please get rid of MF, make players WANT to play SSF

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Go play ssf then

+1

I’m playing it and don’t really see any issue


There are things that, because the game just don’t have enough yet (the whole early access part of it) where it feels a bit empty but …. It’s not a complete game yet

There’s more to ssf and wanting to play it outside of how loot is, you can’t “make” anyone play ssf and even if loot was giga people would still majority play trade.

i dont think they want to buff SSF bc they sell prem stash tabs for trading.

its part of the business model.

hope im wrong.
Last edited by kinshade#2703 on Dec 31, 2024, 12:28:26 PM
I don't know why GGG doesn't allow SSF league players to have better droprates.

It wouldn't hurt anyone and would make the SSF people happier.

Trading would still be more efficient but SSF would be more rewarding and not so bad by comparison.
The game is already balanced around SSF why is this so hard to grasp for a lot of people on this forum and other places. Trade makes progression much much faster (like stupidly fast that on league launches in poe1 I could be done with my character by the end of week 1) which is why the trade manifesto and in general trade friction exists to slow it down by a miniscule amount.

People who play SSF play it for the extended progression path and extra challenge. We don't play it for not having to deal with trade(well most of us at least) increased drop rates would absolutely ruin SSF mode. and if you like trade but hate how the economy is in regular trade. Play either private trade leagues once the game is out of EA (which are fantastic communities btw most of these are a tight knit group of people of around 1k-2k players) or join HC trade which is a super healthy format of trade due to items disappearing on death making many more things valuable and shifting the price curve away from only top tier items.

I can see them adding private league modifiers that void the characters/ no challenges allowed that could have improved drops if enough pushback comes for it but otherwise I think y'all are out of luck.

also testing from various content creators and people I know personally that do group play all are coming back with the same info that the MF reaction is massively overblown there is massive amounts of diminishing returns that start at around the 100% rarity mark. and unless you are doing group play and stacking upwards of 700-800% rarity you will not notice the difference.
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dwqrf#0717 wrote:

Makes complete sense !

I hope GGG will also remove %physical damage on weapons because everybody wants and needs it, and I hope they also remove +life on gear because everybody wants and needs it, and also remove +%move speed on boots because everybody wants it and needs it, and also remove +%elemental resistances on all gear because everyone wants it and needs it.

Actually let's get rid of all the affixes and drop/craft only perfect gear for you class. Actually, let's remove gear from the game and only have a build tree. Or maybe just remove the game itself and give players a "you win" screen when you open the game. Ye, that's the solution right there.


I'm going to assume you're not a lawyer in real life, as you're absolutely terrible at forming a cohesive argument.

Life, damage, resists, and defenses (armor / evasion / energy shield) are things that players are supposed to solve in their passive skill tree and/or gear. This is the foundation of any ARPG. You have to build your character up to be able to tackle harder and harder content as you reach the endgame.

Making loot in maps worthwhile is not something we should have to solve with gear. This is something the devs are responsible for first and foremost - making the game feel rewarding enough so that players continue to play. If they want to give players additional agency over loot drops, this should be something you spec into on the atlas tree (quantity / rarity), or craft onto waystones, or add to map nodes on the atlas via precursor tablets.

Making loot in the game arbitrarily shitty and then expecting players to solve that problem with gear is the dumbest thing I could possibly imagine.
Last edited by Blasphemous84#2190 on Dec 31, 2024, 1:49:56 PM
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The game is already balanced around SSF why is this so hard to grasp for a lot of people on this forum and other places.


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People who play SSF play it for the extended progression path and extra challenge. We don't play it for not having to deal with trade(well most of us at least) increased drop rates would absolutely ruin SSF mode.


While I agree that loot shouldn't be raining from the sky in SSF, I wholeheartedly disagree that tweaking loot drop rates in SSF would ruin the experience. As things currently stand, the drop rates are absolutely abysmal. I got to level 88 in SSF before I found my first Greater Jeweler's Orb. I was using the same 4L skills from level 25 to 80 when I finally got tired of it and Vaaled some 0% quality jewels. I still haven't found a single Perfect Jeweler's Orb after 150+ hours. That's not great.

Divines are stupid rare, as are greater essences. This makes endgame crafting an absolute slog. Even Gemcutter Prisms are way too rare.

Last edited by Blasphemous84#2190 on Dec 31, 2024, 1:55:58 PM
Nerf stash tabs instead. Maybe then ppl wont want all the drops if they don't have room to horde them :p
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"
The game is already balanced around SSF why is this so hard to grasp for a lot of people on this forum and other places.


"
People who play SSF play it for the extended progression path and extra challenge. We don't play it for not having to deal with trade(well most of us at least) increased drop rates would absolutely ruin SSF mode.


While I agree that loot shouldn't be raining from the sky in SSF, I wholeheartedly disagree that tweaking loot drop rates in SSF would ruin the experience. As things currently stand, the drop rates are absolutely abysmal. I got to level 88 in SSF before I found my first Greater Jeweler's Orb. I was using the same 4L skills from level 25 to 80 when I finally got tired of it and Vaaled some 0% quality jewels. I still haven't found a single Perfect Jeweler's Orb after 150+ hours. That's not great.

Divines are stupid rare, as are greater essences. This makes endgame crafting an absolute slog. Even Gemcutter Prisms are way too rare.



Pretty much this.

Even if you gave SSF players a free passive +100% increased loot drops it would still be much less efficient than trading
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"
The game is already balanced around SSF why is this so hard to grasp for a lot of people on this forum and other places.


"
People who play SSF play it for the extended progression path and extra challenge. We don't play it for not having to deal with trade(well most of us at least) increased drop rates would absolutely ruin SSF mode.


While I agree that loot shouldn't be raining from the sky in SSF, I wholeheartedly disagree that tweaking loot drop rates in SSF would ruin the experience. As things currently stand, the drop rates are absolutely abysmal. I got to level 88 in SSF before I found my first Greater Jeweler's Orb. I was using the same 4L skills from level 25 to 80 when I finally got tired of it and Vaaled some 0% quality jewels. I still haven't found a single Perfect Jeweler's Orb after 150+ hours. That's not great.

Divines are stupid rare, as are greater essences. This makes endgame crafting an absolute slog. Even Gemcutter Prisms are way too rare.



tweaking some drops is not an issue I'm talking more about people who want boosted rates for loot in general in SSF like how it's done in other ARPG's.

jeweller orbs is something i think should be looked at primarily greaters. I think perfects being rare is okay in my book with it being your final pre corruption upgrade for the late late game. i personally found 2 so far which i regret both using on my totem guy could really use inspiration on my skeleton frost mage build.
+1

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