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Remove MF completely from game

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HeroOfExile wrote:
you ignore my first question and answered my second one with shit. cool ...

I didn't ignore it, I had answered it before you even asked.

I won't bother replying to you again.
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Herpy_Derpleson wrote:
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HeroOfExile wrote:
you ignore my first question and answered my second one with shit. cool ...

I didn't ignore it, I had answered it before you even asked.

I won't bother replying to you again.
Earlier in this thread (+ actually on the previous page as well) it was said, that the "secret" to rolling maps cheap is to actually alchemy a map then go through it.

The sense of this is like that:
- if it rolls affixes that are unbearable for you, the build you are running is imperfect and should better be refined
- if it rolls without maze / pack size, then it will possibly lead to you no longer be able to sustain maps.

As first issue can easily be dismissed as l2p question, it's just the matter of time until me personally (or anyone else) comes with his own build of awesomesauce. In order to somehow mitigate the butthurt and overall disappointment when facing with inability to sustain maps, Herpy actually adviced a rather interesting thing - farm what can be easily farmed in the build you have atm, and just sell all maps that aren't (level 71 and above do not even worth attempting).

At first, this looks like complete crap, but in fact it isn't. Rolling maps cheap, stockpiling orbs to buy you some loot - is exactly what in my opinion promotes RMT deals, that are against ToS. I stand for removing of Magic Find. Solves solo/party problems, turns "Magic Find - Invalid" choice into valid "Movement Speed - Kill Speed - Survivability" option, lowers incentive for botters/farmers opening a road to fair players. And all this evils are downed in one blow.
Last edited by Daefecator#4146 on Jul 4, 2013, 5:55:45 AM
A major problem with "Magic Find" is that it only counts the "Magic Find" of the person in a party who last hits the mob. This means, that the optimal setup is to only have one "Magic Find" person who last hits in a party.

It would be far better if the the "Magic Find" was weighted by how much of the damage the different people did.

So if person A has 150% Increased Item Quantity and did 30% of the damage while person B has 0% Increased Item Quantity and did 70% of the damage, then the practical Increased Item Quantity would be: (100% + 150%)*0.3 + (100% + 0%)*0.7 - 100% = 45% Increased Item quantity.



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This just means the party now consists of 5 "tanks" just absorbing damage, and 1 MF guy killing mobs.
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Daefecator wrote:
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Novalisk wrote:
My Solution: Halve all IIR/IIQ modifiers on gear and gems. Have rare maps give IIR as well as IIQ.
Thanks for your opinion on the topic! This can offset a problem a bit, but I am afraid IIR and IIQ can become like thorns or block/stun recovery - affixes noone wants to see. Removing it altogether and buffing thorns and similar affixes a bit will help with itemization big time in my opinion.


Not at all, even at half effectiveness they are still useful.
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Daefecator wrote:
This just means the party now consists of 5 "tanks" just absorbing damage, and 1 MF guy killing mobs.


Which would be far less efficient than the overpowered setup there is currently in organized parties.

Currently people just try to kill as fast as possible with most members since it is so easy for the Magic Finder to do last hits with culling strike.

Using the suggestion I gave, the parties that roll with just one dedicated magic finder would both have reduced clearing speed but also a far higher need to make the magic finder have a hell lot of damage and magic find alone.
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"
Daefecator wrote:
is exactly what in my opinion promotes RMT deals, that are against ToS. I stand for removing of Magic Find. Solves solo/party problems, turns "Magic Find - Invalid" choice into valid "Movement Speed - Kill Speed - Survivability" option, lowers incentive for botters/farmers opening a road to fair players. And all this evils are downed in one blow.


Ok, let's create a true example.
Someone creates a new char, reaches level 7x in Merciless and his DPS + Survivability are to low to map. His wealth is too low to buy a new set ASAP. He has a few solutions available :
1) RMT.
2) Farm lower content (or reroll a new char, which is vrtually the same).
3) Gamble (in any way : he can try to do some maps at high risk, threw the few orbs he has into crafting, etc) and pray the RNG Gods.

You can compare it with a guys who has financial problems IRL and has a few solutions available :
1) Illegal stuff.
2) Find an
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mazul wrote:
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Daefecator wrote:
This just means the party now consists of 5 "tanks" just absorbing damage, and 1 MF guy killing mobs.


Which would be far less efficient than the overpowered setup there is currently in organized parties.

Currently people just try to kill as fast as possible with most members since it is so easy for the Magic Finder to do last hits with culling strike.

Using the suggestion I gave, the parties that roll with just one dedicated magic finder would both have reduced clearing speed but also a far higher need to make the magic finder have a hell lot of damage and magic find alone.
Well, what you describe will lead to even more severe extent of Magic Find. Now *every* party member is obliged to have as much MF as possible.

Now I see the sense in what you are suggesting. I see now, it effectively kills party play, why wasting your precious magic find partying with someone else?

This suggestion fixes solo / party discrepancy. But pretty much any other choice when selecting build / gear is still either going for Magic Find or you're doing it wrong. So you're still going to take same old sporker no matter what.

Testing builds is cool and this is all what is the whole beta about. But for characters you intend to play rather long term (up to levels 90+) magic find is pretty much a necessity.

[Edit] Quote added.
Last edited by Daefecator#4146 on Jul 4, 2013, 8:27:10 AM
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Hovergame wrote:
"
Daefecator wrote:
is exactly what in my opinion promotes RMT deals, that are against ToS. I stand for removing of Magic Find. Solves solo/party problems, turns "Magic Find - Invalid" choice into valid "Movement Speed - Kill Speed - Survivability" option, lowers incentive for botters/farmers opening a road to fair players. And all this evils are downed in one blow.


Ok, let's create a true example.
Someone creates a new char, reaches level 7x in Merciless and his DPS + Survivability are to low to map. His wealth is too low to buy a new set ASAP. He has a few solutions available :
1) RMT.
2) Farm lower content (or reroll a new char, which is vrtually the same).
3) Gamble (in any way : he can try to do some maps at high risk, threw the few orbs he has into crafting, etc) and pray the RNG Gods.
You just forgot another option.
4) Roll a Magic Find toon and don't have this problem.

As new players play the game more, they will sooner or later realize this, so 4) is more like answer the question

2+2 =
1) 3
2) 5
3) 0
4) 4

Magic Find is only a matter of learning just as your typical multi-choice exam test, as is a noob trap.
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Daefecator wrote:
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mazul wrote:
(...)

Which would be far less efficient than the overpowered setup there is currently in organized parties.

Currently people just try to kill as fast as possible with most members since it is so easy for the Magic Finder to do last hits with culling strike.

Using the suggestion I gave, the parties that roll with just one dedicated magic finder would both have reduced clearing speed but also a far higher need to make the magic finder have a hell lot of damage and magic find alone.
Well, what you describe will lead to even more severe extent of Magic Find. Now *every* party member is obliged to have as much MF as possible.

Now I see the sense in what you are suggesting. I see now, it effectively kills party play, why wasting your precious magic find partying with someone else?

This suggestion fixes solo / party discrepancy. But pretty much any other choice when selecting build / gear is still either going for Magic Find or you're doing it wrong. So you're still going to take same old sporker no matter what.

Testing builds is cool and this is all what is the whole beta about. But for characters you intend to play rather long term (up to levels 90+) magic find is pretty much a necessity.

[Edit] Quote added.


It would make the setup for maximizing efficiency harder to calculate. Clearing speed and magic find stats would have to compete. Currently it is far too easy. And yeah, there comes a point where extra magic find is not worth as much as faster clearing speed regardless of build.
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Last edited by mazul#2568 on Jul 4, 2013, 8:33:48 AM

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