just a thought, why not tie modifier tier to item level?

for example,
IL40 can only have modifier tier 5-3
IL60 can only have modifier tier 4-2
IL80 can only have modifier tier 3-1

*these parameters can obviously change, im just using them as an example

*crafting will still be suprior because the chance to get exactly 6 tier 2-1 mods that you need is near imposible.


in this case, people will actually pick up droped rares.
because of the massive possible modifier pool, picking up a usable rare is impossible, and there is the possibility to pick up a rare boots in act4 that is worse than the one you had since act2.

what are your thoughts about this?
Last edited by holysmokes5018#0329 on Aug 24, 2022, 1:19:33 PM
Last bumped on Aug 25, 2022, 8:54:42 AM
This thread has been automatically archived. Replies are disabled.
"
holysmokes5018 wrote:
for example,
IL40 can only have modifier tier 5-3
IL60 can only have modifier tier 4-2
IL80 can only have modifier tier 3-1


in this case, people will actually pick up droped rares.
because of the massive possible modifier pool, picking up a usable rare is impossible, and there is the possibility to pick up a rare boots in act4 that is worse than the one you had since act2.

what are your thoughts about this?




or, would this make the game too easy for players, and GGG sure dont want that
Last edited by holysmokes5018#0329 on Aug 24, 2022, 12:08:06 PM
"
holysmokes5018 wrote:
for example,
IL40 can only have modifier tier 5-3
IL60 can only have modifier tier 4-2
IL80 can only have modifier tier 3-1


in this case, people will actually pick up droped rares.
because of the massive possible modifier pool, picking up a usable rare is impossible, and there is the possibility to pick up a rare boots in act4 that is worse than the one you had since act2.

what are your thoughts about this?


Before i say what i wanna say, i will admit that i am biased.
I enjoy this patch more than i did enjoy 3.15, which i loved.
The slower pace, with meaningful slower item progression is what made me fall in love with the game in the first place, back in 2013, in 3.15, and now again.

so, with your suggestion/ idea, i see two problems.
not only would it speed up item progression by picking up random items too much, but also make crafting good items, as in actually good items, too easy.

let's take boots as an example.



having those boots, if you roll the mods of course, basically guaranteed, regarding power of the item, seems pretty much like the exact opposite of what poe stands for.
In an SSF environment it's rather unlikely you get those bases before you actually have gear to beat the appropriate content you'd get the bases from. but in trade? blank bases are worth nothing, literally nothing, slam an essence and boom, you'd have an at least all T3 items.

sure, you didnt refer to crafting, but the items that drop, are created the same way and follow the same rules of item creation as other crafting methods, excluding proprietary stuff.
That would exclude items you'd get in maps with respective Atlas passives allocated, for example Essences, that would guarantee at monster level 78 an item with at least T3 mods + an Essence mod.
With Harvest being nerfed, there are way less ways to save borderline good items, but there are still ways.
because this makes it trivial to have content overpowering gear in just a few hours and kills both the challenge and fun of progression

this suggestion boils down to "why can't i just log in and always get maximum value gear?"

hopefully it is obvious why that won't ever happen in this game
"
SquareCubiC wrote:
"
holysmokes5018 wrote:
for example,
IL40 can only have modifier tier 5-3
IL60 can only have modifier tier 4-2
IL80 can only have modifier tier 3-1


in this case, people will actually pick up droped rares.
because of the massive possible modifier pool, picking up a usable rare is impossible, and there is the possibility to pick up a rare boots in act4 that is worse than the one you had since act2.

what are your thoughts about this?


Before i say what i wanna say, i will admit that i am biased.
I enjoy this patch more than i did enjoy 3.15, which i loved.
The slower pace, with meaningful slower item progression is what made me fall in love with the game in the first place, back in 2013, in 3.15, and now again.

so, with your suggestion/ idea, i see two problems.
not only would it speed up item progression by picking up random items too much, but also make crafting good items, as in actually good items, too easy.

let's take boots as an example.



having those boots, if you roll the mods of course, basically guaranteed, regarding power of the item, seems pretty much like the exact opposite of what poe stands for.
In an SSF environment it's rather unlikely you get those bases before you actually have gear to beat the appropriate content you'd get the bases from. but in trade? blank bases are worth nothing, literally nothing, slam an essence and boom, you'd have an at least all T3 items.

sure, you didnt refer to crafting, but the items that drop, are created the same way and follow the same rules of item creation as other crafting methods, excluding proprietary stuff.
That would exclude items you'd get in maps with respective Atlas passives allocated, for example Essences, that would guarantee at monster level 78 an item with at least T3 mods + an Essence mod.
With Harvest being nerfed, there are way less ways to save borderline good items, but there are still ways.


that's the thing!!! this patch has been awesome at creating the progression curve!! people don't seem to get that

fyi i'm not saying this post is complaining but, a lot of the complainers seem to boil down to:
* people complaining because they saw a streamer complain
* complain because they are level 20-70 and can't figure out how gear/skills work and just want to follow an end-game build skeleton without thinking about what they are doing
* people that just want to be showered in currency and loot for logging in and running 1 map

the game is at it's best right now and people are missing out
^creating the progression curve?

How, exactly? Explain it to me.

Rare drops are far more rare and STILL just as useless. Currency is far more rare and therefore basic crafting is almost impossible.

Harvest and other crafting options are dead, or otherwise gated behind insane rng.

How is THIS league more of a progression curve than all other leagues, which had crafting for incremental increases of gear, enough gear and currency dropping to actually USE it for crafting or trading, and easier to conquer content when you WEREN'T ready for endgame boss level difficulty?

The way I see it, GGG is REMOVING all elements of incremental progression; and from multiple angles at that. You enter white maps and are assaulted from all sides with monsters stronger than any boss, you can't craft OR find gear to conquer said monsters, and you can't use any kind of currency because it doesn't drop, and even if it did you won't have nearly enough of it to make a single meaningful piece of equipment.

Regarding the OP: some of you are being rather silly about the assessment of the idea, perhaps because you are focusing on the ilvls he chose. Let's not forget, ilvl 80 drops in t13 maps primarily. If you are running mid to late red tier maps, chances are you ALREADY need to be geared with at least t3 rolls on everything in order to survive and deal enough damage. And GGG can weight the tiers as badly as they want: t3 = 80%, t2 = 15%, t1 = 5% of all rolled mods. 80% of items would still be useless to you at that point and likely wouldn't sell for much, but you STILL have a much better chance of finding something actually useable on the ground. Right now, NOTHING is useable on the ground.

I hate these posts saying ideas like this would make the chase for gear incredibly simple...uh no it won't. It'll STILL take forever to get 6-mod t2/t1 gear in every slot. And these numbers can be tweaked to a comfortable level making it super difficult to find perfect gear, but having DECENT gear drop far more often. Effectively just removing the total trash from the equation. The ONLY thing that would happen by adopting an idea such as this one is that it adds meaning and possibility to the drop pool. Which is what this game desperately needs. Just do the math: even reducing the drop pool to only 3 tiers still makes it nearly impossible to FIND a med-high to high tier item.
Last edited by jsuslak313#7615 on Aug 24, 2022, 2:44:37 PM
^^^
yes assuming in one gear you need 5 of 6 mods to be either t1 or t2.

assuming t2 is 15% t1 is 5%

getting 5 mods t2 or bether is 0.2*0.2*0.2*0.2*0.2=0.00032 roughly

this is without considering the useless mods.
Last edited by holysmokes5018#0329 on Aug 24, 2022, 2:49:08 PM
would be possible, in a single player game.
age and treachery will triumph over youth and skill!
"
vio wrote:
would be possible, in a single player game.



if SSF is like this, sign me up
"
holysmokes5018 wrote:
"
vio wrote:
would be possible, in a single player game.



if SSF is like this, sign me up

sadly there is no ssf in poe since ssf items can leak into the league economy.
age and treachery will triumph over youth and skill!

Report Forum Post

Report Account:

Report Type

Additional Info