Please remove player increased item rarity from the game

Increased rarity affects currency drops now as well.

This is the same issue we've had in PoE1 already. Rarity (and quantity) is way too strong and too game warping of a mechanic.

Players enjoy building the strongest character they can. But with rarity in the game, the best way to do that is to have a weak character who farms gear. It feels like a mandatory stat.

The vision as described by Jonathan that "farming harder content should outperform stacking rarity and farming low level content" has never been achieved successfully, and never will be, unless you nerf rarity by an order of magnitude, but then there's no point in having it in the game.

Even just getting 50 to 100% rarity will make a gigantic impact on the loot you find. It's absolutely a no brain pickup and fundamentally un-fun.
Last bumped on Dec 22, 2024, 9:44:25 PM
Magic find is, was, and always will be a mistake.

It's a binary non-choice: either you want loot so you must use as much magic find as you can fit, or you don't. You obviously always want loot, so you always want magic find.

But that means that drops must be balanced for the magic find stat's existence. Which means they must be balanced for the maximum amount of magic find that can be used, because that is what players will always try to get, because they always want loot.

It's part of what drives a wedge between the 1% players and the rest. 1% players will stack as much magic find as is possible and abuse every mechanic to generate as much loot as possible, which means drops must be balanced for that. Meanwhile, the rest see virtually no drops by comparison.

Magic find is a relic that should be left in the past. It has no place in a modern game.
Stumbled in here from google trying to figure out if increased rarity impacted currency drops.

Seeing as it does I agree with the post, I now feel like I really need to have it, and I’m still just in the campaign.

My 2 cents would be to make it a consumable rather than an item stat, ideally an un-tradeable consumable. I notice they don’t have any consumables in the game (at least that I’ve found so far) so not sure if they have some fundamental opposition to consumables or something like that.

Would be cool to get that consumable to drop, plan out when you are going to use it to maximize the effect, etc. while not having to stress about it being on gear.
Agreed, please stick to the good affixes like Light Radius. We need more Light Radius!
Rarity is a staple of ARPG's. That's the whole point - risk versus reward of rarity on gear when you could equip anything else.

Sure, remove rarity from currency drops but don't remove rarity as a mechanic. It's one of the only mechanics that doesn't fully suck in modern ARPG's.

I remember when D3 and Chris Wilson (the other Chris) had trouble balancing rarity so they straight up removed it. That goes for attributes, status effects and pretty much the rest of the gameplay, made one stat the king stat.

Hard choices makes for interesting gameplay. Plenty of games out there for people who don't want to thnk. PoE1 is one of them.
This time I am super serial...
I dislike rarity so much im almost quitting poe2
I dislike rarity so much im almost quitting poe2. GGG.
The only reason it is a non-choice is because the league mechanics GIVE ALMOST NOTHING. They do not seem to scale with item rarity either(I assume, as they would behave like PoE1 league mechanics).

If we could make actualy currency from ritual, or if strongbox atlas/essence atlas guarenteed one to show up instead of just giving a chance. If we had things like that we would not need item rarity to get good loot.

Item rarity is best when it is used only by the craziest of farmers in ultra specific strats.
+1
Having this suffix is quite a difference. It competes with chaos res and all sorts of recovery. So it comes at a significant cost. Also at this point players overpayed for good items with rarity, so it would be a hornets nest if they would just remove it like that...

I do t11/t12 rn with 100-120 rarity but i would give up on it to progress if needed...no big deal, already have to skip quite a few bosses because i am set up for mapping.
Last edited by Strickl3r#3809 on Dec 21, 2024, 8:37:16 AM
rarity as affixes are bad gamedesign. Just due to the fact it can be only in two states : broken op or useless. And in both scenarios it's not fun.

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