Remove MF completely from game

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Alea wrote:
I have a balanced spark witch 73IQ163IR 900-1k dps spark and 7.5k es.

Some ppl able to buy specific builds (with RMT sometimes...) can get incredible damages and using enormous IQ & IR ... they can even maintain their maps pool in lvl 70+ imo in SOLO.
Sounds like a PAY to WIN.

This must be very discouraging for some melee characters or simply for ppl that want to play differents/"funny" builds.

MF would maybe be minored (ie: 40% instead of 400...) and mf in party recalculated / applied differently: the bonus from D3 is well studied about it imo, it's like +IQ+IR with each new ppl in party while actually in poe it's just +IQ.


L2P Only IIQ on the map itself will produce a better chance for more maps to drop.. Not your IIR/IIQ or more party members.

Jeez talk about not knowing your stuff dude.
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IGN: Angryweasel / PopTheWeasel
Best suggestion i've read so far. IIR and IIQ should only be on maps. or removed completely imo. When i play on a non mf char, i literally dont get any loot, hence forcing me to play a mf char if i want to get stuff. + if i play in partys, its like 1 must have high iir iiq and the others cant kill mobs. "carefull who gets killing blow" etc. That sucks imo.
Last edited by Kadivh#2116 on Aug 11, 2013, 3:33:45 AM
I would love to see that shitty legacy mechanic (from other games) removed.

But as an intermediate steep (knowing that GGG will 'compromise' again and fail at solving this) we should get a hard cap (like 100% IIR, 30% IIQ) and drops rebalanced around these new caps.
Easy fix would be to cap IIR at 100 and quantity at something lower and then make IIR and IIQ have 3-4x effect. So that if you have 100 IIR it would be as efficient as 3-400 IIR is now.
Then it should be possible for every build in the game to get a good ammount of MF without gimping your character too much.

That would also not make the current MF uniques useless.


Last edited by Eightkilo#0325 on Aug 11, 2013, 5:59:44 AM
+1 to OP.
remove op completely from game
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The problem with complaining about magic find is that the only thing it's mostly good for is finding uniques. The majority of the best rare items are (or should) have been crafted. If you can make something better than what you find, why complain about what you find?

The real issue is orb drop rates, and how botters/multiboxers can find much more loot than a normal person can, which forces a lot of people to just shell out real money for these things.

All that being said, I know maps are more fun when i find things which is why I wear double andy's all the time, and use magic find gems for my map group (I'm EK and play every map in the game this way). A possible fix would be to make it so that the Quantity on the map also applies to rarity so that people without mf can still get increased loot drops. this added rarity will have a minimal effect on people that already stack IIR because of the interplay between both stats (additive to itself but multiplicative to each other).

What needs to be stated off the top though is farming lunaris is not end game and nothing should be done about making this easier for specific builds to magic find. You can get away with any spec magic finding lunaris on a budget, you don't need a low life shavs sporker, so any changes should have no impact on regular game play like adding something similar to paragon in D3 where you get 2-3 iir for every lvl of your character (or something stupid like that).

100 page?
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Slider13 wrote:
The problem with complaining about magic find is that the only thing it's mostly good for is finding uniques. The majority of the best rare items are (or should) have been crafted.


Also, 100 page.
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.
"
Slider13 wrote:
The problem with complaining about magic find is that the only thing it's mostly good for is finding uniques. The majority of the best rare items are (or should) have been crafted. If you can make something better than what you find, why complain about what you find?

The real issue is orb drop rates, and how botters/multiboxers can find much more loot than a normal person can, which forces a lot of people to just shell out real money for these things.

All that being said, I know maps are more fun when i find things which is why I wear double andy's all the time, and use magic find gems for my map group (I'm EK and play every map in the game this way). A possible fix would be to make it so that the Quantity on the map also applies to rarity so that people without mf can still get increased loot drops. this added rarity will have a minimal effect on people that already stack IIR because of the interplay between both stats (additive to itself but multiplicative to each other).

What needs to be stated off the top though is farming lunaris is not end game and nothing should be done about making this easier for specific builds to magic find. You can get away with any spec magic finding lunaris on a budget, you don't need a low life shavs sporker, so any changes should have no impact on regular game play like adding something similar to paragon in D3 where you get 2-3 iir for every lvl of your character (or something stupid like that).



you are kidding about the crafting right?
do you have any clue whatsoever how expensive it is to craft an item with 5-6 ideal mods?
we are talking 30+ ex unless you are the luckiest mofo on earth
and thats IF the 500+ alts it took to get the first 2 mods and the regal all went well
if not cya in another 500-1000 alts then regal again then eternal and dump your exalt into it
then eternal again if your ex fail and dump more ex into it

crafting is for the top 5% of the community to do, those that have 50+ ex just sittin in stash
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