Remove MF completely from game

"
Angryweasel wrote:
Bad concept? It's clearly well balanced as it's

Either you want to clear stuff fast or you want to get more out of every kill it's just 2 different play styles.
First off, difference does not mean balance. Under the map system, clearing stuff fast <<< getting more out of every kill.

Second, think about the types of affixes you need to clear stuff fast with various builds. All sorts of affixes, right? Now think of the types of affixes you need to get the most out of every kill. The biggest problem with MF affixes is that they lack build diversity.

Third, consider that, in the broader item sence, "clear stuff fast" and "get more out of every kill" are not mutually exclusive; most likely you want to clear stuff fast and get more out of every kill and have good survivability. An item with both IIQ and IIR still has up to four affixes to play with to achieve those other goals.

The net result of all this is that IIQ and IIR affixes are a lot like Labyrinthine on maps; truly dominant, required affixes. If a rare item can have IIQ/IIR, but it has none, quite frankly it's trash; if it has one, it's probably usable, maybe even very good, but in order to be truly epic in needs both. There are build-specific examples of similar phenomenon (such as +ES and %ES), but IIQ and IIR dominate their respective categories regardless of build.

And that's not balanced at all.

What we need are build-specific MF affixes; every MF affix should have a "when" attached, and the triggers should be unique to specific builds. That way the system could be balanced with numbers. Too hard to stack MF on melee characters while keeping survivability up? Give the melee-specific MF affixes a large buff. Too easy to MF with dual Spork totems? Give the affixes for that build a nerf. Then balance is achievable; currently, it's as simple as the best "naked" builds are the best builds period.
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Last edited by ScrotieMcB#2697 on Aug 1, 2013, 2:39:29 AM
"
ScrotieMcB wrote:
"
Angryweasel wrote:
Bad concept? It's clearly well balanced as it's

Either you want to clear stuff fast or you want to get more out of every kill it's just 2 different play styles.
First off, difference does not mean balance. Under the map system, clearing stuff fast <<< getting more out of every kill.

Second, think about the types of affixes you need to clear stuff fast with various builds. All sorts of affixes, right? Now think of the types of affixes you need to get the most out of every kill. The biggest problem with MF affixes is that they lack build diversity.

Third, consider that, in the broader item sence, "clear stuff fast" and "get more out of every kill" are not mutually exclusive; most likely you want to clear stuff fast and get more out of every kill and have good survivability. An item with both IIQ and IIR still has up to four affixes to play with to achieve those other goals.

The net result of all this is that IIQ and IIR affixes are a lot like Labyrinthine on maps; truly dominant, required affixes. If a rare item can have IIQ/IIR, but it has none, quite frankly it's trash; if it has one, it's probably usable, maybe even very good, but in order to be truly epic in needs both. There are build-specific examples of similar phenomenon (such as +ES and %ES), but IIQ and IIR dominate their respective categories regardless of build.

And that's not balanced at all.

What we need are build-specific MF affixes; every MF affix should have a "when" attached, and the triggers should be unique to specific builds. That way the system could be balanced with numbers. Too hard to stack MF on melee characters while keeping survivability up? Give the melee-specific MF affixes a large buff. Too easy to MF with dual Spork totems? Give the affixes for that build a nerf. Then balance is achievable; currently, it's as simple as the best "naked" builds are the best builds period.


The only place where there is missing some Balancing is HP vs ES as it's now if u want to build a mf char the easiest way possible is CI (if u wanna farm maps etc. without shavs).

The imbalance here though is mainly because of the uniqs that are used for mfing.

To show the problem I will link my gear:
Spoiler


That is the gear I use currently and with that I have 62 IIQ 351 IIR and 5,5K ES with maxed res.

This setup would never be possible as a hp based character but because I run ES I just need my chest+shield to both have decently high ES and I'm good to go.

If they could fix those uniqs to be a bit more universal it would go a long way.

But I still don't think it should be removed from the game seeing as how little rolls there is for people to play anyway.

100 IIR is actually enough for you to get gear on a regular basis rest is just extra flowering on the cake :)
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IGN: Angryweasel / PopTheWeasel
Last edited by Angryweasel#2578 on Aug 1, 2013, 3:21:43 AM
I can't believe people are defending an insanely masochistic feature in Magic Find. There has to be a better way to handle this stat. I really love how Blizzard handled it with Paragon in D3.

That being said, I disagree with 97% of Blizzards design choices in D3 but they handled magic find beautifully.
"
Splib wrote:
I can't believe people are defending an insanely masochistic feature in Magic Find. There has to be a better way to handle this stat. I really love how Blizzard handled it with Paragon in D3.

That being said, I disagree with 97% of Blizzards design choices in D3 but they handled magic find beautifully.


Yeah, right-clicking through your inventory every time you killed a champ or elite pack was good game design. *facepalm*
Change 3 things in game and the problem takes care of itself:

Ancestral Bonds keystone: Player has 75% reduced IIQ.


Raise Spectre gem: Enemies killed by spectres have 50% reduced IIQ

Raise Zombie gem: Enemies killed by zombies have 25% reduced IIQ.

Number tweaks to get the right balance, mine are just examples.



This leaves the easier play style as a choice for players without defaulting to be the absolute best at farming items. Players choose the AB node or spectres gem as a play stylke choice, not a farming choice. Magic Find stats become the desired stat for the playstyle, which works since they dont need as much offense defense. MF uniques become BiS for those builds, which is fair, just like melee needs bringer of rain or abyssus + carcass jack, dual totem builds need andivarius and auresize etc.


Couple the changes with a rebalancing of righteous fire, and suddenly people make choices for playstyle, not the standard Over Powereredness of the builds.


Rarity not affected, quantity is the monster stat in PoE.
Hey...is this thing on?
Last edited by LostForm#2813 on Aug 1, 2013, 11:44:47 AM
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gothikaboy wrote:
"
Splib wrote:
I can't believe people are defending an insanely masochistic feature in Magic Find. There has to be a better way to handle this stat. I really love how Blizzard handled it with Paragon in D3.

That being said, I disagree with 97% of Blizzards design choices in D3 but they handled magic find beautifully.


Yeah, right-clicking through your inventory every time you killed a champ or elite pack was good game design. *facepalm*


Just so you know, there is a 'Book of Cain' or what not in every act town/area now and it serves as an Identify All much like Cain did back in Diablo II and what not. So yes, you can still right-click your way through your inventory if you wish, or just wait until you get back to town and do it all in one go. :)
I love the conclusions of scrotie.

With those you actually get both - a reward for your gameplay - while beeing able to play the style you want without a sacrifice.

MF on crit kill
MF on shatter kill
MF stun lock kill
MF on kill while under curse

etc.

With this system you would encourage and reward build diversity. I like.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
"
LostForm wrote:
Change 3 things in game and the problem takes care of itself:

Ancestral Bonds keystone: Player has 75% reduced IIQ.


Raise Spectre gem: Enemies killed by spectres have 50% reduced IIQ

Raise Zombie gem: Enemies killed by zombies have 25% reduced IIQ.

Number tweaks to get the right balance, mine are just examples.


Nerfing what other people play won't help your drops in the least. None of these changes are necessary. Drop Rates should be Increased.

Unless I'm misunderstanding and the problem is that other people are getting drops, and you just don't want other people getting drops.
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This type of response is very often gets called - nerf what others get, and it will be fine. No it won't because there is other response that gets called often too:
"
Angryweasel wrote:
In general I'm against removing anything from the game as removing options is never really the answer.
This will remove dual totem option. Why doing that? It's like sticking to desync and argue for it and whine when it's fixed.

Scrotie makes really interesting suggestion at times. I was 140% agree with him (I'm russian) when I read his post about hp nodes need to get nerfed. But the result was not so good despite his suggestion was absolutely correct. I am afraid these new mechanics suggestion (as they are fairly interesting and refreshing ones) won't get somehow changed by developers and made into something we won't be so happy with.
multiboxing + increased item quantity with maximised iiq on all secondary chars while the killing char is of course a dual spork with stacked iir. gg

yes, please. remove iiq and iir and come up with a fair solution.
-JackieChance
Last edited by Romzen#0879 on Aug 1, 2013, 8:36:04 PM

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