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Remove MF completely from game

Agree with OP.
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
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ScrotieMcB wrote:
Dae, that post is both strangely interesting and utterly unintelligible to me. Could you clarify?
I put my best in both directions (consciously and even not so), thanks.

I want to enforce an analogy on triangular choice that Path of Exile is about. I was already trying to talk about this somewhere in pages 40-60 here, but I consider myself to fail at that.

If you are able to fully zoom out the great passive skillbalalaika tree (but apparently you can't zoom out of it fully), you will see the basic layout of it is a hexagon with classes, but it really comes down nicely to only the main attributes

. . . . . . . . . . . . . . . . .
. . . . .Intelligence. . . . .
. . . . ./. . . . . . \ . . . . .
. . . . / . . . . . . .\. . . . .
. . . ./. . . . . . . . \ . . . .
. Strength ---- Dexterity
. . . . . . . . . . . . . . . . .

(Leet ASCII art will probably get destroyed by forum font not being monospaced)

It was my bad for stating it very clear, that I took this triangle (S / I \ D) and used the flattened form of Strength - Dexterity - Intelligence. I was assuming the invisible vertical analogies in the beginnings of my paragraphs.

Strength - Dexterity - Intelligence - main choice
. . . | . . . . . . | . . . . . . . | . . . . .
. Armor - Evasion - Energy Shield . - corresponding defenses
. . . | . . . . . . | . . . . . . . | . . . . .

These vertical lines I implied should be drawn down throughout all the rest of my post up to square choice.

(By the way, can you please tell me, is it possible to make a table here, using BB code magic? Quoting your posts, I found out how hot make cool lists.)

Hope I made more sense this time.

Edit, fuck, my post is on the previous page now, so I'll better put a spoiler with a bit fixed version of it.
Spoiler
Every line starting with X - Y - U means X is for Strength, Y is for Dexterity and U for Intelligence.

Strength - Dexterity - Intelligence is our big triangular choice in this game.
Armor - Evasion - Energy Shield is a corresponding defensive triangular choice.
Survivability - Movement Speed - DPS should be a correct corresponding utility choice.

Please note, how Magic Find doesn't fit any archetype at all.
Magic Find - Survivability - DPS could make sense, but remember D3 barbarian strike, that added loot drops on hits. Strength being the Magic Find felt not that great. Dexterity being the survival king fits great for me - but I think dexterity needs both evasion and armor on top of it to mitigate unavoided hits.

Survivability - DPS - Magic Find could also make sense - strong warriors tank, agile fighters do the pew pew, but do wise mages nothing aside from finding upgrades for first two categories? I could believe this is sane, but I dislike caster stereotype slightly and I still think it just pushes all mages up bottom.

Survivability - Magic Find - DPS fits best to me, but still it's laughable. Strong warriors tank, wise wizards do elemental pew pew and agile ninjas are too busy busting loot from the battlefield. Sorry, but my perception of Dexterity archetype is far from that.

Movement Speed - why was it skipped each time? Because it's neither mandatory nor particularly fun like DPS is. Just a very solid and comfortable bonus to have. Just like Magic Find should really be.

Survivability - Movement Speed - DPS - Magic Find So is it actually more like that - a square choice? No, as the total number of item affixes is limited to 6, MF tends to trump everything that can be opted out of. That's just bad in my opinion.
Last edited by Daefecator#4146 on Aug 2, 2013, 3:41:18 AM
Some in this thread have to persist with MF being a choice. I agree with MF being a penalty for suboptimal gear, and not a choice. But since you just have to be lucky to find gear that has the stats you actually want +MF that doesnt make any sense. You cannot choose specific affixes on gear like you would pick nodes on the skill tree or add and remove them like skill gems for sockets. And dont forget that trading is (and should be!) optional, so dont say you can choose MF gear just because you can buy it. You have to find valuable items in order to trade anyway, and if you do decide to trade the speed in wich you find valuable items is important to keep up.

MF (just like any dps or survivability stat) does not feel like a choice if you feel like you have to get it for the game to be fun/motivating.

The Item Rarity/Quantity Support Gems are a much better approach in terms of choice. So, why not remove MF as an affix on Items and instead connect it with passives on the Skill Tree or, if Survivablity and DPS can come in the form of temporary buffs (Charges) why not make MF available in such a way? Make it a buff somehow? That doesnt really solve the problem that the game is unrewarding without MF but its more of a choice at least.

Just make the game rewarding enough without MF so that you can find good items anyway without needing the patience of several saints; Or make it only available trough more interesting choices than just having it as a random stat; Or remove it, but please dont leave it as it is.
What he said! I would be happy to put my own reasonings even half as clear and clever as the poster above me.
I got nothing new to add to this thread, but I completely agree with OP.

i agree 100% with the OP


i hate it, that i cant sustain items for the build i like to play with.

i feel forced to play a MF char just to get the items for that character i really want to play with


selffound is only possible if you go straight for IIQ/IIR

i would completely remove IIQ/IIR from the game - including every unique that is around with IIR/IIQ and so on
(i have a unique gold ring myself. i dont want to, but i have to use it, otherwise the build im interested in would never reach a high level)
I really like this thread, for once the majority seem to be in agreement.

Unfortunately MF is so deeply embedded in the game that it will never be removed. However, a MF cap would be awesome, say 100/30. Then increase the base currency drop rate and make it so items can't roll affixes lower than ilvl minus 30 or something. Just so we can cut the crap a little.
Agree with OP


Not sure if this was already pointed out or not, as I'm not going through 90 pages of replies. But, you say you don't want MF because it makes it unfair, because others that spend more time playing the game, get to acquire more MF and therefore more gear?

Guess what? You would still have that same problem, even if MF was taken out. You are still going to be behind other people that play 12 hours a day whether MF is in the game or not. They are still going to find more items than you, simply because they are playing more than you.

MF would actually help you in this case. Think of it in terms of high end play. Instead of having no way to increase your chances of finding loot, and only being able to play, lets say, 2-3 hours a day, your chances of finding loot will never increase, unless you just start playing more often.

Now add MF into the equation. Over time, you will now be able to find more/better loot in a shorter amount of time, therefore making those 2-3 hours MORE beneficial than if you had no MF.

But the bottom line is, you will never compete with people that have no life and can play 12-14 hours a day.

The idea of taking MF out of the game, to me, would make it too boring. I want to be able to have to find a balance between damage / survivability / MF. If I choose to increase MF at the expense of damage/defense, I should be able to make that decision.

But what you are suggesting is to put everyone on the same playing field, simply because you can't deal with or don't want to deal with other people getting ahead of you simply because they have no life and can play all the time. Those people should not be punished for playing the game more often than you.
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gmar84 wrote:
Not sure if this was already pointed out or not, as I'm not going through 90 pages of replies. But, you say you don't want MF because it makes it unfair, because others that spend more time playing the game, get to acquire more MF and therefore more gear?

Guess what? You would still have that same problem, even if MF was taken out. You are still going to be behind other people that play 12 hours a day whether MF is in the game or not. They are still going to find more items than you, simply because they are playing more than you.

MF would actually help you in this case. Think of it in terms of high end play. Instead of having no way to increase your chances of finding loot, and only being able to play, lets say, 2-3 hours a day, your chances of finding loot will never increase, unless you just start playing more often.

Now add MF into the equation. Over time, you will now be able to find more/better loot in a shorter amount of time, therefore making those 2-3 hours MORE beneficial than if you had no MF.

But the bottom line is, you will never compete with people that have no life and can play 12-14 hours a day.

The idea of taking MF out of the game, to me, would make it too boring. I want to be able to have to find a balance between damage / survivability / MF. If I choose to increase MF at the expense of damage/defense, I should be able to make that decision.

But what you are suggesting is to put everyone on the same playing field, simply because you can't deal with or don't want to deal with other people getting ahead of you simply because they have no life and can play all the time. Those people should not be punished for playing the game more often than you.


That's not really what the OP was about though. It is more that you are forced into a certain build to be able to MF efficiently. You can't just play your favorite build and build up currency meanwhile.


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