It's Time For Magic Finding to Go
" Yes, exactly. MF abusers can pound sand. Well put. You shouldn't be dropping 10x the valuable loot for the same mechanics just because you decided to go with a build that can sacrifice both rings and a helmet to getting more loot. It's stupid. It's restrictive. It rewards frontrunning and helps those who play the most already gain an even larger advantage over everyone else. RMT is not "ruining my life". It is just a stupid mechanic that has no place in the game. There is no argument for it except "I play it and I like it" Everyone not playing it is at a disadvantage because it exists. It needs to go. So yeah. You can pound sand. | |
+1
Do the same for elemental resists. Stop pushing these boring tropes that add nothing to the game. |
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I agree. Make Magic Find unobtainable. To compensate, introduce an additional rarity and quantity multiplier inherent to the level of the map, like 3-5% per map tier, multiplicative, to encourage playing at higher difficulties without becoming exploitative.
Last edited by xxn1927#3319 on Dec 23, 2024, 9:27:58 PM
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" What gap are you even talking about, it's early access. I am lvl 88 running t15s with about 80 Rarity of Items and it feels good, didn't sacrifice anything. I don't feel "left behind" or that others have an advantage over me. Who left you behind, or made you feel disadvantaged, or are you just butthurt because you are playing a build that needs every sustain stat roll a piece of gear can offer. Most of these games incorporate an element of MF. Sorry you feel left behind, me and my friends are having a blast, we'll boost you if you don't want to feel disadvantaged anymore. <3 A Concerned Fellow Gamer |
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Rarity should not influence currency items like exalted, divine orbs and so on, also there needs to be diminishing return on items rarity drop effectiveness.
If we compare it to Diablo 2, runes were equivalent to currency, and their drop was not influenced by magic find, aswell as there was steep penalty to effectiveness of magic find to items as you started to go above 200%. It is still ruined by inflation after some time sure, but it's fine, it would be far worse of unimaginable magnitude if it actually worked otherwise. You simply should not be penalized 10x running no magic find build, otherwise the realisation that your time spend has like 10 % of effectiveness compared to someone running full mf build, is pretty rough and makes for very unrewarding experience. |
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" Come on dude....re-read this post, and then re-read your entire thread. You can do better than that. The "cost of living" in PoE is exactly WHY you are railing against mf. Sure, you don't have to play PoE. But WHILE you are playing PoE, there is absolutely a cost of living. It's called "trade". And no, your "class" is not determined by your currency earning potential in PoE. That is the entire problem of your argument right there. Your class is determined by how powerful your character is and how much content it can clear. What is currency used for? If the sole purpose of your life in PoE is to watch numbers go up in your currrency stash....you are disconnected from the game. A higher currency earning potential can help you GET INTO the upper class by crafting or buying better gear. Sometimes these two things go hand in hand, with a more powerful "upper class" character being able to ALSO earn more, but they are still separate entities. MF done properly, as I already described in my first post here, can help smooth the gap between the earning potential of the lower/middle and the uppers. But this only happens if DIFFICULTY scales rewards better and the downsides of mf lock you out of upper tier content. This is the TRUE issue with mf worthy of discussion, none of the other nonsense that doesn't actually exist. The ONLY problem with mf as a stat is whether or not it gates harder content with intrinsically better rewards. And all things IIQ, but these have already been removed. All GGG really needs to do is tie mf to a potentially heavier downside, while also fixing the perpetual issue of having the hardest content in the game drop total garbage items. The harder the content, the more the actual MODS of the drops should be affected. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Dec 23, 2024, 9:58:55 PM
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" Which elemental resist do you find most fun? Fire, Ice, or Lightning? What sort of interesting builds do you create by pushing one over the others? |
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" There are numerous builds based around resistances in different ways. I can name 3 right off the top of my head: 1) all things chieftain, 2) Doryani's Prototype, 3) That sword that gains damage based on uncapped resistances and it's replica. Presumably, there will also be builds of the same variety in PoE 2. And if there are more tradeoff stats and items, with negative mods (lightning coil as an example), resistances will play an even more integral role in build creation. Why not get rid of life? Defenses? Etc. It's all just "more, more, more". Totally one-note. Every stat we have can be thought of in the exact same way you seem to think of resistances. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Dec 23, 2024, 10:05:01 PM
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Yeah agree
Swapped my gear out yesterday to go from 35% rarity to 150% and the difference is insane. It seems more profitable to run 3 mod maps with rarity gear than 8 mod corrupted. Hence the loss of power from having rarity on gear is barely noticeable. |
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" You felt like you've really had to adress me personally? Whatever mate, you're missing the point that progress is gated behind getting better loot, and you get multiple times less of it if you don't run rarity, this kills builds diversity, and difference of loot you get is massive based on rarity that you have, it has never been this massive in any big arpgs. GGG wants to have healthy economy and also healthy class balance, these are ones of their five pillars of perfect arpg in fact, they talk about it in interviews or there is GDC speech by Chris on these pillars. They were talking how you're supposed to have 5 exalted orbs at end of first act or something like that, so you would be able to craft with it. Sure, you can have 5 exalted orbs, but you would need 100%+ rarity right from the start. The game is balanced around rarity being mandatory, which is not great in my opinion, and many others. Current solution is making game economy bad for 99% of players and build diversity bad for most of classes, while benefiting only those at the top, running top specs. Now, this is something that happens always, but the nuance is, by how much is it better? In this case the difference is gigantic. Check top ascendancies by players in top 1000, the reason is that these specs are so high is because they can remove mobs from distance while having high rarity, that allows them to progress much much faster. I don't think GGG wanted it this bad as is currently, especially that they announced how melee is great, but I'm not going to dispute it with you. Let's see in few weeks whether it's going to change or not, and then we will see who is wrong. |
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