Remove MF completely from game

Apparently a dev responded here then deleted the post. Also, I sorta agree. The problem isn't the mf stat, it's the overpowered builds that are able to sacrifice damage and survivability to equip these pieces.

If they ever decide to get rid of totems we might see some game balance. Infinitely spawning meat shields is not good for the game.
I like how MF works and i like to balance my build/gear to get MF on it but still be fast in killing stuff.

Without MF it would just be offense/defense. I think that would be boring as D3 hell.

If a build cant get MF because it sucks then its not the MFs fault. Isn't it?
English is my third language, there will be bugs.
While I completely agree, I feel like it's too late. Imagine the outcry from people who had just spent their last exalts on a second Andvarius only to find it useless the next patch because MF had to go.

There's really only one way to go through with it, and that's to first implement a 0 MF league, get the majority of the active playerbase accustomed to a situation without any MF, and then figure out a new affix to replace the mod with, especially on the old uniques. Would still be a pretty unpopular decision, but it'd go over a lot better.

(Honestly I'm surprised to see this thread being mostly positive feedback. A few months ago, when I argued a similar position, it just got dismissed out of hand.)
MF is good on uniques when balanced with drawbacks; using MF gear should mean really gimping yourself somehow, similar to how Kaom's gimps you socket-wise.

MF is awesome on maps, and actually needs to be used more aggressively to make players actually try the difficult mods.

MF has no place on rare items, as a support gem, or as an intrinsic mod whatsoever.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 22, 2013, 7:48:23 PM
"
Rowsol wrote:
Apparently a dev responded here then deleted the post. Also, I sorta agree. The problem isn't the mf stat, it's the overpowered builds that are able to sacrifice damage and survivability to equip these pieces.

If they ever decide to get rid of totems we might see some game balance. Infinitely spawning meat shields is not good for the game.


Just because there is a "GGG" beside the thread, doesn't mean it was a "dev". In this case , it was a member of support.

It just means that an "employee" of GGG responded to the thread.
Just removing iir and iiq would hurt the game i think in the long run, the game is about choices and having some mf instead of more hp/dps is a choice, we need more choices not less in a game that wants to stay alive for the next 10 years.


That being said, i know that having 0 iir and iiq means rares and bosses rarely drop anything decent.

Imo the devs need to buff the drops for people that have no mf or very low, and just keep the drop tables for the higher iiq/iir users.


Something along the lines that a rare mob always drops a rare item and bosses 2 rare items, i know its similar to d3 wich i despise, but it could help making no mf chars more fun when grinding.


That i think would be better than just eliminating the 2 stats completely.

Last edited by ResidentHippy#2399 on Jun 22, 2013, 7:58:11 PM
Agreed. I would also like to see MF being removed completely. Drop rates increased. which opens more choices and possibilities on playing and sustaining different builds.
(without RMT, multiboxing, dedicated mf chars)

For the stats: just replace the MF stats on uniques with 20% crit chance, life || mana || es leech. Every build can need one of these.

As for endgame content:
current maps for grinding items and currency

(once thought to add a new thread about this but its short enough to explain here)
endgame questing:

current maps contain sometimes quest bosses, brutus, the bandits, vaal and so on.
recycle it such as:

to place an old eramir clone in a specific set of maps. quality of maps improve chance of him sitting somewhere in the map. (more the forest open type of maps)

->he gives new quests to find a random set of story plot quest items. maligaros spike, the ribbon spool etc.

->improve certain boss maps through crafting ->higher chance of quest items to drop
->play maps, find those quest items. as you need multiple ones, it of course fills up your inventory and you have less space for items!

->find and play a map, with old eramir in it, you have to bring all requested items at once
-> questreward 10-25% experience gain.

==>endgame leveling
=>the more content, the more complex engame quest recipes can become
=>goal and motivation for endgame play, you will still need to play a lot of maps, you will be able to carry less items over progress, but you get a
=>significant level up
->which values players time, especially due to the current harsh exp death penalties

another thing is, for endgame questing you dont need to polish the maps over the top, you can basicly get the same result playing a set full of whites, thus you reduce the amount of currency needed for leveling.
-which was one critic point regarding the endgame content
competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
I do not fully agree with OP.

Building MF sacrifices your survivability and mix/max char and mix between them is the part of fun.
So when I play HC I have to very carefully prepare my char out of many more options thanks to the mod of MF.

IMO the problem is too many people are tired of grinding without seeing hope and the good school system always make us believe those time "without repay" is a waste.

But a test race that no IIQ IIR gears can be spawned would be fun.(I am really upset this would make people lose interests even faster if MF mods are perm removed.
and don't let me go back to 90s where diablo 2 is not made and all RPGs have No MF concept at all. Those time you would never find it fun to keep grinding and after the main story/builds were all played, the game was dead.)
Last edited by BesucherXia#3920 on Jun 23, 2013, 2:30:41 AM
Nice that so many ppl agree with me.


Those who disagree: You are completely right, when you say, that MF adds a bit of depth of planning to your build. Because you have to sacrifice DPS and Def for it.

The only problem atm moment is, that you really HAVE to go into this direction, unless you want to spent ages to make any progress.

In my op droprates in this game are so low, that you get forced into mf (Which is oc part of the concept. If the droprates would be high, noone would go mf but for killspeed). But as others said before: There are builds which 100% fit a mf style and others dont. What is better for a game, which is designed around build-diversity?

Its the same problematic, as it is with lioneyes glare (op bow - need nerf): Some changes have to be made but there will be players, who will be hurt extremely by those changes, perhaps a whole build gets destroyed. So where the problematic with Lioneyes is still up, we are talking here about a whole mechanic of the game, not only a single item. So the chances it will be ever removed are 0.


But still I had to make this post, just to see what the common opinion is.


for ranged players it's easier to sacrifice some stats for mf but when i think on marauder who needs to have full resists, live and armor it's more difficult. i tried playing this game without mf gear for a long time, it's not really fun.

and i don't think mf is going to be removed as the devs just introduced this bloody instanced loot party option so all these mf guys get their increased share of the loot while others do the fighting.
age and treachery will triumph over youth and skill!

Report Forum Post

Report Account:

Report Type

Additional Info