Shits gonna be wild until release. Hopefully till then we can identify everything that’s over/under tuned or not working as intended. I’d like poe2 to be super crisp on release.
Rarity also sucks in SSF because drops have to be balanced around it, so currently in SSF if you play without rarity you get no currency and no jewelers. It's a horrible stat all around, I've never heard anyone defend its existence.
Some people on Reddit were saying this is all because of the knee jerk drop rate buff xD Like bro if base drops were worse item rarity would be even more mandatory!
Ppl play SSF cause they want to do it on their own, aka have a hard time gearing. This game is made for trading normally. Then ppl complain when its a hard time gearing. Cant make stuff up
Yeah man I'm playing ssf without rarity because I refuse to engage with it and I'm kind of trying to see how it goes. Got up to tier 8 maps but I have such a lack of waystones that I have gone back to 5s and 6s just to get some backups. I have my whole tree speccd into waystones and almost always regal my maps. I am still "progressing" but it is absolutely insane how long it is taking for me to get ahead. There should be no way you can use all the systems available (except rarity on gear) and not be able to progress the endgame without dying just because the waystones simply refuse to drop. It's insane how tedious this is in ssf. I'm going to keep going out of pure stubbornness but it's insane how much you apparently "need" rarity to simply progress in the game. Hopefully fixed soon.
@ActionRan but why is playing solo a disadvantage? Makes no sense. If I'm solo I should get better drop chances because I chose not to trade. If you make casual players trade this game will have it's community but no new players. Item rarity as a stat is trash. You shouldn't force ppl to trade. They will see tho.
Basically this is the state of any game that involves loot or farming. The people that are putting in 16 hours a day get way more than 16X the loot/resources/rewards. The amount of benefits one will receive is directly tied to, and exponentially boosted by the time one puts into the game. The gaming industry has tailored itself to hardcore streamers and unemployeds that play 16 hours a day.
These are grinding games, they have always catered to people no lifing them... You can no life diablo 4 for 1 week and have a maxed out character with zero meaningful content to play. If you want a grind that lasts past that window of intense play you need games more like POE 2. Even players with less time, having a high end game grind ceiling is typically good.
I agree and while that may always be the case thing's like rarity only exacerbate the problem and make enjoyment of the video game even harder for those with less time to play than it already is.
I keep saying this same shit. Everybody is not a streamer. Stop making games for streamers only. Most gamers are "casuals". It has always been like this. Playing the campaign twice in a row sucks. Be glad when the last 3 acts come out
Absolutely agree with everything. Also Arbiter of Ash is a boss of losing out, you spend lots of time finding those citadels, you go to the boss, and he can easily one shot you with mechanic that is extremely hard to dodge. Like then he drops circles of safety in an exploding arena, and simultaniously fires a beam into that very "safe" spot, insta 1 shotting you. Or when you have to stand in safe line when he does solar wind thing, you can barely see where to stand, you have 0 time to react, u need to do this thing multiple times in a row and if you fail ONCE you are dead, wtf is that? Who made that design decision. And thats a quest boss
@ryanwinsor1689 im lvl 93, all maxed res. He one shots you no matter what res. I have 2000 hp and 3500 es. Also please enlighten me, how do you roll when u have a safe circle where he shoots his death ray?
@@felipefreire5245 The fact that the cost for 5 seconds to a few minutes of practice being the cost of endless hours or a ton of currency that most players never will see... Is insanity to me. I've always hated and never done stuff like endgame bosses except for atlas points because it's beyond retarded how it's setup for inexperienced players to lose out quite literally infinitely times more than people who have a lot of experience. I even suggested to GGG that they should let new players brick boss frags into re-usable zero loot ones that they can use for practice which was ignored.
SSF player here. MF is the most important stat. My progression was a crawl after I finished campaign until I went yolo damage with MF. Died more, but it completely enabled me to actually gear and not stagnate. Now I have both MF and a working build. I was hardstuck for 2 days without MF, literally couldn't get an upgrade worth shit.
I get it. But I feel like it also just adds another aspect. I have 2 sets of gear, one with magic to farm dialed back tiers.. And another to steamroll top tier. So much time is spent just figuring out what is worth picking up
11:45 could be worse; I saw an audience after a reroll then didn't have enough to defer it lol. I agree though it's crazy how high the floor is just to participate in endgame content properly
I agree with your points overall. But, I will say part of the issue is that defense isn't even really doable on some builds sorc has zero physical defense, so the solution for those players is to become glass cannons because the only way to reliably avoid physical damage is to instantly clear screens.
@Hawntbawt I said physical defense, as in defense vs physical damage, no armor and very difficult to spec into shields. I do admit the ES stats are way over-tuned.
Yeah man I'm playing ssf without rarity because I refuse to engage with it and I'm kind of trying to see how it goes. Got up to tier 8 maps but I have such a lack of waystones that I have gone back to 5s and 6s just to get some backups. I have my whole tree speccd into waystones and almost always regal my maps. I am still "progressing" but it is absolutely insane how long it is taking for me to get ahead. There should be no way you can use all the systems available (except rarity on gear) and not be able to progress the endgame without dying just because the waystones simply refuse to drop. It's insane how tedious this is in ssf. I'm going to keep going out of pure stubbornness but it's insane how much you apparently "need" rarity to simply progress in the game. Hopefully they hear the community and fix it soon.
Poe1 been trying to nerf group juicers.... all they had to do was remove loot mods. And now, given the chance to eliminate them, they decided to consolildate and buff the loot mods instead. And we still have the problem with the "mod necessity" disparity between different builds.
I have 140 rarity and running T16 and I don't see anything what you are saying, divines are not dropping from the sky in a slightest -IF you are talking about it in combination with the issue that rarity is on tablets and it's stacking and the combination of extra uniques, the belt enhancing rings + rarity rings, where gear gets to 500+ rarity and they stack up on maps another 200 - ofc, especially party, people will misuse that combo - but rarity itself is not that impactfull on your rare gear, it helps only slightly - the overwhelming stacking and currency printing needs to be stopped though, the overall message is clear
I was a bit dramatic most people engaging with 150 - 250 rarity will see very big returns with that amount. Especially when the stars align and you run a waystone with tablet + map + 3x distilled greed rarity combo
@@atravotum I am running t10+ and I see yellow all the time - but what you're doing maybe wrong is, you need to spec into Local Knowledge in your atlas and run SWAMP biome maps, that's where you gonna see a bit difference
@@QuantumAnswer yea I did more research and found my problem. I was high level doing low level maps because the amulet I wanted dropped there Buuut, you get nerfed drop rates if you are over leveled. I created a new character at level 1 with much less magic find like 30% and reran act 1 and got 5 unique drops
That's the reason the game is in Early Access. Complaining and analyzing the game is welcome and advised in this stage. Fining issues early is beneficial to the final release.
Given this is all experimental, at this point it's clear item rarity is more of a problem than anything else. Maybe just... delete the stat? Baseline up the droprate of some items across mapping progression and that's that, I suppose.
i like rarity ONLY if it doesn’t involve currency. Making white and blues turn to blues and yellows is fine to me. That tells me you’re REALLY searching for a stat/base. Having it on currency just fucks ip the market when the giga-whales start farming
While rarity is a factor, you have to account for the 'pure trader' players and the RMT currency generating syndicates. The pure trader flips items and currency all day. They snipe all the good items for cheap and sell it for a profit. But honestly, I feel like the biggest contributor to inflation are bots that the RMT syndicates run to farm currency that they can sell for real money. It was the same in POE1 and likely its the same in POE2 early access.
Currency farming bots are NOT the ones generating dozens of divines per day. It’s the group farmers who are REAL players farming them and selling them to wholesalers.
They had the solution to let people bypass all of this garbage too. Original harvest let players actually make their own items avoiding all that bullshit breaking the game for them XD.
@@ActionRan This is not really a single player game, its a game that revolves around the market. This is why ssf was always bad even in poe 1. As a single player the game is not set up for you to be self sufficient. PoE1 as an example you can only Spec your atlas to one specific thing, 1 guy farms essences, 1 guy farms scarabs, 1 guy farms deli orbs etc. You all get together and trade
I like magic find. It was a good stat in Diablo 2 as well. It forces you to make a meaningful tradeoff between char power and finding more things. In the endgame, magic find also dominates in D2 as it probably should due to how difficulty is balanced.
The problem with removing it, is without it SSF will be really hard to get the gear the you want. It’s so RNG crafting based that you have a chance to hit a wall end game and the time to farm up rng rates and crafting currency is just too high. So if they remove it, I have they increase drop rates
I keep saying this "they're trying so hard to be elden ring but the reward for overcpming the challenge is not there" the challenge is instead the patience to wait for aomthing good to drop
Ultimately, Rarity or any other MF style meta stat (like +% exp, +% gold or +% quantity) destroys the ability to balance drops in your game. Either rarity is required to not be starving for drops, or rarity is so obscenely beneficial that everyone stacks it anyway. The winning move is ultimately not to have it in your game and tune drop rates accordingly. The closest any game I've seen has come to dealing with the problem did so in two ways: 1. Meta stats on items are both relatively small compared to the equivalent of juicing maps more and are additive instead of multiplicative. 2. Meta stats were in a 'secondary stat' pool on items, so they didn't compete with core things like Crit, Damage, or Life. Even then, secondary stats rarely matter enough that taking a meta stat isn't BiS. The game in question? Inquisitor Martyr, where the increases from juicing are multiplicative while the meta stats are additive, and there are consumables (easily obtained sustainably) for such massive effects as +100% xp gained (when maxed out secondary stat might be +20% on most slots) and the juicing is deterministic. (So, I juice a map for a 50% chance each time something drops for there to be another drop of the same type. Or I juice a map to give me 48% more Melee weapons to use two examples.) The wise move design wise is to remove this variable scalar you can't reasonably predict any given player to have from the equation entirely and balance your drop rates.
Catered to the 1%, not even that top 0.01% poe can’t be Smuck like this anymore because development cost for poe 2 is 100x more they can’t afford mass exodus of people leaving
I agree about low to mid game.. it's almost impossible to trade for anything when everything good starts to cost too much and you can't farm currency faster than inflation.
I never understood why rarity boost exists as a stat on equipment. You can't balance a game if the player base can create builds that affect so wildly the item find rng.
It makes sense when you have multiple characters for multiple things, the only issue is getting to the endgame on a second character is a chore in itself.
It's not a race but it does feel like a race to get currency before the market inflates more than it already has. Nobody can afford anything that's good and maybe those items just don't exist in mass yet.
I think item rarity should appear on gear. But it should be only for items, not currency. Boost your chance at getting yellows/uniques for those playing self found and such. Currency rate boosting? That should only be a map mod. Also, the sad reality is that the current state hurts pre-end game as well. Without it, you don't get the stuff to craft with, to improve your stuff, while you have to deal with the massive variety of drops, very few of which will be useful to you. With it, you'll find uniques, more yellows, and more currency. So you'll get a much better geared character, which makes things easier.
If you like MF on gear, you either are in the miniscule percentage of the playerbase taking full advantage of it, an RMTer, or haven't put enough thought into its ramifications.
If they want me to care about defensive layers then have them actually work. I got one shot randomly either way so might as well have a punchers chance with high offense. Also put some defensive layers on the tree, it would reduce costs of items too. Gear is so siloed into resistances and life.
I have only played warrior, so I can’t compare to anything else, but I did notice a real difference in upgrading armor for boss fights. Same with resists. I noticed that there was a sizable difference when going from 20% to 75% lightning resists.
@bmo5082 in endgame I had all the evasion I could find, capped resistances and highest life I could find. Died often to random stuff. I switched, put s little es in and went full damage in passives, and now died less because I was killing easier . Random stuff still kills you but I am clearing maps for loot.
@bmo5082 well resistance on gear and damage wherever possible on gear and in the tree and you will find the campaign A LOT less difficult. EVERYTHING they discussed in the Podcast is end game stuff. Literally nothing they said or talked about effects you in real way.
it forces an arms race situation, i’m running +140% rarity on my merc. would like other stats but it’s too strong and i don’t want to be unable to afford anything. the issue with rarity is that it is a meta buff unlike others eg max health makes your char more survivable but rarity creates more gear and currency of any type for any char. rarity should either break your item over time or be a one time use item you receive after each ascension or something and when you activate it it is active for x maps, no idea but many possible ways to improve vs status quo
I didn't play for a while, but that's basically my current build as a chrono, just stack cc, don't get hit. I can't play if I'm tired, but I'm running 1.3k hp no capped res.
This is exactly what happens in the real world economy. Top 1% create boatloads of currency for themselves which inflates the prices of goods and assets way out the reach of the average person/worker.
100 percent. Getting a super nice item while realising it has 0 item rarity stats and you cant do ANYTHING about it because no reroll only gambling feels meh at best. Playing something else till they get their s together.
Y'all need to remember this game is like 2 weeks old. I agree that the rarity stat needs to go with the light radius. I hate getting both on my weapons and armor I got multiple stats on one item when crafting. It is awful, I hate rarity and light radius
Your thoughts are exactly the same as mine LOL the market is so inflated already but there's a lot of competition for items right now as everybody is new or there's not a lot of those good items available and people value them too much and hope some whale buys them. But yeah I'm at like t12+ maps and I get almost the same or less exalts than farming the first map in act 3 HC killing the yellow mini bosses throughout the map. Got all my divines from doing that.
The problem with making tanky characters is that defenses are almost useless in endgame because the game is balanced around dodge roll for survival, which is sad for a game which ia suposed to be the pinacle of build diversity.
Same dodge roll that gets disabled by mechanics like the pods that have vines popping out and grabbing you, i was body blocked and the pods kept getting launched at me and i was dodge rolling in place for about 30 seconds the other night.
Exactly the tediousness and punishing gameplay is balanced around dodge roll and no-lifers. They are going to lose so many new players because this is like a brick wall. And most players aren't here yet by by the time the holidays are over they will and the player base will have fallen off
@@jfelton3583 Right? The hardcore audience in POE is not even 2% of the community and it makes no sense why they are balancing shit around them. They're going to find the most OP thing, they'll be the first to maps, and they'll be the first to reach max level no matter the barriers they put up. Even right now, it feels like they made a whole new game to give melee its overhaul only to basically undo it with tediousness and an anti melee build attitude. They're trying so hard to kick these guys in the balls they're fucking everyone over and not even getting these people at all. Oh well, we get another flavor of lightning arrow i guess lol
@@m16dude967 that's the problem with mmo games, they're always balancing the game around elitist players. GGG has said this is the biggest launch and most players they garnered and yet what you're finding out as a new player the game isn't meant for you despite them using that as a marketing strategy. THEN when some no-lifers makes a build that makes it easy for new players to navigate the game, they nerf it.
That would be sad if it were true. It's just not. The game is new, so it's not easy right now to find any good build to follow, and it is tough to make optimal choices in gear and on the passive tree without guidance. I am a warrior. All I hear from people is that the class sucks, even from high level warriors. It's not the case. I am kicking ass with mine and rarely dying. Warrior damage is so good, they get by fine with minimal damage talents. Because of the penalty for death, you need to focus on surviving first. High armour, block chance, resists, life leech, and life on gear. I am lvl 84 on t14 maps. I have not spent more than 5ex on a piece of gear, and I have over 100 ex in my stash. My policy is to save it til I'm struggling so I can then know what I need and be able to afford it. I have 78% block, (max block and +3% max block from shield). 71% mitigation from armor. Max resists, including chaos, and am working on overcap because maps often have elemental weakness curse. Life leech on weapon plus running berserk and rage talents to improve leech which is vital. Then there is a talent that recoups 15% of damage mitigated as life which is like straight -15% damage reduction. There's another that uses 25% of armor to defend vs fire which is the most dangerous element. You have to use all the tools on the passive tree, and gear wisely. The game is challenging for sure which makes it feels really good when you solve the problems it throws at you. For sure you can't just throw on whatever gear you feel like, equip whatever skill looks cool, and go roll through the toughest content. There are arpgs out there where you can if that's what you're into. But I'm hoping poe2 stays true to its original design and remains challenging with good risk/reward balance and meaningful choices when it comes to gear and passives.
As a new player I feel what your saying. Doing tier 11 at the mo and got sick of ssf with 0 drops worth anything. I went to the trade site and 1 item will cost me all my exalts. Not seen a divine yet.
I say increase drop rates by 50-100% for everyone and remove rarity. Its fucking stupid to have to fill your gear out to find more then others, it makes it a guaranteed stat... who wants to find less loot?
Hopefully they see this. Level 74 ranger and starting to get frustrated. Can’t get either of the trials in crual mode and tier 4 maps I’m getting 1 hit deaths because evasion sucks
They could bake Item Rarity into SSF. Last Epoch did. The item rarity bonuses are only applicable while you’re playing in SSF. You’re characters should than never be able to be migrated to Trade league. Problem solved.
@ActionRan I have mega block and armour. In SSF grinding to get high level gear with high res is hard and takes very long as you often have to replace entire gear set when you find a piece that has high res of 1 element that is different from the element on the gear piece you will replace. It's not about glass canons. It's about replacing multiple pieces to get high all res.... Not easy without markets to buy and sell. Gear rarity farming helps a lot
@@riaanaucamp1472 Ppl play SSF cause they want to do it on their own, aka have a hard time gearing. This game is made for trading normally. Then ppl complain when its a hard time gearing. Cant make this up
I have 0 issues with item rarity in SSF, hell, I would like you guys to have your drop rates doubled even tripled. My issue is with rarity being allowed in a trade environment.
Rarity would be very good if it didnt affect currency drops. Also, quantity is a silent killer aswell, because it multiplies like crazy, even though we have it only on waystones/tablets. If quantity applied ONLY to a specific mechanic it would be wayyyy better. Quantity of everything is horrible.
Totally agreed. Got like 120 hours played, found maybe 3 raw divines. There is no way I could afford some core uniques for my build without farming 5 times more than that and not being rarity stacked. Thus GGG should: - Remove rarity as a gear stat forever - Tune the drop chance of splinters/shards/invitations = market will adjust the price
MF is one part of the problem. Clearspeed is another. I have 500 rarity on my str stacker with big mace. Skills are so shit and i'm so slow that rarity barely makes a dent in my profits. Still without rarity it was even worse. But i was much tankier and didnt die at all(it doesn't matter tho)
yep, my warrior with 80% phys reduction, 75% block and all res capped dies from 1 swing of trialmaster, which would be impossible not to dodge if i was ranged
Join us in SSF man, it's peaceful. I'm really enjoying my Melee Deadeye, it isn't fast and zoomy but I find it incredibly fun, and the accomplishment I feel when finding new gear that's an upgrade is amazing.
I hate this stat too, you feel forced to have it. I didnt invented this but i just carry all my rarity find in my inventory, not good gear in general, i equip it for the last hits on bosses. It's annoying to do all the time but i feel force to do this.
i started playing ssf, when 2 thing i realised!!, 1, i bypass the joy of finding good gear or crafting one since i can just get one from trade 2. the trade inflation is busted, not to bention boters and scammers. I actually been loving ssf, yes takes a bit longer at start but i realised since i didnt have good gear i had to be skillful with my gameplay, i died and i thought shit ok, now i need to fix my play style so i dont die to that thing again, endgame can be frustrating specially with stupid on death effects but hey another learning curve
I disagree, the punishment for dying is absolutely ridiculous once you reach level 87+. The experience lost can set you back significantly as it gets harder to level.
bro why are single phys and stat reduct maces going for multi-divines. maces can barely clear the maps who is out here with the bank being like "hmm yes I will get more damage because I can already afford to and I can subsequently afford to sit still to cast the skill" make it make sense
In souls like the first few runs vs bosses is for the player to learn about the fight. In no way do they punish you heavily in terms like poe2 where u got to find them again no fail first time. they need to balance this out asap.
My first love is D2 and I really like magic find being part of gear instead of just difficulty like modern games. But in reality everyone always wants max optimal magic find, so its just a dead stat, desriable in every slot making any item with out it technically trash... D2 magic find wasnt annoying because they integrated magic find into most chase unique items so that you were effectively capped with an average character with bis items that natively added magic find. And you had inventory charms. But POE 2 burning 1 of 6 power stats for magic find is awful.
Me and my friend noticed rarity being an issue even in campaign through Acts 1 - 6. You have a small amount of rarity on your gear and suddenly exalts drop like candy. Even worse at endgame lmao. I would rather die a bit more often than have 50% less loot, so why would I run the better piece of gear if it has no rarity? Get rid of rarity and adjust the way drops work generally across endgame.
I’m only lvl 66 haven’t even hit endgame to feel his pain but I understand what he saying. I’m seeing magic rarity items with one modifier asking price 1x exalt. I’m selling really good gear within my respective lvl for 1x exalt. On the other end of the spectrum when I look for good gear it’s 5-10 exalt for an item that doesn’t even have complete modifier synergy 🤦🏾♂️ community has to look out for each other .
The worst part tbh is the inflation right now. I want to switch build, can’t because every item slot is now ludicrously expensive, which will only get worse as people quit and stop picking up rare items.
This game being free-to-play means that if they can find a way to NOT respect your time, then they probably will 😢 GGG seems to have this as their mission statement. I would MUCH MUCH rather pay a premium price for a game and avoid all the “free-to-play” mechanics/pitfalls that plague those games. Why do ARPG devs have to be SOO damn greedy 😢
Publishers. Dev company signs with the most predatory and invasive publishers and they bend over backwards to make them happy as if they're buying their entire sales target. GGG is also owned by TenCent, so there is that.
@@onesolopolo4194 bro its flaccid as fuck and dry, the fuck you mean? Signing with Tencent and not respecting player time is already in EA. I don't need a full release to comment on something thats already happening.
I agree! Did you BRING THIS UP with Poe2 Devs? YOU SHOULD BE HEARD! TELL DEVS THE FACTS. Have you wrote to them? Any POE devs watching the video? Maybe ranting in the video is better than writing in to the devs. DEVS PLEASE SEE THIS video! Have he written in to them his complains?? PLEASE RANT TO DEVS THANKEW
Rarity is a game design flaw imo, not only does it does nothing for the power fantasy that one is trying to build toward but in an economy driven game such has poe 2 (who is way more center around trade atm) rarity end up pricing people out of the market. It should just be on waystone / precusor tab imo.
I just made it to maps and tried to buy my first "budget" set and the weapon alone looks like its gonna end up costing 30+ exalts. I don't have that, I'm straight out of the campaign and my gear isnt good enough to run maps as is lol.
It's very unfortunate lots of friends not making it to T15's where all the loot is concentrated not to mention stacking rarity on top of that to make 100x what you'd normally make in T15's and soonest it will be addressed is early Jan I'd recommend leveling other toons or just playing SSF. I truly believe you cannot engage in trade w/o stacking rarity on your character but if you can its playable other wise SSF or bust.
tbf you shouldnt expect to trade for anything straight out of the campaign since you havent farmed any currency yet, even on day 2 I was into tier 5s with mix and matched gear from the ground before I bought my first item off the trade site. also 30ex is pretty cheap all things considered
@@JtotheDoubleL It's good to know you're better than me lol. I just finished my first t3 map today with quite a lot of struggle. Still only have 5 exalts to my name .-.
@@somethingwithat5787 that wasnt my point, all i meant was that being on campaign gear to start maps isnt such a bad thing, eventually youll have enough to upgrade incrementally
@@JtotheDoubleL Oh I'm making progress for sure, it just feels so slow compared to where I think I should be. I'm still having fun though, just gotta play it like a SSF character lol. I need to get over the mindset of being worried about falling behind. I got lucky and got a decent weapon drop and it made a world of difference, I just made it to my first T15, it was rough but I got through it and even dropped my first Divine so either way I look at it, progress is progress! :D
I'm new to the game and I'm watching a lot of videos and I'm becoming quite concerned that I'm hearing a lot of experienced players complaining about endgame , once you get past pandering videos
Yep stuck getting murdered in t13s with zero loot to buy gear and never once dropped or "crafted" an item that i could equip on my gear and the only upgrades cost divines.
The way to encourage defences is to give bosses lots of quick low damage moves and a few that will instarip people who don't meet defensive breakpoints. Not to do this "run in a circle" which only stat checks your movespeed. Also don't do quick move bosses on sanctum, bosses should have ZERO mechanics that become hard to dodge on the wrong build in sanctum. And they should not have that either in chaos because in chaos you aren't just dodging the boss, but dodgeing several rng mechanics you ended up with.
Im running 230% rarity and i havent seen a single divine drop past 50 maps BUT i agree with you in that, that rarity and quantity should come only from outside the gear, tablets, waystones etc, not gear or change rarity to affect only items and with smaller weight.
I've seen the exact same thing. I'm still in Cruel Act 2, and I have 40% item rarity. I've gotten 3 divines today alone. It feels insane, honestly I think they should either remove the Stat, or make it to where it does not affect currency drops
Just wait for it to be addressed by the devs. As it is , mapping is a completely inferior experience to the campaign and I would recommend casual players to make a new character and class rather than have their time wasted in maps. The market will likely adjust itself if the demand stagnates or decreases making the gear meant for endgame more accessible, in theory .
The reason you're so far up the Expedition tree but so behind the ritual tree is RNG. It's just an RNG based mechanics without a 'pity' system. And the thing is, most people don't really comprehend random chance. A coin flip might have a 50/50 chance to drop heads or tails BUT, every coin has a 50/50 chance. It might be hard to get 10 hears in a row, and the chances might be small for that particular run, but the chances for each individual coin flip do not change. Your first flip will be 50/50 and so will your 10th; so will the 100th, thousand and so on and so forth. The chance to get then heads in a row is 0.00098%, the chance to get a head each individual time is always 50%. You don't have any king in the mist thingies for the same reason you got so many expedition points: RNG.
Brother every 3 - 5 logbooks you will see a boss encounter which levels up you expedition tree. I've done nearly 200 rituals no king in the mist the invitation to fight him is 5 divines meanwhile logbooks are 25 exalts. For w/e reason he is literally harder to encounter than it is to find 3 citadels on your atlas and fight the pinnacle boss every observable metric indicates the odds are just lower for him than any other piece of content :/
I think overall Poe 2 is better but it’s very much on the way to its final form. For example, no one wants one-fail maps. No one. There’s like 5 people online who drool while talking and they live and DIE to be punished in hard games. But aside from that I firmly believe it will be changed.
@@thatsreallyamoonyeah lol all the “get gud scrub” or “skill issues bruh derp” are being drowned out by the majority who don’t like being one life failed mechanic on maps, shit feels ass and is not fun at all.
The tediousness and punishing gameplay is balanced around dodge roll and no-lifers. They are going to lose so many new players because this is like a brick wall. And most players aren't here yet by by the time the holidays are over they will and the player base will have fallen off
idk, i think there's a place for rarity in arpg's ; but absolutely not on gear it has to be on a limited separate system, and only if well implemented, and it should be highly punishing (big loss of damage and survivability) but yeah the game will always be glass canon projectile divine/hour deadeye meta sadly, unless there's a major overhaul
I agree I like rolling it on waystones, Investing into it on atlas, even it being on charms and such is acceptable it should never take the slots on gear that are power.
Rarity is not a bad thing. You get more loot and loot makes you happy. The problem is there is no cap on rarity, that makes it overpowered in making currency. Its early access, no cares for other people and have fun.
attach rarity to content difficulty. In this context rarity is great. The rarity on gear is just bad all around. This is the point of the video. The normal expectation is - do hard shit = get more loot. Separate player power on gear and rarity to content.
I'd like to have an opinion on this but I'm far too casual. The developers have a choice between pleasing the crowd or listening to the real og POE fans it seems. but you know they are a gonna go for the money.
I totally agree with you - well said. I think they really missed on the endgame and probably rushed to just get us something. I will say, too, that I've been running t15s for about a week now and I've seen one divine and perfect jeweler's drop... I have 6 divines and a few exalts and cannot upgrade my gear as a single upgrade is 5+ divines... it's fucking insane. The one death mechanic in itself is destroying my enjoyment of the game as well. The bones of the game are so good, but goddamn if I wanted to play hardcore I would play hardcore... it's not rewarding as it stands.
Yea they threw it out in PoE 1 and literally everyone was happy about it but for some reason then they brought it back in the sequel??? How does that even happen...
@@Xylar-is I can understand having quant and rarity rolls on maps, making them more valuable to run or trade to someone. But the quant/rarity on gear makes the game feel like it's punishing you for not running as high of those stats as you can
POE 2 = Dodge roll Simulator... Just because Jonathan like Dark souls doesn't mean I do... If I Did I would be Playing it, Not a fake Half ass dark souls... FFS
if u don't like rarity don't use it, they're not balancing drops around it because few people actually stack alot of it and if they did they make themselves too weak... if they remove it just like the issue with quant it won't make them buff loot more to help you the loot will just be worst for everyone and everything way more expensive
@@games2try863 I have no issue using rarity I’ve mf’d before and I’m doing it now. If they don’t do something about it in the game every single person in trade will simply do what I did. An economy full of people doing only one strat leads to a very stagnant and boring endgame loop.
@@Xylar-is when i did mf i always made multiple characters after they removed quant in poe1 i just made one last league.. and it was super grindy to fully gear that one up.. to mageblood lvl
How much rarity do you need to get this going, exactly? I'm in Tier 12-15 maps with 50% rarity on my gear + 20% from my charm and I'm lucky if I get 1 exalt every few maps (I've gotten 1 divine in 150 hours and iirc it was in the campaign) and I have the majority of the quantity/rarity nodes on the Atlas.
The build guide i followed from a week ago now states to aim for rarity over life (ranger) as rarity is so overpowered if you want loot. Thats terrible design. No doubt about it
yeah with the game im not a fun of the atlas and how long it takes to level up. im a warrior and i got to 93. but from 89 to 93 i had 2 deaths. and i have to stress about what mods im running to play safe and playing stressful for 10hrs to level is boring. so i might stop at 93 and just push some higher risky maps i got with good rarity maybe ill level up when they fix warrior. and wtf is the economy i had to pay 10div for 2 king summons. cause breach in the morning and afternoons and night time is not runnable to much lag
Shits gonna be wild until release. Hopefully till then we can identify everything that’s over/under tuned or not working as intended. I’d like poe2 to be super crisp on release.
Rarity also sucks in SSF because drops have to be balanced around it, so currently in SSF if you play without rarity you get no currency and no jewelers. It's a horrible stat all around, I've never heard anyone defend its existence.
Some people on Reddit were saying this is all because of the knee jerk drop rate buff xD
Like bro if base drops were worse item rarity would be even more mandatory!
Ppl play SSF cause they want to do it on their own, aka have a hard time gearing. This game is made for trading normally.
Then ppl complain when its a hard time gearing.
Cant make stuff up
Yeah man I'm playing ssf without rarity because I refuse to engage with it and I'm kind of trying to see how it goes.
Got up to tier 8 maps but I have such a lack of waystones that I have gone back to 5s and 6s just to get some backups. I have my whole tree speccd into waystones and almost always regal my maps. I am still "progressing" but it is absolutely insane how long it is taking for me to get ahead. There should be no way you can use all the systems available (except rarity on gear) and not be able to progress the endgame without dying just because the waystones simply refuse to drop. It's insane how tedious this is in ssf. I'm going to keep going out of pure stubbornness but it's insane how much you apparently "need" rarity to simply progress in the game. Hopefully fixed soon.
@ActionRan but why is playing solo a disadvantage? Makes no sense. If I'm solo I should get better drop chances because I chose not to trade. If you make casual players trade this game will have it's community but no new players. Item rarity as a stat is trash. You shouldn't force ppl to trade. They will see tho.
@ActionRan I just hope you're getting some form of compensation for glazing GGG that hard. If not, then you're such a loser
If you get enough rarity you start playing a totally different game
Dude with 4 subs telling it like it is. Now he has 5.
Make it 6.
Make it 7, this man is spitting pure facts.
56*
68!
69 😏
Basically this is the state of any game that involves loot or farming. The people that are putting in 16 hours a day get way more than 16X the loot/resources/rewards. The amount of benefits one will receive is directly tied to, and exponentially boosted by the time one puts into the game.
The gaming industry has tailored itself to hardcore streamers and unemployeds that play 16 hours a day.
My biggest question is how the unemployeds get money to survive and sit all day? :D
i mean even if rarity did not exist someone who puts in 16hrs a day will have way more loot.
These are grinding games, they have always catered to people no lifing them...
You can no life diablo 4 for 1 week and have a maxed out character with zero meaningful content to play. If you want a grind that lasts past that window of intense play you need games more like POE 2.
Even players with less time, having a high end game grind ceiling is typically good.
I agree and while that may always be the case thing's like rarity only exacerbate the problem and make enjoyment of the video game even harder for those with less time to play than it already is.
I keep saying this same shit. Everybody is not a streamer. Stop making games for streamers only. Most gamers are "casuals". It has always been like this. Playing the campaign twice in a row sucks. Be glad when the last 3 acts come out
Absolutely agree with everything. Also Arbiter of Ash is a boss of losing out, you spend lots of time finding those citadels, you go to the boss, and he can easily one shot you with mechanic that is extremely hard to dodge. Like then he drops circles of safety in an exploding arena, and simultaniously fires a beam into that very "safe" spot, insta 1 shotting you. Or when you have to stand in safe line when he does solar wind thing, you can barely see where to stand, you have 0 time to react, u need to do this thing multiple times in a row and if you fail ONCE you are dead, wtf is that? Who made that design decision. And thats a quest boss
get some resists and learn to roll, like the rest of us.. it really isn't that difficult your items probably blow
@ryanwinsor1689 im lvl 93, all maxed res. He one shots you no matter what res. I have 2000 hp and 3500 es. Also please enlighten me, how do you roll when u have a safe circle where he shoots his death ray?
@@alimy1119skill issue. Learn to dodge i frames
@@ActionRan people want to fight an endgame boss without practice and expect to easily kill it first try, to me that's insanity, lol
@@felipefreire5245 The fact that the cost for 5 seconds to a few minutes of practice being the cost of endless hours or a ton of currency that most players never will see... Is insanity to me. I've always hated and never done stuff like endgame bosses except for atlas points because it's beyond retarded how it's setup for inexperienced players to lose out quite literally infinitely times more than people who have a lot of experience. I even suggested to GGG that they should let new players brick boss frags into re-usable zero loot ones that they can use for practice which was ignored.
SSF player here. MF is the most important stat. My progression was a crawl after I finished campaign until I went yolo damage with MF. Died more, but it completely enabled me to actually gear and not stagnate. Now I have both MF and a working build.
I was hardstuck for 2 days without MF, literally couldn't get an upgrade worth shit.
I get it. But I feel like it also just adds another aspect. I have 2 sets of gear, one with magic to farm dialed back tiers.. And another to steamroll top tier. So much time is spent just figuring out what is worth picking up
11:45 could be worse; I saw an audience after a reroll then didn't have enough to defer it lol. I agree though it's crazy how high the floor is just to participate in endgame content properly
I agree with your points overall. But, I will say part of the issue is that defense isn't even really doable on some builds sorc has zero physical defense, so the solution for those players is to become glass cannons because the only way to reliably avoid physical damage is to instantly clear screens.
No defense…? Mages are tankier than warriors right now lol. Energy shield is *the* defensive stat
@Hawntbawt I said physical defense, as in defense vs physical damage, no armor and very difficult to spec into shields. I do admit the ES stats are way over-tuned.
You dont need physical defense when you can virtually have up to almost 20k hp with ES
Yeah man I'm playing ssf without rarity because I refuse to engage with it and I'm kind of trying to see how it goes.
Got up to tier 8 maps but I have such a lack of waystones that I have gone back to 5s and 6s just to get some backups. I have my whole tree speccd into waystones and almost always regal my maps. I am still "progressing" but it is absolutely insane how long it is taking for me to get ahead. There should be no way you can use all the systems available (except rarity on gear) and not be able to progress the endgame without dying just because the waystones simply refuse to drop. It's insane how tedious this is in ssf. I'm going to keep going out of pure stubbornness but it's insane how much you apparently "need" rarity to simply progress in the game. Hopefully they hear the community and fix it soon.
Poe1 been trying to nerf group juicers.... all they had to do was remove loot mods. And now, given the chance to eliminate them, they decided to consolildate and buff the loot mods instead. And we still have the problem with the "mod necessity" disparity between different builds.
"but it existed in 24 year old arpg game, therefore it must be good"
GGG
4:59 oh look it’s the us economy lol.
They can easily fix this by removing it completely on gears and then just add a specific % for the drops based on rarity.
I have 140 rarity and running T16 and I don't see anything what you are saying, divines are not dropping from the sky in a slightest -IF you are talking about it in combination with the issue that rarity is on tablets and it's stacking and the combination of extra uniques, the belt enhancing rings + rarity rings, where gear gets to 500+ rarity and they stack up on maps another 200 - ofc, especially party, people will misuse that combo - but rarity itself is not that impactfull on your rare gear, it helps only slightly - the overwhelming stacking and currency printing needs to be stopped though, the overall message is clear
I was a bit dramatic most people engaging with 150 - 250 rarity will see very big returns with that amount. Especially when the stars align and you run a waystone with tablet + map + 3x distilled greed rarity combo
Bro same I have 156 rarity and running around act 1 maps for that damn amulet and barely even see yellows.
@@atravotum I am running t10+ and I see yellow all the time - but what you're doing maybe wrong is, you need to spec into Local Knowledge in your atlas and run SWAMP biome maps, that's where you gonna see a bit difference
@@QuantumAnswer yea I did more research and found my problem. I was high level doing low level maps because the amulet I wanted dropped there
Buuut, you get nerfed drop rates if you are over leveled. I created a new character at level 1 with much less magic find like 30% and reran act 1 and got 5 unique drops
That's the reason the game is in Early Access.
Complaining and analyzing the game is welcome and advised in this stage. Fining issues early is beneficial to the final release.
Given this is all experimental, at this point it's clear item rarity is more of a problem than anything else. Maybe just... delete the stat? Baseline up the droprate of some items across mapping progression and that's that, I suppose.
i like rarity ONLY if it doesn’t involve currency. Making white and blues turn to blues and yellows is fine to me. That tells me you’re REALLY searching for a stat/base. Having it on currency just fucks ip the market when the giga-whales start farming
While rarity is a factor, you have to account for the 'pure trader' players and the RMT currency generating syndicates. The pure trader flips items and currency all day. They snipe all the good items for cheap and sell it for a profit. But honestly, I feel like the biggest contributor to inflation are bots that the RMT syndicates run to farm currency that they can sell for real money. It was the same in POE1 and likely its the same in POE2 early access.
I dont get the problem as this is a single player game with MP options
Currency farming bots are NOT the ones generating dozens of divines per day. It’s the group farmers who are REAL players farming them and selling them to wholesalers.
This is the real issue to be honest. You got that right.
They had the solution to let people bypass all of this garbage too. Original harvest let players actually make their own items avoiding all that bullshit breaking the game for them XD.
@@ActionRan This is not really a single player game, its a game that revolves around the market. This is why ssf was always bad even in poe 1. As a single player the game is not set up for you to be self sufficient. PoE1 as an example you can only Spec your atlas to one specific thing, 1 guy farms essences, 1 guy farms scarabs, 1 guy farms deli orbs etc. You all get together and trade
I like magic find. It was a good stat in Diablo 2 as well. It forces you to make a meaningful tradeoff between char power and finding more things. In the endgame, magic find also dominates in D2 as it probably should due to how difficulty is balanced.
It's not that people don't like it, they just don't want to sacrifice character power and survivability and debuff themselves to use it.
The problem with removing it, is without it SSF will be really hard to get the gear the you want. It’s so RNG crafting based that you have a chance to hit a wall end game and the time to farm up rng rates and crafting currency is just too high.
So if they remove it, I have they increase drop rates
I'd actually say its valid to keep it in SSF but remove it from trade mode. It truly does damage to the standard mode.
I keep saying this "they're trying so hard to be elden ring but the reward for overcpming the challenge is not there" the challenge is instead the patience to wait for aomthing good to drop
Love the ranting videos. For us that really like this game, its frustrating to see all these "problems" that are easy fixes imo
Ultimately, Rarity or any other MF style meta stat (like +% exp, +% gold or +% quantity) destroys the ability to balance drops in your game. Either rarity is required to not be starving for drops, or rarity is so obscenely beneficial that everyone stacks it anyway. The winning move is ultimately not to have it in your game and tune drop rates accordingly.
The closest any game I've seen has come to dealing with the problem did so in two ways: 1. Meta stats on items are both relatively small compared to the equivalent of juicing maps more and are additive instead of multiplicative. 2. Meta stats were in a 'secondary stat' pool on items, so they didn't compete with core things like Crit, Damage, or Life.
Even then, secondary stats rarely matter enough that taking a meta stat isn't BiS. The game in question? Inquisitor Martyr, where the increases from juicing are multiplicative while the meta stats are additive, and there are consumables (easily obtained sustainably) for such massive effects as +100% xp gained (when maxed out secondary stat might be +20% on most slots) and the juicing is deterministic. (So, I juice a map for a 50% chance each time something drops for there to be another drop of the same type. Or I juice a map to give me 48% more Melee weapons to use two examples.)
The wise move design wise is to remove this variable scalar you can't reasonably predict any given player to have from the equation entirely and balance your drop rates.
Catered to the 1%, not even that top 0.01% poe can’t be Smuck like this anymore because development cost for poe 2 is 100x more they can’t afford mass exodus of people leaving
I agree about low to mid game.. it's almost impossible to trade for anything when everything good starts to cost too much and you can't farm currency faster than inflation.
I never understood why rarity boost exists as a stat on equipment. You can't balance a game if the player base can create builds that affect so wildly the item find rng.
I think Raxx had a similar Opinion on rarity being a bad stat. As your character gets stronger you take on harder content, thus getting better loot.
It makes sense when you have multiple characters for multiple things, the only issue is getting to the endgame on a second character is a chore in itself.
It's not a race but it does feel like a race to get currency before the market inflates more than it already has. Nobody can afford anything that's good and maybe those items just don't exist in mass yet.
I think item rarity should appear on gear. But it should be only for items, not currency. Boost your chance at getting yellows/uniques for those playing self found and such. Currency rate boosting? That should only be a map mod.
Also, the sad reality is that the current state hurts pre-end game as well. Without it, you don't get the stuff to craft with, to improve your stuff, while you have to deal with the massive variety of drops, very few of which will be useful to you. With it, you'll find uniques, more yellows, and more currency. So you'll get a much better geared character, which makes things easier.
If you like MF on gear, you either are in the miniscule percentage of the playerbase taking full advantage of it, an RMTer, or haven't put enough thought into its ramifications.
@@kaylemain2006 Big True
If they want me to care about defensive layers then have them actually work. I got one shot randomly either way so might as well have a punchers chance with high offense. Also put some defensive layers on the tree, it would reduce costs of items too. Gear is so siloed into resistances and life.
I have only played warrior, so I can’t compare to anything else, but I did notice a real difference in upgrading armor for boss fights. Same with resists. I noticed that there was a sizable difference when going from 20% to 75% lightning resists.
@@bmo5082 no way bro
@bmo5082 in endgame I had all the evasion I could find, capped resistances and highest life I could find. Died often to random stuff. I switched, put s little es in and went full damage in passives, and now died less because I was killing easier . Random stuff still kills you but I am clearing maps for loot.
@@OldGoat-cw8he I’m just talking about normal mode. I haven’t even tried cruel yet. Game just got released.
@bmo5082 well resistance on gear and damage wherever possible on gear and in the tree and you will find the campaign A LOT less difficult. EVERYTHING they discussed in the Podcast is end game stuff. Literally nothing they said or talked about effects you in real way.
it forces an arms race situation, i’m running +140% rarity on my merc. would like other stats but it’s too strong and i don’t want to be unable to afford anything. the issue with rarity is that it is a meta buff unlike others eg max health makes your char more survivable but rarity creates more gear and currency of any type for any char. rarity should either break your item over time or be a one time use item you receive after each ascension or something and when you activate it it is active for x maps, no idea but many possible ways to improve vs status quo
MF is single most important stat by far. It’s more valuable than chaos res, ele res, move speed, anything.
I didn't play for a while, but that's basically my current build as a chrono, just stack cc, don't get hit. I can't play if I'm tired, but I'm running 1.3k hp no capped res.
The most BASED PoE video I've seen in a long long time. Thank you for saying what needed to be said!
This is exactly what happens in the real world economy. Top 1% create boatloads of currency for themselves which inflates the prices of goods and assets way out the reach of the average person/worker.
100 percent. Getting a super nice item while realising it has 0 item rarity stats and you cant do ANYTHING about it because no reroll only gambling feels meh at best. Playing something else till they get their s together.
Y'all need to remember this game is like 2 weeks old. I agree that the rarity stat needs to go with the light radius. I hate getting both on my weapons and armor I got multiple stats on one item when crafting. It is awful, I hate rarity and light radius
Your thoughts are exactly the same as mine LOL the market is so inflated already but there's a lot of competition for items right now as everybody is new or there's not a lot of those good items available and people value them too much and hope some whale buys them. But yeah I'm at like t12+ maps and I get almost the same or less exalts than farming the first map in act 3 HC killing the yellow mini bosses throughout the map. Got all my divines from doing that.
The problem with making tanky characters is that defenses are almost useless in endgame because the game is balanced around dodge roll for survival, which is sad for a game which ia suposed to be the pinacle of build diversity.
Same dodge roll that gets disabled by mechanics like the pods that have vines popping out and grabbing you, i was body blocked and the pods kept getting launched at me and i was dodge rolling in place for about 30 seconds the other night.
Exactly the tediousness and punishing gameplay is balanced around dodge roll and no-lifers. They are going to lose so many new players because this is like a brick wall. And most players aren't here yet by by the time the holidays are over they will and the player base will have fallen off
@@jfelton3583 Right? The hardcore audience in POE is not even 2% of the community and it makes no sense why they are balancing shit around them. They're going to find the most OP thing, they'll be the first to maps, and they'll be the first to reach max level no matter the barriers they put up. Even right now, it feels like they made a whole new game to give melee its overhaul only to basically undo it with tediousness and an anti melee build attitude. They're trying so hard to kick these guys in the balls they're fucking everyone over and not even getting these people at all. Oh well, we get another flavor of lightning arrow i guess lol
@@m16dude967 that's the problem with mmo games, they're always balancing the game around elitist players. GGG has said this is the biggest launch and most players they garnered and yet what you're finding out as a new player the game isn't meant for you despite them using that as a marketing strategy. THEN when some no-lifers makes a build that makes it easy for new players to navigate the game, they nerf it.
That would be sad if it were true. It's just not. The game is new, so it's not easy right now to find any good build to follow, and it is tough to make optimal choices in gear and on the passive tree without guidance.
I am a warrior. All I hear from people is that the class sucks, even from high level warriors. It's not the case. I am kicking ass with mine and rarely dying.
Warrior damage is so good, they get by fine with minimal damage talents. Because of the penalty for death, you need to focus on surviving first. High armour, block chance, resists, life leech, and life on gear. I am lvl 84 on t14 maps. I have not spent more than 5ex on a piece of gear, and I have over 100 ex in my stash. My policy is to save it til I'm struggling so I can then know what I need and be able to afford it.
I have 78% block, (max block and +3% max block from shield). 71% mitigation from armor. Max resists, including chaos, and am working on overcap because maps often have elemental weakness curse. Life leech on weapon plus running berserk and rage talents to improve leech which is vital.
Then there is a talent that recoups 15% of damage mitigated as life which is like straight -15% damage reduction. There's another that uses 25% of armor to defend vs fire which is the most dangerous element.
You have to use all the tools on the passive tree, and gear wisely. The game is challenging for sure which makes it feels really good when you solve the problems it throws at you.
For sure you can't just throw on whatever gear you feel like, equip whatever skill looks cool, and go roll through the toughest content. There are arpgs out there where you can if that's what you're into. But I'm hoping poe2 stays true to its original design and remains challenging with good risk/reward balance and meaningful choices when it comes to gear and passives.
As a new player I feel what your saying. Doing tier 11 at the mo and got sick of ssf with 0 drops worth anything. I went to the trade site and 1 item will cost me all my exalts. Not seen a divine yet.
Rarity affecting currency is the issue. Magic find doesn't affect high rune/rune drops and the system works perfectly.
I say increase drop rates by 50-100% for everyone and remove rarity. Its fucking stupid to have to fill your gear out to find more then others, it makes it a guaranteed stat... who wants to find less loot?
Hopefully they see this. Level 74 ranger and starting to get frustrated. Can’t get either of the trials in crual mode and tier 4 maps I’m getting 1 hit deaths because evasion sucks
I would agree to rarity only if it is only a modifier on maps.
Item rarity in SSF end game is a life saver. Without it I'd be stuck at tier 10 maps.
They could bake Item Rarity into SSF. Last Epoch did. The item rarity bonuses are only applicable while you’re playing in SSF. You’re characters should than never be able to be migrated to Trade league. Problem solved.
You can build more defensivly and you can weaponswap to use sheild and block and dodge.
Not makings glasscannon, have defence on your gear
@ActionRan I have mega block and armour. In SSF grinding to get high level gear with high res is hard and takes very long as you often have to replace entire gear set when you find a piece that has high res of 1 element that is different from the element on the gear piece you will replace. It's not about glass canons. It's about replacing multiple pieces to get high all res.... Not easy without markets to buy and sell. Gear rarity farming helps a lot
@@riaanaucamp1472
Ppl play SSF cause they want to do it on their own, aka have a hard time gearing. This game is made for trading normally.
Then ppl complain when its a hard time gearing.
Cant make this up
I have 0 issues with item rarity in SSF, hell, I would like you guys to have your drop rates doubled even tripled. My issue is with rarity being allowed in a trade environment.
Rarity would be very good if it didnt affect currency drops. Also, quantity is a silent killer aswell, because it multiplies like crazy, even though we have it only on waystones/tablets. If quantity applied ONLY to a specific mechanic it would be wayyyy better. Quantity of everything is horrible.
Totally agreed. Got like 120 hours played, found maybe 3 raw divines. There is no way I could afford some core uniques for my build without farming 5 times more than that and not being rarity stacked.
Thus GGG should:
- Remove rarity as a gear stat forever
- Tune the drop chance of splinters/shards/invitations = market will adjust the price
MF is one part of the problem. Clearspeed is another. I have 500 rarity on my str stacker with big mace. Skills are so shit and i'm so slow that rarity barely makes a dent in my profits. Still without rarity it was even worse. But i was much tankier and didnt die at all(it doesn't matter tho)
Liked your vid and subscribed. Please do more on the fundamental design problems with this game its a disaster
I plan too Ascendancy is next quite surprised they left it in the state its in before going on break :/
I agree with this. I dislike rarity feeling mandatory for builds.
yep, my warrior with 80% phys reduction, 75% block and all res capped dies from 1 swing of trialmaster, which would be impossible not to dodge if i was ranged
What do you mean impossible not to dodge if i was range.
That makea no sense
@@ActionRan he measns you watch tv while the minions kill the boss. or you arrow ligthing insta death.
@@ActionRanyeah it’s worded poorly, he’s saying it would be so easy to dodge that it would be impossible to get hit by it.
Join us in SSF man, it's peaceful. I'm really enjoying my Melee Deadeye, it isn't fast and zoomy but I find it incredibly fun, and the accomplishment I feel when finding new gear that's an upgrade is amazing.
Out of all the laguages, bro chose to speak FACTS
This has always been a problem on xbox especially the points about the guys hyper inflating the market :(
I hate this stat too, you feel forced to have it. I didnt invented this but i just carry all my rarity find in my inventory, not good gear in general, i equip it for the last hits on bosses. It's annoying to do all the time but i feel force to do this.
i started playing ssf, when 2 thing i realised!!, 1, i bypass the joy of finding good gear or crafting one since i can just get one from trade 2. the trade inflation is busted, not to bention boters and scammers. I actually been loving ssf, yes takes a bit longer at start but i realised since i didnt have good gear i had to be skillful with my gameplay, i died and i thought shit ok, now i need to fix my play style so i dont die to that thing again, endgame can be frustrating specially with stupid on death effects but hey another learning curve
I disagree, the punishment for dying is absolutely ridiculous once you reach level 87+. The experience lost can set you back significantly as it gets harder to level.
bro why are single phys and stat reduct maces going for multi-divines. maces can barely clear the maps who is out here with the bank being like "hmm yes I will get more damage because I can already afford to and I can subsequently afford to sit still to cast the skill" make it make sense
In souls like the first few runs vs bosses is for the player to learn about the fight. In no way do they punish you heavily in terms like poe2 where u got to find them again no fail first time. they need to balance this out asap.
My first love is D2 and I really like magic find being part of gear instead of just difficulty like modern games.
But in reality everyone always wants max optimal magic find, so its just a dead stat, desriable in every slot making any item with out it technically trash...
D2 magic find wasnt annoying because they integrated magic find into most chase unique items so that you were effectively capped with an average character with bis items that natively added magic find. And you had inventory charms. But POE 2 burning 1 of 6 power stats for magic find is awful.
Me and my friend noticed rarity being an issue even in campaign through Acts 1 - 6. You have a small amount of rarity on your gear and suddenly exalts drop like candy. Even worse at endgame lmao. I would rather die a bit more often than have 50% less loot, so why would I run the better piece of gear if it has no rarity? Get rid of rarity and adjust the way drops work generally across endgame.
That's legit the reason I'm going to play SSF till they figure out how to fix it (hopefully by just removing MF all together)
Great video though!
I’m only lvl 66 haven’t even hit endgame to feel his pain but I understand what he saying. I’m seeing magic rarity items with one modifier asking price 1x exalt. I’m selling really good gear within my respective lvl for 1x exalt. On the other end of the spectrum when I look for good gear it’s 5-10 exalt for an item that doesn’t even have complete modifier synergy 🤦🏾♂️ community has to look out for each other .
The worst part tbh is the inflation right now. I want to switch build, can’t because every item slot is now ludicrously expensive, which will only get worse as people quit and stop picking up rare items.
This game being free-to-play means that if they can find a way to NOT respect your time, then they probably will 😢
GGG seems to have this as their mission statement. I would MUCH MUCH rather pay a premium price for a game and avoid all the “free-to-play” mechanics/pitfalls that plague those games.
Why do ARPG devs have to be SOO damn greedy 😢
What are you talking about?😂😂😂
Publishers. Dev company signs with the most predatory and invasive publishers and they bend over backwards to make them happy as if they're buying their entire sales target. GGG is also owned by TenCent, so there is that.
Imagine complaining about GGG? The games not even finished and you’re wetting the bed 😂grow up bro
@@onesolopolo4194 bro its flaccid as fuck and dry, the fuck you mean? Signing with Tencent and not respecting player time is already in EA. I don't need a full release to comment on something thats already happening.
I agree! Did you BRING THIS UP with Poe2 Devs? YOU SHOULD BE HEARD! TELL DEVS THE FACTS. Have you wrote to them? Any POE devs watching the video? Maybe ranting in the video is better than writing in to the devs. DEVS PLEASE SEE THIS video! Have he written in to them his complains?? PLEASE RANT TO DEVS THANKEW
Rarity is a game design flaw imo, not only does it does nothing for the power fantasy that one is trying to build toward but in an economy driven game such has poe 2 (who is way more center around trade atm) rarity end up pricing people out of the market. It should just be on waystone / precusor tab imo.
I think gear should never influence loot directly.
I just made it to maps and tried to buy my first "budget" set and the weapon alone looks like its gonna end up costing 30+ exalts. I don't have that, I'm straight out of the campaign and my gear isnt good enough to run maps as is lol.
It's very unfortunate lots of friends not making it to T15's where all the loot is concentrated not to mention stacking rarity on top of that to make 100x what you'd normally make in T15's and soonest it will be addressed is early Jan I'd recommend leveling other toons or just playing SSF. I truly believe you cannot engage in trade w/o stacking rarity on your character but if you can its playable other wise SSF or bust.
tbf you shouldnt expect to trade for anything straight out of the campaign since you havent farmed any currency yet, even on day 2 I was into tier 5s with mix and matched gear from the ground before I bought my first item off the trade site. also 30ex is pretty cheap all things considered
@@JtotheDoubleL It's good to know you're better than me lol. I just finished my first t3 map today with quite a lot of struggle. Still only have 5 exalts to my name .-.
@@somethingwithat5787 that wasnt my point, all i meant was that being on campaign gear to start maps isnt such a bad thing, eventually youll have enough to upgrade incrementally
@@JtotheDoubleL Oh I'm making progress for sure, it just feels so slow compared to where I think I should be. I'm still having fun though, just gotta play it like a SSF character lol. I need to get over the mindset of being worried about falling behind. I got lucky and got a decent weapon drop and it made a world of difference, I just made it to my first T15, it was rough but I got through it and even dropped my first Divine so either way I look at it, progress is progress! :D
It's a fun game but they are definitely try hards. I knew when I got one shoted by the second mob after starting, that I was in for it. 😅
I'm new to the game and I'm watching a lot of videos and I'm becoming quite concerned that I'm hearing a lot of experienced players complaining about endgame , once you get past pandering videos
Yep stuck getting murdered in t13s with zero loot to buy gear and never once dropped or "crafted" an item that i could equip on my gear and the only upgrades cost divines.
With “darling” in your username you deserve nothing less you odd little spec of shit
The way to encourage defences is to give bosses lots of quick low damage moves and a few that will instarip people who don't meet defensive breakpoints. Not to do this "run in a circle" which only stat checks your movespeed.
Also don't do quick move bosses on sanctum, bosses should have ZERO mechanics that become hard to dodge on the wrong build in sanctum. And they should not have that either in chaos because in chaos you aren't just dodging the boss, but dodgeing several rng mechanics you ended up with.
Im running 230% rarity and i havent seen a single divine drop past 50 maps BUT i agree with you in that, that rarity and quantity should come only from outside the gear, tablets, waystones etc, not gear or change rarity to affect only items and with smaller weight.
I got 2 divine.
0 mf
I got 1 from cruel act 3
And one from a t3 map
I've seen the exact same thing. I'm still in Cruel Act 2, and I have 40% item rarity. I've gotten 3 divines today alone. It feels insane, honestly I think they should either remove the Stat, or make it to where it does not affect currency drops
This is in no way representative of anything. I farmed fir a day with 120% rarity, not a single divine. Its still heavy rng.
I'm lvl 34, first play through on normal. 60% item rarity increase already.
I get 1 exalted orb every 3+ tier 1-2 maps. Its really bad. EDIT: This is with 200%+ Rarity on my items.
Just wait for it to be addressed by the devs. As it is , mapping is a completely inferior experience to the campaign and I would recommend casual players to make a new character and class rather than have their time wasted in maps. The market will likely adjust itself if the demand stagnates or decreases making the gear meant for endgame more accessible, in theory .
The reason you're so far up the Expedition tree but so behind the ritual tree is RNG. It's just an RNG based mechanics without a 'pity' system. And the thing is, most people don't really comprehend random chance. A coin flip might have a 50/50 chance to drop heads or tails BUT, every coin has a 50/50 chance. It might be hard to get 10 hears in a row, and the chances might be small for that particular run, but the chances for each individual coin flip do not change. Your first flip will be 50/50 and so will your 10th; so will the 100th, thousand and so on and so forth. The chance to get then heads in a row is 0.00098%, the chance to get a head each individual time is always 50%. You don't have any king in the mist thingies for the same reason you got so many expedition points: RNG.
Brother every 3 - 5 logbooks you will see a boss encounter which levels up you expedition tree. I've done nearly 200 rituals no king in the mist the invitation to fight him is 5 divines meanwhile logbooks are 25 exalts. For w/e reason he is literally harder to encounter than it is to find 3 citadels on your atlas and fight the pinnacle boss every observable metric indicates the odds are just lower for him than any other piece of content :/
I've gone back to poe1 and I feel home again, no more endless frustration 👍
Cool byeeee
I think overall Poe 2 is better but it’s very much on the way to its final form.
For example, no one wants one-fail maps. No one. There’s like 5 people online who drool while talking and they live and DIE to be punished in hard games. But aside from that I firmly believe it will be changed.
@@thatsreallyamoonyeah lol all the “get gud scrub” or “skill issues bruh derp” are being drowned out by the majority who don’t like being one life failed mechanic on maps, shit feels ass and is not fun at all.
@craigsayshello8239 just say your character sucks and you haven't made it past 85.
@@craigsayshello8239 keep coping
The tediousness and punishing gameplay is balanced around dodge roll and no-lifers. They are going to lose so many new players because this is like a brick wall. And most players aren't here yet by by the time the holidays are over they will and the player base will have fallen off
idk, i think there's a place for rarity in arpg's ; but absolutely not on gear
it has to be on a limited separate system, and only if well implemented, and it should be highly punishing (big loss of damage and survivability)
but yeah the game will always be glass canon projectile divine/hour deadeye meta sadly, unless there's a major overhaul
I agree I like rolling it on waystones, Investing into it on atlas, even it being on charms and such is acceptable it should never take the slots on gear that are power.
Rarity is not a bad thing. You get more loot and loot makes you happy. The problem is there is no cap on rarity, that makes it overpowered in making currency. Its early access, no cares for other people and have fun.
attach rarity to content difficulty. In this context rarity is great. The rarity on gear is just bad all around. This is the point of the video.
The normal expectation is - do hard shit = get more loot.
Separate player power on gear and rarity to content.
I'd like to have an opinion on this but I'm far too casual.
The developers have a choice between pleasing the crowd or listening to the real og POE fans it seems.
but you know they are a gonna go for the money.
I totally agree with you - well said. I think they really missed on the endgame and probably rushed to just get us something. I will say, too, that I've been running t15s for about a week now and I've seen one divine and perfect jeweler's drop... I have 6 divines and a few exalts and cannot upgrade my gear as a single upgrade is 5+ divines... it's fucking insane. The one death mechanic in itself is destroying my enjoyment of the game as well. The bones of the game are so good, but goddamn if I wanted to play hardcore I would play hardcore... it's not rewarding as it stands.
Agreed, we've wanted this thrown out since Poe 1. Absolutely ridiculous
Yea they threw it out in PoE 1 and literally everyone was happy about it but for some reason then they brought it back in the sequel??? How does that even happen...
@@Xylar-is I can understand having quant and rarity rolls on maps, making them more valuable to run or trade to someone. But the quant/rarity on gear makes the game feel like it's punishing you for not running as high of those stats as you can
´Rarity is like the country state that make you a problem and the tell you to pay taxes in order to fix that problem xD
and I can't get an exalt to drop to save my life
POE 2 = Dodge roll Simulator... Just because Jonathan like Dark souls doesn't mean I do... If I Did I would be Playing it, Not a fake Half ass dark souls... FFS
@@darkdavey calm down the game isn’t finished
@@darkdaveypoe 1 has no dodge roll. Have fun :)
Item rarity doesnt affect quantity, does it??
No they are separate in Poe 2, however item rarity is far more powerful in Poe 2 so it’s prevalence on gear is problematic
You can play the game or get played by it.
if u don't like rarity don't use it, they're not balancing drops around it because few people actually stack alot of it and if they did they make themselves too weak... if they remove it just like the issue with quant it won't make them buff loot more to help you the loot will just be worst for everyone and everything way more expensive
@@games2try863 I have no issue using rarity I’ve mf’d before and I’m doing it now. If they don’t do something about it in the game every single person in trade will simply do what I did. An economy full of people doing only one strat leads to a very stagnant and boring endgame loop.
@@Xylar-is when i did mf i always made multiple characters after they removed quant in poe1 i just made one last league.. and it was super grindy to fully gear that one up.. to mageblood lvl
They should add 50℅ rarity globally and remove rarity from items.
How much rarity do you need to get this going, exactly? I'm in Tier 12-15 maps with 50% rarity on my gear + 20% from my charm and I'm lucky if I get 1 exalt every few maps (I've gotten 1 divine in 150 hours and iirc it was in the campaign) and I have the majority of the quantity/rarity nodes on the Atlas.
Been a few days, but I have +260% and i dont find piles but every map or two I get one pretty reliably. Im only in t2 maps tho so no div or mirrors.
I think player rarity should not affect gold and currency or rarity should be made into a trinket slot like the one from heist.
Getting Pohx vibes a lil but enjoyed the whole video. All truths told!
The build guide i followed from a week ago now states to aim for rarity over life (ranger) as rarity is so overpowered if you want loot. Thats terrible design. No doubt about it
yeah with the game im not a fun of the atlas and how long it takes to level up. im a warrior and i got to 93. but from 89 to 93 i had 2 deaths. and i have to stress about what mods im running to play safe and playing stressful for 10hrs to level is boring. so i might stop at 93 and just push some higher risky maps i got with good rarity maybe ill level up when they fix warrior. and wtf is the economy i had to pay 10div for 2 king summons. cause breach in the morning and afternoons and night time is not runnable to much lag