Magic find/Es feedback 2 biggest issues

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The people who disliked "magic find" as some are saying here were talking about "Item Quantity" which was removed from PoE2.

Item-Rarity while nice for finding uniques and rares of course is not required in the end-game when rewards scale to the point that rares are fairly common nor is it required in the early game though it is much more impactful in the early game when rares are less abundant.



maybe you are unaware of how rarity works in poe 2?

it actually convert currency into rarer currency
it actually gives you better rarer uniques
it also makes the rare items you find better leaning toward tier 4/5
impacting the tier of the mods and also the roll


Then they messed up and i question the point of removing quantity if they just made rarity affect currency too which it never did in PoE1.

It's like solving a problem so you can re-create a better problem.

As an OG rarefinder i say it shouldnt affect currency at all unless the rarity/quantity systems are introduced in a different way.

Personally... after a lot of thought i think they need to completely remove rarity from equipment as well and give us charms like in Heist that will stack with other players charms and if solo players feel left out GGG could add a way to boost their charm for solo play.

That would really knock it out of the park for me because it encourages people to group up but also gives you some personalization as to what loot is dropping and you can even synergize with people.




yea i would be ok with that !

and yes they did completely mess up with rarity in PoE 2 to a point where it just does not make any sense not to use rarity .. . they removed quant from PoE 1 because "they didnt want to pressure players to chose between power and loot" yet they made it worse than ever before in poe 2 by making rarity directly impact your currency the roll of items and basically everything regarding your loot in this stat. and i simply do not like it !

charms are pretty much useless so maybe thats 1 place they could add rariry
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yea i would be ok with that !

and yes they did completely mess up with rarity in PoE 2 to a point where it just does not make any sense not to use rarity .. . they removed quant from PoE 1 because "they didnt want to pressure players to chose between power and loot" yet they made it worse than ever before in poe 2 by making rarity directly impact your currency the roll of items and basically everything regarding your loot in this stat. and i simply do not like it !

charms are pretty much useless so maybe thats 1 place they could add rariry


Apologies, I guess Charms isn't the best term to use now that we have charms.

What i meant was an additional equipment slot we do not currently have such as the ones from Heist, A Trinket.

Innocence forgives you
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yea i would be ok with that !

and yes they did completely mess up with rarity in PoE 2 to a point where it just does not make any sense not to use rarity .. . they removed quant from PoE 1 because "they didnt want to pressure players to chose between power and loot" yet they made it worse than ever before in poe 2 by making rarity directly impact your currency the roll of items and basically everything regarding your loot in this stat. and i simply do not like it !

charms are pretty much useless so maybe thats 1 place they could add rariry


Apologies, I guess Charms isn't the best term to use now that we have charms.

What i meant was an additional equipment slot we do not currently have such as the ones from Heist, A Trinket.



anything that isnt on my actual gear and force me to desinged my build around being able to stack as much as possible rather than what i enjoy playing
I see it as part of the natural progression. Early on finding anything with MF is a huge bump in loot. Later, you will be focusing on defenses and damage but as you get better gear and more levels.

We are all mostly playing right now with BS crap on our gear like reduced attribute requirement, light radius, or a T1 stat roll. Almost nobody is 100% optimized with only damage and defensive mods they use in all 60 or so affixes. Using 2-4 for MF can be a huge boost to drop rates for very little trade off.
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Waitn4D4#0477 wrote:
I see it as part of the natural progression. Early on finding anything with MF is a huge bump in loot. Later, you will be focusing on defenses and damage but as you get better gear and more levels.

We are all mostly playing right now with BS crap on our gear like reduced attribute requirement, light radius, or a T1 stat roll. Almost nobody is 100% optimized with only damage and defensive mods they use in all 60 or so affixes. Using 2-4 for MF can be a huge boost to drop rates for very little trade off.



quite literally none of it is correct or accurate . you are misleading.

Especially in the endgame you want rarity more than anything else !

additionally there are already quite many people with endless of currency and very much optimal items with corruptions and what not. . over 20k ES and what not.. .. if you are wondering how? simple thanks to having either 1 magic find char on which they farmed currency or being in a party with a magic find culler
Agreed!
Don't try to hold it, flow with it.
If currency is tied to item rarity it needs to be undone immediately.

I am probably one of the people who cares the most (about keeping rarefinding in the game) in this entire community and i would rather it be removed entirely than be used to create the same problems quantity did with currency.

get it out before release, let it affect rares and uniques cool or just outright remove it entirely and give us a (trinket system) which stacks between players with a solo (boost) option for singleplayer(or slightly more than 1) trinket usage in maps.

This just made people less likely to group due to pointless FOMO creating another singleplayer game i don't want to play.
Innocence forgives you
Last edited by SilentSymphony#3358 on Dec 18, 2024, 4:06:02 PM
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If currency is tied to item rarity it needs to be undone immediately.

I am probably one of the people who cares the most (about keeping rarefinding in the game) in this entire community and i would rather it be removed entirely than be used to create the same problems quantity did with currency.

get it out before release, let it affect rares and uniques cool or just outright remove it entirely and give us a (trinket system) which stacks between players with a solo (boost) option for singleplayer(or slightly more than 1) trinket usage in maps.

This just made people less likely to group due to pointless FOMO creating another singleplayer game i don't want to play.


ill be honest i never liked magic find being tied to item but i accepted it in poe 1 after the changes to item quant i think its in decent spot it felt good to drop more uniques from titanic exiles/blight


however in PoE 2 i find item rarity to be in an unacceptable place that for me if it stays the way it is im unlikely to play the game long term.. rarity upgrade currency GGG mentioned it on their Q&A with ziggyD and they also explained how it makes the rolls on rares better and force higher tier of mods in rares what not.. . its 1 stat that directly affect all your loot i dont like it
up because this is a big and major problem in poe 2 currency possibly the biggest issue !


GGG please you have to remove completely item rarity from gear ! this is bad and its not fun.. and it completely destroy builds and it feels awful the gap in currency and items between stacking item rarity or not is playing different games its disgusting and it makes poe 2 not worth playing
Thanks for sharing this, I was ignoring the stat due to it usually being lame in games, but if it does all that stuff I'll invest in it.

I honestly don't think that it should be removed.
Everybody can get it, you have to sacrifice a useful stat to have it, it does seem balanced to me.

Sure, some builds need less stats to function than others and have an advantage, but that's an archetype balance issue more than a magic find issue.

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