Remove MF completely from game

You actually quoted Ghoun and accused him of wanting a change to the game because he simply wants more loot. To me that makes you look like a conspiracy theorist worried about the motives of anyone who doesn't like something.

Your long winded wall of text just shows how your not at all paying attention to the discussion. Your arguing with me against removing mf completely which I already said wasn't going to happen so your just talking with yourself in that post.

Your use of the word "kid" and "stupid" only demonstrate your desire to insult people who disagree with you.

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Hovergame wrote:


Bsically, if you want to get XP AND Better loots, you need to increase your killspeed, fight high level mobs AND get more MF. Try that, and show us how long you live in a 70+ map. You could chose to fight lower level mobs, but then you'll drop mostly crappy items. You could try to lower your DPS and increase your survivability, but tough luck, your killspeed is too low to be efficient. The point is to find the most efficient way to kill fast, survive, getting more loots and XP.


Not sure what the above rant was supposed to prove. I already said I grind high quantity maps all of the time with my full magic find build. I do this because its obviously the most efficient way to get loot because magic find is so overwhelmingly important. Compared to a low magic find build that just kills as fast as possible its still a night and day difference. Sacrificing survivability/speed for a little magic find on those builds doesn't fix anything. Its a much better idea to just grind away with a pure mf build. I'm advocating that the game be adjusted somehow to make build diversity more appealing to anyone farming, not just pure mf'ers.


Standard Forever
Last edited by iamstryker#5952 on Jun 27, 2013, 6:41:22 PM
Stacking 260 iir and 30-60 iiq in high level maps (72-77) has absolutely no effect on self survivalbility or overall killing speed assuming its a group of 4 to 6. in fact its generally more survivalbility because you will never get self gimped on reflect.
This is with the assumption the mf mule is doing no damage at all. With damage its still possible to get 300 iir and 0 q with even clear speeds essentially as fast as if the person was in full dps/hp gear.

Stacking ridiculous amounts of mf on high level maps has absolutely no drawbacks or penalties to group group/self survivalbility or overall clear speed.

with that side i still didnt find it worthwhile enough to run.
IGN: Arlianth
Check out my LA build: 1782214
Am I the only one that plays this game for the fun of slaying monsters, rather than for picking up the loot they drop? Sure it's nice when that exalted or nice unique drops, but I'm sure there's some FB crap that can fill the "loot game" role.

Need a loot generator. Click to randomly generate loot drops for your facebook stash. Share and like items with your friends. Fuckin' ghey.

But I couldn't care less about MF really. I don't stack it. I already suggested steep diminishing returns earlier in the thread, but most of you are polarised to the extremes, which is why this isn't productive.

Some guy wants to run over 9000 IIR and get rich? How does that effect my gameplay experience?
Oh, it doesn't? Cool. Back to the slaughter.
"
Nephalim wrote:
Stacking 260 iir and 30-60 iiq in high level maps (72-77) has absolutely no effect on self survivalbility or overall killing speed assuming its a group of 4 to 6. in fact its generally more survivalbility because you will never get self gimped on reflect.
This is with the assumption the mf mule is doing no damage at all. With damage its still possible to get 300 iir and 0 q with even clear speeds essentially as fast as if the person was in full dps/hp gear.

Stacking ridiculous amounts of mf on high level maps has absolutely no drawbacks or penalties to group group/self survivalbility or overall clear speed.

with that side i still didnt find it worthwhile enough to run.


Sorry, I don't remember when I talked about group play, what you are saying is true. Even less than 300 is mathematically worthwile if the mule gets all the killing blows in theory.
But the result isn't really game changing : with already 250+ IIQ for being in the group, even 100 IIQ only increase the quantity of items by less than 30%. If the modifier of the map is high enough, the result is even worse. And the player with MF stats doesn't even have a high profit of running his IIQ, unless the group shares everything.

IIR gives more rares/uniques, but the probability to get the rare with the perfect stats/links (what you need to upgrade your really good stuff) is really small and usualy not worthwile. The only good reason to run with high IIR/IIQ in group are the number of uniques, but most are trash and even if the chance of getting TEH unique was 1 out 1 million, 3 times that is still almost nothing.

The only reason to run high IIR and IIQ is to farm a lower level area/boss for the currencies/uniques or solo XP. You'd get the full effect of your IIR and IIQ, but the drawbacks are : you get no XP or you are a slower and/or this is dangerous.

@Herpy_Derpleson : I'm just tired of folks who refuse to take an aspect of the game into account and ask to remove it, and probably as for a buff in the next week.
So are you saying mf is only imbalanced with regards to solo players grinding the day lights out of docks and lunaris but not all for high level map groups?
IGN: Arlianth
Check out my LA build: 1782214
"
Nephalim wrote:
So are you saying mf is only imbalanced with regards to solo players grinding the day lights out of docks and lunaris but not all for high level map groups?


Nope not at all since all he has to try and do is throw in the killing blow. He lets the rest of the group do all the work.
IGN: DeathIsMyBestFriend, Illirianah
"
Nephalim wrote:
So are you saying mf is only imbalanced with regards to solo players grinding the day lights out of docks and lunaris but not all for high level map groups?


Not imbalancedat all. When you are in A3 Merciless, with full MF :
-You can grind lower level areas for currencies but not level --> balanced for me.
-Try to XP solo, but this is slow/dangerous --> balanced for me
-XP in group and give a slight boost to the group --> balanced for me

The only situation where MF is big advantage is during the levelling, if you can get a full dedicated group. You'll drop upgrades for everybody, but I don't see any issue for a single situation who doesn't last really long, I take it as a min/maxing situation.
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gh0un wrote:
The concept of magic find never really appealed to me for the sole fact that not every character/build can utilize magic find to the same effect.

There are builds that can utilize magic find without really giving up anything at all (summoners and CI cold builds in particular), while other builds (and especially melees) cannot utilize magic find at all without severely gimping their character´s strength.
These characters arbitrarily have an advantage over other characters when it comes to MFing.

Do we really need MF on gear in an ARPG?
If there is one thing that D3 tried to make better than D2, then it is their approach to magic find.
Magic find is a tedious stat that you dont really want to get, but which you are forced to get to stay efficient.
The D3 devs realized how tedious the mechanic was (especially in D3 because you have a huge inventory space where you can store your MF gear) and tried to remove it from the game.

They realized that the stat itself actually has a place in the game, but that they had to uncouple it from gear to make it less tedious.
They have the nephalem valor stack and the paragon lvl bonus mf and the difficulty setting bonus mf, which basically allows them to harness some of the good sideeffect of MF (better loot for people that do stronger opponents), while at the same time removing the tedious aspect of MF gear only really being accessible to broken builds (in regards to MF, NOT broken in general).

Their system isnt optimal either, because paragon levels basically mean that someone that plays longer gets more loot, but that person already gets more loot through playing more, which means that they get double the advantage for playing longer.

MF should be completely uncoupled from gear, and solely dependant on monster power.
Path of exile actually has the perfect system for this in place already: the map system.
The harder you enchant the map, the more quantity it grants.
I suggest that we completely remove IIQ/IIR from gear, and completely move that mechanic to the map system, not just limiting it to item quantity.


Nothing more to say, completly agree with that and with OP.

Make a new league or apply those modifications to the standart one : wihout IIR / IIQ, even on uniques. Increase drop rate / MF and improve the system of maps -> more difficult -> more IIR / IIQ -> more drops.

Imo, more difficulties, more fun to play.
Less gear dependant -> more build variety, cheap gear for 'normal players'
More drops, more gear / craft possibility -> more build variety.

Really hope to see improvement in this way, or i think i'll not stay really long on that game (that i really love in many of its aspects).

Last edited by Hadrieno#6956 on Jun 28, 2013, 5:50:38 AM
I do really like magic find on maps themselves. Then you have the choice of fighting more difficult monsters to get more loot which is always a great choice. If anything I hope that system gets fleshed out much more. I would like to see even more difficult mods that give much higher mf bonuses and even add in rarity (which I believe Chris said they are interested in doing).

I wonder if they could do a special set of mods that requires the map to only be played solo (to make it more difficult). Maybe that could be an idea for a unique map....
Standard Forever
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lukeiy wrote:
Imagine a game where you can play a 2H melee and get just as much loot as dual spork...


*dreaming*
"Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33

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