rarity would not be enough to get good gear, at all - it's a combination of problems... the drops are way to low without rarity for the state of crafting because drops are low wven with broken rarity for the state of crafting (not talking about extremes of 800% rarity)
You have to stack the node for swamps giving 40% more currency. Have breach with multiple breaches on it. And have rarity on the map. They all multiply on each other. I also run around 110-130% rarity. Said the same thing as you, they mentioned what I said above. I did thay....omg the amount of currency that dropped. It was nuts compared to non swamps.
There is allot of inconsistency with regard to rarity, I have 175 rarity in my gear. I juiced up 2 sections I my atlas with breeches rarity quantity and increased rare mobs. A swell as rolling t15 maps with 100+% rarity and quantity and valled them, I’m not joking when I say this, I had no exalts drop in 30 maps no divines no chaos 12 breech splinters 2 val orbs 4 garbage uniques and some augs. Either I’m extremely unlucky or there is something really wrong.
We ain’t all getting divines and exalts thrown at us
@@stuartjames1940 ngl that sounds like a bug at that point
@@dlawc something’s definitely going on, I even run 10 maps with a mate, he’s got no rarity on and he dropped 1 divine and 12 exalts and I got nothing. In my 7000 hours of playing Poe Iv never had such a low drop rate.
I wasn’t having this issue a few days ago, I wasn’t getting tons drop but was getting an exalt every other map, sometimes 2. It’s as if ggg turned off my loot 😭
I found 2 div during story mode. 1 in a white T2 map
I now have 100% rarity and no div in 3 hrs.....
It's more fun to go through the campaign on different builds than dealing with the endgame if you aren't stacking MF.....
remove rarity from gear, buff precursor tablets and add items in which u can craft better tablets.
On the list of many things they need to fix, they need to make crafting viable during the campaign. Right now its just easier to disenchant all your stuff and sell it for exalts. Than use exalts to buy gear that will be at least 5x better than your best possible crafted results. With this method you can also probably get this gear in late act2/act3 normal when the game really becomes annoyingly long and difficult (if your build isn't put together).
they just need to add crafting. it aint even in the game no more
I think it's poor design to allow a handful of builds much easier access to rarity while most find it much more difficult to integrate the stat. If GGG insists on keeping rarity in the game I think they need to come up with a system that's not so ascendency dependent and doesn't force players into 2 or 3 builds.
any build can incorporate rarity, there is no "handful" of builds.
Im also at that point that i feel like im forced to find places to squeeze in rarity because i drop literally nothing. I had one divine and my char is 92 or something. Alot of the rest is completely useless bubblegum currency since you cant even use it to craft in a meaningful way. And inflation of currency is exploding. At this point i have either the choice fo gimping my build and forcing rarity or ill farm for 2weeks to be able to afford a really good item for my build.
Welcome to PoE 1.5 expansion with all the negative and toxic things PoE 1 had
Even things poe1 removed for being shit
btw I am actively testing this - means I am crafting with my exalts, because I already bought descent gear on trade, so I am trying to simulate what it needs in current crafting system to actually get some results - even with rarity on avg dropping 4-5 exalts per map I get nothing, all the "crafted" gear sucks D, and I am not talking about big D that makes girls go "Ooohhhh" I am talking about elephant D that makes them run away screaming in fear! I have also noticed some SERIOUS inconsistency - so GGG mentioned themself "If you didn't get multiple exalts during campaign we messed up" - ok, so why is my character voiced over when picking up Exalt saying "A RARE tresure"? If the target was for exalts to drop like candies to "make the crafting (roulette) less shit" why do you voice the characters like they have found something special? it's like different teams in ggg had different view on how the game is going to work....
If the target is for exalt to be rare and drop less then one exalt per X maps, then crafting MUST be completely deterministic - means I use my exalt and literally choose the affix (which is also bad crafting) - and even then it would take a long time to craft all gear If exalt was this rare.
If it's suppose to drop like candies it doesn't happen as the game is currently set up UNLESS you equip ton of rarity.
If they nerf rarity to don't affect currency the HAVE TO up currency drops to a level of current 150 rarity at least! OR fix the crafting. Rarity nerf cannot be made without addressing these two combined issues, otherwise it's going to be really bad
I die because my gear sucks. I cant afford anything. I cant craft anything. Item drop rates are terrible. I consistently die because of bad game design and one shots, lose my progress, map, loot, xp and most importantly, my time. I took a break.
Sounds like your build is ass lmao.
You die cause youre bad
@@iFosswhat a stupid way of thinking
Classic ragebait
SKill issue.
Also noticed a huge botting problem, where bots are buying up items like jewels with mana leach instantly and putting them at 1 divine. Just put in 2%mana on kill on a jewel and see for ur self
I truly hope GGG will be able to manage bots and RMT better than in poe1, they should... Because those things hurt the game a LOT, and make a lot of their points about not wanting an AH inside the game quite moot.
Glad to see that Ninja took a break from playing fortnite and swapped to poe 2
boring unoriginal joke 🤮
🐒
@@MrRaja 🍆👩🦽
@@MrRaja 🍆🧑🦽
probably no one will read this but a good way to stack rarity is basically with every MAJOR BOSS you defeat you gain more rarity! imagine the game basically incentivizes you to take objectives and by doing that it gives you more rarity as a passive, and with each major endgame boss the rarity increases !
Poe 2's biggest problem is crafting and having different crafting than poe. Having different crafting system for both game is terrible decition that is not good for player not good for developer not good for health of both game as it create unnecessary division and confusin. They need do same crafting on release with poe. Some end game stuff can be removed like awakener orb stuff etc. But having 2 totally different crafting system moronicly stupid. GGG need to turn poe crafting into industry standart that we can expect from all arpg games to follow.
Nope, GGG need to make something similar to LE craft, so the rng what we have in poe1 and 2 needs to go. LE craft also have some rng but far less than this.
Poe crafting however people think it's way better, but is it's still rng and spamming currencies. It's really really not accessible to players who can't play 14 hours per day and ssf players.
@@KrigHammar
I strongly disagree but if it mean both game gonna have same crafting it still better result than poe 2 having different crafting
Last epoch crafting is 900% more controlled than poe. That clearly not a direction ggg want to go. But poe 2 direction also horse shit
@@KrigHammar Part of what keeps LE craft from removing the chase from the game is the ranks of stats you can't craft. That becomes the chase items, and I think that might have been their smartest move.
I hate PoE crafting and don't want it in other arpgs. Some gambling is fun but I don't want to need multiple spreadsheets or Craft of Exile (I refuse to use that) in order to get interesting items. There already aren't enough targeted drops and PoE2 feels much better to me. A crafting bench would be great to slot on that affix you're missing like movement speed on boots but I don't want them to backslide.
@@arczero1623 You do not hate poe crafting you hate complexity of it. It is like a fat guy saying he dont like exercising.
What i was expecting ggg to do simplified version of poe crafting.
Why do we need craft of exile? Because game do not give you that information. Lack of in game tools are the reason of it
For poe 2 crafting i can say it is not fulfilling not fun and it is rng fest with almost no control and only control you have over crafting is soooo expensive you cant even get them. And if you able to get them you already a hardcore player
The game is beautiful. Graphics are 10/10. Soundtrack is awesome. But most core mechanics feel SO BAD.
Can't enjoy level design (and always get stuck on things I can't see) because monsters are too fast. There's always 10 monsters jumping on me doing AOE damage and stunning. Lots of exploding skills, after death explosions, degen puddles, chaos clouds. It feels like POE1 but worse in every detail.
Ascendancy is a joke for innumerous reasons.
6-link system is laughable. I'd rather have my 6-link chest and throw 1200 chromactics in it than locking one of the most valueable currencies in a single skill gem. That's just plain stupid.
MF should be removed because we all noticed, since forever, that they can't balance it.
I know GGG will fix a lot of things and the game will be very cool in year or so, but damn. They took everything people didn't like in POE1 and made it worse.
But right now, that's it. Go meta or go nowhere, fellas.
I mostly play SSF and until this is changed I will be looking at each league exactly as you say things were in D2. A good league starter for me would be a build that can swap into the best rarity gear, and then I'll consider any actual build I want to play.
I cant get exalths and good loot in ssf acts without rarity on every item. Its too mandatory. Base drop is so bad, its not enough to survive ssfhc or gear character. This stat more important in ssf than life or res. I would like to see base drop increased strongly but rarity spawn 10 times less often on items so even one item with it matter and heavy deminishing with more than 2 items.
Rarity SHOULD belong to SSF. And be gone from every other game mode. It makes sense in SSF, but in trade it only creates problems.
I dont know why "Item Find" cant be a stat that you quest for. Certain side quests will increase rarity and any class can do these quests and increase their item find. Seems a simple solution and doesnt affect gear at all.
Yes..something like this. I love the idea of "gaining" rarity for your build. just not using an item affix for it necessarily..maybe even make it a separate implicit you can imbue on every item with a special currency orb you can find
And by the way I think the item Rarity is doing what it's designed to do what GGG wanted to do, create trade friction that was one of their mission statements in an interview so I really don't think they will change item Rarity because it creates a barrier for trade
I think the market is completely fkd and I guess that is to be expected in early access.
yes i mean they gonna do economy resets anyway with big patches like class releases etc
@@Trreacherous I just doubled my dps for two exalts...seems fine to me
@@jonmichael7783 maybe at your gear level but scepters that were selling for 40 exalts are going for 5-10 divine now
@@Trreacherous Just can't take this EA seriously because of the trade market currently, lol. I'll just chill and test out classes and masteries throughout this EA period cause it makes no sense to grind with what's happening.
@ I understand but I think people should have item rarity to be able to farm currency better...what's the alternatives? Rng on maps sounds horrible or gatekeeper to more elite players an builds to higher tiers? Both sound way worse than item rarity an it's not that hard to get a decent amount on your gear.
There should be some mechanics in the game that are affected by rarity (like drop-anywhere unique drop rates), but none that directly provide currency. This means non-rarity players can farm non-rarity mechanics, and rarity players can farm rarity mechanics and uniques, making currency drops more valuable for everybody
simple just triple the effect of rarity on zones and remove it from gear gg
Maybe not a completely perfect fix, but certainly a reasonable one and easy to implement. Personally, I like it.
Rarity on gear and group play drop multipliers was the cancer of POE1 and they are even worse in POE2. Developers also being passionate players is a great thing for games but we see its downside here. They have a blindside to these issues or enjoying playing them. This is why we will always see people grinding low level content with nearly no risk dropping more loot than people playing end game stuff.
Same problem as movement speed on boots. They should just have a seperate slot for movespeed inherent on boots and tie rarity to how rare the gear is (0% on normal items, 10% on each blue item, 20 on gold, 30 on uniques or smth
kekw . And get rid of spell. They are too strong. You Can kill Monsters... And ban using a mouse. You can moove yr class. Wtf
@@AmerAmer-ti7bp Grass is green, in case you haven't checked in a while
Imo they could probably "fix" rarity enough if they had, say, 50% soft cap on rarity, after which it would get diminishing returns until 100% rarity as a hard cap. That would make most people either settle for like 1-2 gear pieces tops with Rarity, or be forced to give up WAY TOO MUCH power to climb all the way to 100%. And it wouldn't be possible to get like 200%+
I don't wanna hear nothing about that with your streamer r n g, sir. Y'all need to leave us plebes alone
I'd rather they give more options for crafting and more farming options before tweaking rarity. Essences and Omens sound like such a nice change to the crafting system compared to POE1's flow chart optimized crafts, yet Essences and Omens are so rare that only the rich play around with them. Both Ritual and Breach are farming mechanics that involve being flooded with mobs. We need things like POE1's essence, betrayal, heist, blight etc. More variety of farm that don't feel the same and ones that different builds can specialize in.
I don't like MF. But we need to stop with the complaints against MF without addressing the real issue. Almost the entire video is about rarity being a problem, but the actual problem is that loot and drops are unrewarding in relations to character power and also char classes are imbalanced so as so that efficient builds have overwhelming power that they can sacrifice to get rarity. By making so much noise against MF and rarity stats is only going to result in GGG nerfing them without any other changes being brought about. This issue can be solved by buffing weaker classes and builds and creating MF uniques for all item slots so that any build can go MF (MF will become the chase min-max ver. of any build), or remove MF on gear but significantly buff the atlas tree and map mods so player power actually translate to rewards.
On paper, the concept of GGG looks like this: you will have one character to farm currency, who will equip your main character, who will go through the most difficult content.
In reality: a main character with no rarity, just killing mobs for trash loot and a second-long feeling of overcoming hard content. Which begs the question: what am I doing here, and why?
Exactly. Like.. right freaking on.
Everybody that plays PoE 2 should email GGG your statement, verbatim: "But we need to stop with the complaints against MF without addressing the real issue. Almost the entire video is about rarity being a problem, but the actual problem is that loot and drops are unrewarding in relations to character power and also char classes are imbalanced so as so that efficient builds have overwhelming power that they can sacrifice to get rarity."
100% post it on forum
You have to be trolling now 😂
No, the only good option for the health of the game is straight up removing rarity entirely from gear.
@@KingOfBlades27 which if you did not read hard enough, I'm suggested that as well.
The biggest problem I see for standard is rarity is much more accessible to good players who know what they're doing who already have good gear. Whereas newer less experienced players that actually need better gear can't use it because, for example, they're already not resistance capped. So the people that need better gear can't easily access the thing that gets them better gear.
They should just remove this from the game completely and have a level playing field. It doesn't matter some people have already benefited from it its early access, its already happened.
it being on rares makes it the most accessible thing in the game. so your argument just became entirely irrelevent.
@@newax_productions2069 An actual good rare is one of the most valuable/inaccessible things in the game. Why do you think so much of poe1 economy every league is just funneling money into mirror shops.
@@uhmmmFU actual good rares don't exactly exist in poe2 as it is considering meta crafting is non existent.
I still haven't seen a divine orb drop and i just started doing maps. Something is wrong with the drops for sure.
Divines are actually rare and I kind of like it, they are way rarer them poe1 divines, nothing wrong with that. I got maybe 6 total and I have 200 hours almost, half of that in the end game
Got my first divine in cruel act 2 at the dreadnought. You'll eventually get one.
Already reached Tier 16 and 8th ascendency point and only dropped 1 divine (on act 3 in my first char)
@@romuloparizgalon801 yeah I dropped my 3rd divine while leveling a second character in cruel too
I didn't get a level 3 support gems until halfway done with act 3.....and instill haven't got a div orb either....my friend had on drop tho
PoE 2 has a lot of issues for all it's good points, they have a long road ahead. I hated MF cuz it widened the gap between the have and the havenots and the juicers could skew the market so heavily it made things unattainable for the majority.
I think rarity problem is made worst by lack of proper atlas and endgame juice in maps. In POE 1 you can fully spec into mechanic add scarabs.
POE 2 endgame lacks this sort of vector of juice from atlas and towers. Also rarity is too accessible on items without big trade-offs which makes you need to invest into rarity to increase your drops.
I would say rarity on items could be end-game min max to push builds even more (like corruption for rarity seems cool). But more rarity and scaling should be baseline in the atlas and on maps (waystones).
Ideal balance means harder content -> better loot.
Yeah and then people will complain about endgame gear progression being locked away behind content they cannot complete. It has happened before in PoE.
@@epyjacek the problem is MF is NOT a replacement for that ... if you cant afford to complete endgame content then you 110% will not be able to afford MF gear either ... so it being some sort of a catchup mechanic is a MASSIVE cope
@toukoenriaze9870 I get what you are saying, but I have 150% increased rarity in Act three Cruel, so it's clearly not hard to get it. There is no gatekeeping there. Either way is fine for me tbh. I did pinnacle bosses in PoE1 AND did magic find no problem. I'm worried more for newer players or people who are less skilled. We'll see what they do. I had hoped they would remove all magic find, but they only removed quantity.
@@epyjacek 150% rarity in act 3 cruel? And isn't heavily affecting the performance of your build? It's not a problem of it being hard to get, it's a problem of being able to fit it in without gimping other stats, like defenses or damage. Some builds can, and some builds can't, that's one of the problems... But tbf, the real problem is it being THE best stat, and it screwing the economy hard.
@@manelbonayaltadill4942 Yeah, actually you are right. You can look up my sorc Popolaplus to check the gear and all. I think you guys are right now after seeing more info. Dude Dream Fragments is being put up for 99 divines..... that's insane to me. The ring is 1 chaos after week two in PoE1.
This does sound like unhealthy mechanic.
I've played another single-player looter game which also has rarity enchantment. But in that game it's so easy to cap it (yes it has a cap) everyone can use it, so it's still fair.
I think it's either removing this affix from gears or making it easy to cap.
this games takes away too much time so much grinding in order to beat bosses
Rarity is kind of the reason i stopped playing for a while. Having to run 130% for anything meaniful to drop in early maps. over negative resistance stats. so priorities were x) Mythical Movement speed drop, 1)HP/ES, 2) Rarity, 3) Damage stuff, then socket a few resistances and see what happens, this brought me up to T13-14s then one shots were too common to sustain
It’s cracking me up I keep seeing a d4 ad on a poe2 videos lol
from Rhykker nonetheless lol
Plus they just made the Vessel of Shat-Red free 2 play, too, lol
Don’t forget that Diablo 4 has achieved its ultimate form. It won’t get any better than what it is.
I am rocking a 100% extra rarity and can't get shit for drops. If they get rid of it, they need to balance the drop tables
100 doesn’t do anything, need 600+ to get 10 div per 10h session
They cannot even consider increasing the droprate of Divine Orbs for example because the rich kids will shift their wealth into other currency. GGG put themselves into a really hard position now.
Remove rarity and boost every drop will not give them any power bc if everything’s is for everyone no rich for no one
Honestly though divines aren't nearly as useful as in poe 1 with the lack of a crafting bench.
I dont think many casual players are going to bother with actually trading, so economy is a non-issue. It actually increases the value of divine drops in currency exchange etc. so they can craft better gear. I think the biggest issue with it, is how bad it feels to play early maps without any rarity increases. Through campaign you got lots of bosses that give you some drops and you get lots of vendor options. Early maps feels horrible. Soon as you hit maps, it feels like you are getting nothing.
Possibly something they remore when they start leagues, so that everyone ends up with fresh starts. They can however adjust the numbers for rarity throughout early access to see if a sweet spot can be found, but if not, just remove the stat on first league.
why wait remove the stat now and balance the drops without it, it is literally pointless to have in the game and breaks the trade econ.
@@nobodysbusiness2178 Pretty sure they're on break from the holidays right now.
@@nobodysbusiness2178 they gonna reset entite economy on big patches in EA anyways, so when additional classes come out etc. They said it in interviews b4.
They never could reach a sweet spot in poe1, maybe now, that they removed quantity from gear it is in a good spot, I don't know, the change was just a while ago. So it's probably better to get rid of the stat altogether now, from the start, than try to balance it. I don't see the stat doing any good to the game anyway. A big exception, imho, would be SSF "league". I do think rarity is a stat that makes a lot of sense in that environment, even affecting currency like it does right now. But outside of SSF I think it should be deleted from the game.
I want to add DS Lily to the streamers you mentioned at the beginning. She now has almost 4,000 subscribers. Which is just crazy. It felt like last year I was watching her and she had 400 or 500 or something like that. Maybe it was more than that but I remember it being around 500
Streamers going to gatekeep. This is just wild to me and it pisses me off because the little bootlickers are going to come out bobbing their heads and agreeing even though they're nowhere near maps and not getting gear or currency, and GGG is going to listen to these streamers.
Magic find was an issue in Diablo 2 because we DIDNT HAVE 3 PREFIX and 3 SUFFIX to make up for the shortcomings of getting magic find gear.
I swear, its like the old head PoE Streamers get an idea in their heads and just run with it with ZERO critical thinking in regards to the rest of the player base.
Thanks, guys.
Thanks for nothing.
Seek help
You really think MF/rarity is not an issue in trade league environment? Is it really not hurting build diversity, not hyperinflating the economy...? Do you truly think so?
People forgot it's not POE 1, do not gear rarity if you want to struggle and farm currency to buy a barely accpetible gear. This game is fun and allows to farm fast, have fun and beign able to gear up your build with 3hr a day gameplay instead of no life 2 weeks like in poe 1
removing rarity is a win-win imo. either, those that built rarity have all these mats for it. and those that didn't, I'm assuming they'll buff the natural drop rates so the issue is fixed. speaking as someone who didn't build rarity.
edit: it's not that rares drop more with rarity find, it's that next to nothing will drop if you don't.
Allowing average players to use those builds helps them make the most of their limited time, which is a great benefit. There is no need to restrict options just because some players choose builds they do not enjoy.
I think it’s hilarious that only the hardcore streamers think rarity is bad
Because they hold the most power to control the market ? A stat like rarity greatly rewards the person with the most time vs one who spends 1-2 hours a day. That gap will create an economic difference in the long run which average players will never get to. In all fairness, it doesn't matter in SSF but where Standard trade is concern, these things do matter as it effects every other tradable item there is, from newbie items to endgame items.
What I am confused about is over a decade of fine tuning and learning lessons in poe1 about things like rarity/quant and then poe2 gets released and it seems like they just straight up forgot? I am confused.
They need to complete server wipe and start again if they going to nerf it. Or the bottom 95% are fked. And if they quit they lose 95% of there player base
I don't get why. Removing rarity NOW without wiping doesn't make the 95% more screwed than they are now. They(we) are already fked, removing rarity will change practically nothing, not in quite some time atleast, but will be a step forward.
One thing to consider is a rarity bot. There are gloves that turn any kill in presence to count as your kill. I turned my minion witch into a rarity bot with my friends, use an ingenuity and have over 375% rarity, And I don't even have the muhaxl shield yet.
As a non offense bot all I have to do is stay on top of my buddy who clearing the screen, and I can put rarity on all pieces.
Note rare rings can have a max of 61% rarity each without the minus resists of ventors.
Need immediate removal of rarity effect on currency. Then reset to a new league or even hard reset and nuke all characters and currency. The longer they wait, the worse.
Bro, let them have their vacation
Theyre not going to reset the league.
L take, they for sure wont reset the league
I didn't realize until you pointed it out, but i recently started a ranger character because i was stuck with my demon infernalist and i couldn't farm enough currency with my build and switching it out would be too costly with my current budget.
Opinions on the game by terminally online streamers about things that only effect the likes of them, should be disregarded when they contribute to make the game wors
The magic find problem is vastly more an issue for the regular player than it is these streamers, what are you on about lol. People who don't play as much, or who are not as experienced as much with the game, are screwed because the trade site is insanely inflated due to all the magic finding going on. Anyone who wasn't already on the magic finding train are now gate kept out of it since everything is now stupidly overpriced.
I ve 118% rarity and found 2 div in total (finished t15 few days ago). Are we playing a different game or is the loot from gigajuiced delirius t16 maps? Also only 1 greater and 1 perfect jewellers. Sadge...
im lvl 90, i have almost zero rarity 1 div so far btw.
it's RNG, people are crying and overblowing the situation.
I frankly belive the problem with rarity started when they buffed item drops and currency drops. Cause after that update they didnt tweak the modifiers for item rarity found.
as it is screwed now and will be so unbalanced for all, it will most likely be fixed with the next reset. well, if they choose to fix it
I like the rarity. Gives a chance for lower level to get currency
inflation makes the currency u get useless, u will never get enough rarity to compete with 5 guys in a group all of them on 600% rarity dropping divines like it's raining, they need to work on the crafting part in the game, right now every exalt u throw on a gear is almost useless.
You don't understand how it works. You think it's helping you, because "gives the chance for lower level to get currency", when in fact is hurting you, because the upper "levels" drop so much currency and gear with it, that the currency you drop gets devaluated. So in fact, even if the rarity on your gear makes you drop, say, x2 currency than without it, you are going to have the prices of the items you want to buy inflated by x5 or x10 or even worse. So it's hurting you. If you play trade league, ofc. In SSF I think rarity makes a lot of sense, but only there.
back days in d3 there was a "magic find" stat. Blizzard tried to balance it about two years. And after that they removed it completely. And it works best! If you want more items - play harder difficulty, thats it.
So they're just gonna giga nerf rarity now and all normal players will be screwed. Cool.
This is the biggest point in all of this, and all these people who are making these videos are also grinding this strat now so basically the rug will get pulled out from anyone not already doing this.
How will "normal" players be MORE screwed than they are right now if they nerf or remove rarity? Can you argument that? They will be losing nothing.
Prices of items go up when people cant buy them (crafting tax), so if you didnt farm with MF, you cant farm at all now@@manelbonayaltadill4942
Hhh
@@manelbonayaltadill4942 Brother in christ 'Normal' players are playing at a slower pace than grinders. If players do not reach the point in the game where they can farm currency with this rarity increase, and they remove it before they do, there will be a huge difference between players who were able to use rarity for currency and those who were not. The shield most are using to abuse this cost a divine minimum and you need the gems that cost 5dv a piece. So yea normal players will be more screwed if they dont get the time they need to get to that farm.... Now argue why you think they arent losing anything when they wont be able to afford anything because prices will be inflated by those who did this?
Rarity should have a cap of 100% and then some uniques that can raise that cap to like the max of 150%.
Also there is a build going around that goes maximum amount of rarity that you can get and it's almost 600%, each jused up map drops 2 a 3 divine orbs.
Problem is also if you just remove rarity we will be left with shit loot.
Which then can be easily balanced. How do you balance two people, one with and one without rarity?
@@dominikb9202 exactly, for some reason people constantly seem to forget drop rates can and will be adjusted. Rarity existing always means ~95% of all players will have way less loot than they would otherwise
@@dominikb9202 its called economics . more currency there is less valuable it is overtime it balances out divs becomes less expensive and items more affordable to stack more rarity
I didn't realize that it affected currency so I used it sparingly, and was RELYING on currency drops to be able to flesh out my build. Now I find out I'm basically kneecapping myself because of it. Rarety should only affect equipable items in my opinon, including maps and books.
Playing SSF so the economy doesn't effect me , but why do people care so much about EA economy? GGG is probably like "have your fun now".
I hope you are correct.
Because the crafting in this game is trash so the only good way to progress your gear is thru trade.
Well, even if it is EA and GGG could, if they wanted, just wipe everything and make everyone start anew, until that happens(if it ever does), people care about economy because if you want to progress your character via improving gear, you better be one of those abusing rarity, or you won't be able to afford the prices on trade. The inflation is truly insane, gear that's not even good, just decent, is priced at 1+ div, and most people don't see a divine drop until way past lvl 80.
This destroyed the economy and I do not see a way how GGG could fix this anymore.
This is a giant problem when a summoner who has some issues integrating IIR. Now imagine a melee, stacking STR, being randomly one shot every other map, how much difficult that is.
Honestly, next big update or class release, remove rarity and just do a full reset at that point. Like it was a new league, move the current chars to the beta standard realm they talked about. We are here to test anyways, so resets should not be something completely out of the question, even though I know many people will get mad because they don't understand Early Access or Betas.
Why can't people make farming builds an pushing builds? I don't think taking away the stat to actually get more an better drops would be a good thing.
Cause more people don't know about it. Also it messes with the economy in softcore. Items suddenly go to 1 div just because they are a bit more popular. Atm the exchange rate is like 1 div : 60ex . I got quite a few exalt while playing campaign but I haven't gotten 60 so far. Also just wearing the unique str helmet in a1 and a2 makes a night and day difference in drops.
It has become a must have stat or you MUST have a 2nd character with a rarity build. Which will also influence balancing in the future. When they nerf drop rates because people are getting to much it is screwing the people who play without it.
I think you missed the point, farming builds are pushing builds, builds like spark sorc u don't even see the enemies and u have 600% rarity. If GGG nerfs spark, there will be another build that farms and push, like ranger for example.
@ I understand but I don't hear good solutions.
@@jonmichael7783 remove rarity from gear, buff precursor tablets and add items in which u can craft better tablets.
A complete overhaul from crafting will also be a must have, either give a lot more crafting options or If they really want to go with the gambling type they need to remove every modifier that is useless for example light radius and heavy buff every modifier per item lvl for example Bow's with a item lvl of 75 can only get R4 stats.
@@jonmichael7783 remove rarity from gear, buff precursor tablets and add items in which u can craft better tablets.
Crafting needs a complete overhaul aswell either they give us more options in terms of crafting, we have essence but it's not enough, mby remove the restrictions on them, this however could also be too op, or if they want to continue the "gambling" style of crafting they need to remove the useless modifiers like light radius or heavily buff the existing ones, for example items lvl 75 can only get R3 modifiers or higher.
Also if you remove item Rarity, it will empower the the bot players to farm even more to sell their stuff for real life money, because that's basically their income
Rarity is not the issue. It’s the no life streamers who are the issue. They’ve taken over games and made them hyper competitive and sweaty and grindy. People feel like they need to keep up or they’ll be left in the dust. It’s a disgusting cycle and communities expect dev to work around and design their systems around no lifers and that’s not a good philosophy. Is normal people don’t have 17 hours a day to grind so having some help in having magic find is fine. Again it’s not the magic find it’s the no lifers
You are soooooo wrong, Jesus, actual below zero alaska night outside at wilderness temperature iq take
What will happen if everyone was forced to play only 30 min per day? RARITY WILL STILL BE A PROBLEM YOU BOZO!!!! It's not about the time, it's about feeling of missing out when you don't have it and that is forcing you to play with rarity and a lot of builds feel like shit cuz of that, holy you are absolutely clueless
OK, you clearly didn't play with enough rarity, still thinking it's POE1 if you do harder content or playing longer the drop will compensate? Just go try, it's not even close playing with or without, basically you will never ever finish a build if you don't have rarity, a 500% rarity spark caster can make a full breach stone with 5 breaches and they can drop 20 exalt in the same map, and you get miserable 10 splinter with 1 chaos orb.
I think they should raise the base game loot system as if everyone has about 150% rarity, then either remove the item mod or massively nerf it. I'm at about 200 rarity and from a solo player perspective it feels quite balanced and "just right" in terms of getting currency to actually use (and exchange).
Imagine playing alone, all the time -- without people sponsoring you, without playing in groups. You are lucky if you see 2 divines a whole league. Meanwhile all the upgrades cost.... 1 divine and much more. When i, as usual play solo, put on some rarity i do see an increase of drops. If i dont, i have to play weeks before seeing anything useful dropping. Meanwhile you guys are getting sponsored or have previous knowledge or play way more then the average player. Even tho i have 300h in the game already....
Group play is way to buffed i think, playing with 1-2 people should not be punished.... Right now friends dont want to play Together.
I dont care what gear or what you do in your games (pointing to random people), for us semi-mortals, getting to End game, it stops becoming fun. IMPOSSIBLE to get upgrades via trade, trying luck with Rog - tried over and over, again no luck.... Tried gambling, the same thing. They are catering towards streamers and the 1%, I used to be 0,1% in other games of the best players, but once you get older - does that mean i can no longer play games like this and be competitive without buying currency? -- Grinding weeks/months for a 0,01% upgrade? Meanwhile seeing donkeys in full groups getting in BIS gear in no time....
There are already chat ads for rmt...the economy was fucked when they let chinese rmt in the door, they are pros at this shit. The rarity issue is an excuse...the economy sucks
Rarity should exist - but be logarithmic in scale and roughly cap out at like 30-40% more drops. Most characters should be able to equip 10-20%; but higher amounts come at a significant (basically not worth it) loss in power.