Ideas to improve SSF
I love the idea of SSF as someone who has zero desire to trade for gear
Make all SSF Items account bound Drop more Exalts, other orbs, and essence to actually have a chance of crafting good gear (adjust as needed until you find the sweet spot) The majority of gear dropped should be specific to your class (adjust again to find the sweet spot) The goal would be for SSF to feel like you can realistically rely on just what you find and craft to fully gear up. It would also make the gear progression while leveling feel much smoother. Last bumped on Jan 2, 2025, 8:55:48 AM
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personally i feel that the game should be more generous.
GGG's entire trade manisfesto is centered around making players PLAY more than trade. if we had enough currency to keep slamming, and enough item bases to keep trans-ing. we wont need to trade. i dont like SSF on poe1 as theres really zero reason to do so except bragging rights for playing a harder version of the game. if ggg made poe2 to the point that players no longer need to rely on trade, i would jump onto SSF. alternatively, what you (OP) is asking for is CoF from LE. LE already "solved" trade vs SSF. [Removed by Support]
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" Diablo 4 has already been created. We don't need that here. Don't be a POE vegan. Last edited by ZenJelly#0503 on Jan 2, 2025, 6:28:44 AM
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Remove rarity, buff currency drops like crazy starting in cruel difficulty and especially in maps, lower drop rate of items, remove base item drops, add vendor that sells all level relevant bases, increase droprate of chance shards, decrease success rate of chance orbs.
Then for crafting: make it so chaos orbs have very strong tendency to remove lowest tier affix while still having a small chance of bricking the item(chaos after all), make the tier of affixes match the ilvl of the item the currency is being used on(it's not fun or meaningful "gameplay" to get a tier 1 affix on an end game item, it never will be and anyone defending this is objectively weird). Delete trade entirely, balance drops around SSF. Game solved. I can't stand how much importance and impact is placed on getting good loot in this game. Loot = a means to an end, not the end itself. The end is completing all the hardest bosses and maps on the highest level of difficulty. The loot simply enables gameplay. It doesn't feel good to be limited by bad drops, players should only really ever be limited by their skill or time invested. I get that too many items dropping becomes unmanageable, but currency should be extremely common. Especially as you progress through the game toward endgame. Hate to say it but the devs have a bad vision of what matters, in my opinion. Just another game that is wasted potential I guess, because the gameplay loop and core of the game is really compelling on its own, yet the state of loot is so bad that it ruins the experience. |
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