Remove MF completely from game

@lostform

I think in the end we both mean the same that there are uniques, builds, concepts that allow a too easy maxing of high mf.

edit: but i like concepts of what we´re now seeing in anarchy like exiles providing a good chunk of drops
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Last edited by Spysong192#7559 on Jun 26, 2013, 1:58:50 PM
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Spysong192 wrote:
@lostform

I think in the end we both mean the same that there are uniques, builds, concepts that allow a too easy maxing of high mf.

edit: but i like concepts of what we´re now seeing in anarchy like exiles providing a good chunk of drops


Ya I agree with you about some builds being too effective.

I really like the exiles concept as well.

All in all, my main argument for magic find stats being included in the game is based on making there be a trade off between offensive, defensive, and reward stats on gear, and it basically forming it's own minigame at end game.

Some builds definitely break the mold right now in that the play style inherently adds defense, making that part of the equation mean less.

My idea on how to bring the balance back to the equation by adding a less than 1 coefficient to rewards in the balance equation, either through an actual coefficient on iir/iiq, or by making them start at a negative base while naked, either way tied to the keystone/notable.

tl;dr: Removing the reward part of the gear choice equation does not suddenly balance the equation for the inherently (non-gear based) defensive playstyles
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Last edited by LostForm#2813 on Jun 26, 2013, 2:18:05 PM
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Remove MF completely from game

Please no, I like mf/no mf builds
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
First of all i didnt read the entire thread so if i re-post something that somebody else has already said i am sorry for the redundancy.

Personally i completely agree that MF is a retarded mechanic to have in a game. However, if a mf build is just a gimped build that compensates for low kill speed with increased drop rate, then it is theoretically possible to create two builds that net the same amount of drops where one build is using mf and the other is using kill speed (if you want to get more technical into balancing this the non mf char should get a little less drops due to the inc xp rate). This is what fuels my biggest problem with mf in the game: its so unbalanced. This means that choosing to go mf or not mf is not a choice if you want to optimize your loot drops. for a game thats all about meaningful choices i see that as a problem. the easiest solution would be to remove the mechanic all together. but i have a feeling thats about as likely as me shitting a brick.
Hey this is a signature! pretty cool stuff...yeah...
I usually play a farming character + a main.
If GGG decides to remove MF from the game I see no reason to play the game.
If we are supposed to grinding gear is a part of the game then why make it less fun in putting a lot of effort into a farming character?
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gothikaboy wrote:
I usually play a farming character + a main.
If GGG decides to remove MF from the game I see no reason to play the game.
If we are supposed to grinding gear is a part of the game then why make it less fun in putting a lot of effort into a farming character?


oh I don't know, so that maybe all your characters are equally fun to farm with instead of just one or two....
Standard Forever
Games can be fun to farm in without the use of MF on gear. The fun part doesn't come from wearing items that help you find items, its from finding items. I could write for days on all the ways that MF could be put in the game to make it feel just as (more) rewarding as it does now without requiring people to run the same few builds in safe areas to farm.

That said I can't imagine them removing MF from the leagues that are currently running, my hope is that a future 4 month league (or better yet, a future permanent league) will be established where gear can't have MF on it.
Well since the most recent patch.. my 134%Q / 139%R Lightning arrow Onslaught Docks farmer seems to have hit a brick wall...

I used to fill up 2-3 times a run with rares before this patch.. and now am lucky it get 5-6 rares a run where as before this patch i was getting 10-20 rares a run.

Sure is easy to collect wisdom scrolls!

I feel there was a ninja nerf to rarity and how it works.

Anyone else notice this with their farmers?

I am personally saddened by this move to nerf farming if this is even true...

Farming docks for 6 months and have never seen em this dry before. Yet im stacking more rarity/quantity than ever before!

:(
@abilities
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@lostform: More offense = faster kills = more loot per unit time = more reward

From a design standpoint, reward doesn't need its own category in a trifecta. However, from a player standpoint, once reward is included in the trifecta, it's the one thing every build needs in order to claim viability.
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Last edited by ScrotieMcB#2697 on Jun 27, 2013, 2:37:27 AM
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Repeats wrote:
I tend to agree in some points, but removing it completely is a bit rash. I think MF should be an Unique item mod only. Allowing gems + rares to get MF ruins the game to some extent. If nothing else, there should be more damaging side effects to stacking MF. An example would be negative Life/ES/Armor/Evasion/Resists attached to the MF mod.


You already have a "damaging effect". MF is a stat on an item. This means that some other stat is absent. Having a lot of MF items almost always means a sacrifice of either damage or resistances. I have next to no gear that has a decent MF stat with a decent resistance stat. Basically my experience is a high MF means a much lower resist.
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