Rhykker

Hey folks! Thoughts on Magic Find/Item Rarity?

3 months ago | [YT] | 160



@b.banner_hulk6867

I like making my character as strong as possible. I don't want to give up a stat for rarity.

3 months ago | 77

@doctortraumacock

It's absolutely necessary imo. Running maps workout it seems like a waste of time. My main gripes are... 1.) Gearing is already hard enough 2.) This could be unfair to classes who have no room to work it in.

3 months ago | 2

@Nikuv200

TIE RARITY TO DIFFICULTY NOT GEAR

3 months ago | 28

@bryanmartin8935

The problem is when it's detrimental to not have it. After putting 80-100 percent on my gear, I don't want to go back. It's a night and day difference and I hate it.

3 months ago | 23

@matthuck378

What I don't like about MF gear is how the only way I've found to deal with it is to have 2 'outfits' for my character. One for actually playing, beating bosses, making progress...And another equipped with all the MF gear just for hunting better items. This isn't fun, but a necessity in games where MF is a thing. I'd be cool with MF potions or other ways to get it permanently or temporarily without it being on gear. But really, the RNG needs to be tweaked if you need MF in your game.

3 months ago | 3

@logical1510

For me, magic find in D2 gives me a reason to make another character. And when I use this character to farm items quicker, I get excited when something drops that I could use on yet another character. That’s enough for me to say that magic find has its place in ARPGs, including PoE 2.

3 months ago | 8

@Fliksterr

Remove it completely. 3 reasons: - Everybody wants loot, it's the whole point of these games. This makes fitting as much mf as you can MANDATORY for anyone taking the game at least somewhat seriously. - The gap between no-lifers and casuals is big enough already. Mf widens the gap further and causes inflated market prices that deter new players. - Droprates for loot have to be set with mf in mind. If the devs want an item to be truly rare they have to set a droprate so low, that it will still be rare even with like 300% mf, making it almost unobtainable without mf-stacking. This also makes loot even harder to obtain for hc / ssf players that don't have the luxury of itemizing for mf.

3 months ago | 66

@packatk7431

In POE2 Make the %X increase to rarity stat be only on a charm and cap the increase at an appropriate level. Make the rarity trigger off a certain type of damage received and have it be a time based affect (like next 10 MOBs or for one minute), make it only refillable at the well. Make these charms difficult or "rare" drops that aren't affected by an increase to rarity drop rate. Then rework your rarity tables and make the rarer/more difficult the MOB is the more rare/potent the drop is if it isn't that way already.

3 months ago (edited) | 1

@Osamu.D.D

If you from D2. It’s cool. This game just puts you in control of these stats some what. But magic find/ item rarity is definitely a must for these games

3 months ago | 0

@LodvarDude

I’d just like to thank all you peeps for beta testing this game for me.

3 months ago | 0

@cbake52

Ssf is a huge part of Poe and removing rarity could potentially make things far more difficult for those players. Last epoch found a great system with having the trade option or the rarity option. Don't remove rarity from the game but maybe make it a ssf only attribute so it won't impact the trade leagues or currency exchange

3 months ago | 1

@wax99

If there was any other way to get a buff without having to sacrifice a roll that has item find that would be absolutely fantastic. I think it acts more of a barrier or detriment while leveling.

3 months ago | 1

@sagi3933

I think it needs some strict monitoring, and right now in PoE 2 at least, it is way too powerful compared to too little base drops in the game, so it makes players feel forced/mandated to run as much of it as possible, or at the very least a decent amount (100%+). Adjustments that would make it better: - Make it not affect currencies (currencies = value for trade servers = feeling of having to get rarity or get left in the dust) - Cap Rarity at X% / make it fall off significantly (for example, until 100% rarity, it is relatively worthwhile, but then it drops off harder and harder or is hardcapped like resistances, so players don't feel the need to chase it) - Make rarity impact more transparent/tangible for players (explain in it's ingame description how it affects drops more clearly, and how it falls off instead of just explaining the basic mechanic) - Make it less intrusive on gear modifiers. Examples: make it available only on Jewelry; as corrupt implicit; introduce better implicit mod items to aleviate modifier pressure on items like boots (implicit movement speed, and less power behind the movespeed mod that randomly rolls)

3 months ago (edited) | 0

@MankeyMite

Love mf in D2, something special about feeling the improved drops, but I think the amount you can get in poe2 should be lowered to the point where it comes down to personal preference whether to use it or not, where the loss in clear speed is made up for in terms of loot, and vice versa.

3 months ago (edited) | 1

@Shiro_Okami5

I'm fine with rarity/Quant on maps/tablets and such. Not on gear.

3 months ago | 1

@Niksorus

I like the idea that it's another piece of pizzle gear to solve. It's a nice mechanic as long as there is a hard cap like for resistances. I don't see why it should only appear on gear, though.

3 months ago | 0

@medicineman152

I understand why many don't care for it, but I've always looked at it as an investment in farming gear for builds I actually want to play. There's a reason so many people roll sorc first in D2/D2R at the beginning of a new league, and it's not because they all like sorc better than every other class. Same thing goes for all those zdps players in D3. That said, I'm well aware that this is a sort of old man, "we walked to school... up hill... both ways!" thing. I can definitely see the argument for making the character or build you want to play able to farm gear without sacrificing anything. I just like having something else to consider besides dps and defense stats.

3 months ago | 0

@Siphr0dias

Hadn't thought the outcome to be so balanced. Interesting.

3 months ago | 0

@samuelsmith9582

Depends on the power of the effect and the sources. I like it but if it makes your play significantly suboptimal in one regard or another I don't know.

3 months ago | 0

@Kuddochan

At the very least remove it from gear, but I see no reason to not remove it entirely. It’s just not an interesting mechanic and it only ends up causing needless drama like this simply by existing. If you just get rid off it then no one has to think about it again and we can all just play the builds we want without feeling handicapped about it. Sounds simple and good to me.

3 months ago | 10