New POE 2 player - Keep Rarity's Risk Reward System - Feedback

I've noticed many calls to remove Rarity, but in practice, it seems well-balanced with diminishing returns that create a thoughtful risk-reward system.

Feedback for Improvement:
To address concerns, perhaps introduce higher diminishing returns when stacking extreme rarity, especially with high-rarity waystones.

Why I Like It:
As a first-time POE 2 player, I've been having an absolute blast. After two playthroughs (level 83 and level 55, co-op only), I find the game's difficulty motivating and item variety engaging.

Mods
Every mod (except light radius) feels purposeful, and prioritizing Rarity adds meaningful trade-offs. For instance, choosing Rarity on a helm means sacrificing a prefix and suffix, making my character weaker but offering better rewards. I love this dynamic.

Playthrough
During the campaign, I reached 70% Rarity by Act 3 Normal and 205% by Act 3 Cruel. In the endgame, I adjusted to ~110% Rarity for better resistances and damage. My current build balances 150% Rarity with survivability, dying in only 1 of 6 map runs. It’s slower but rewarding.

Final Thoughts:
I’d likely quit if Rarity were removed, as it promotes BiS gear with minimal customization. While it can be exploited (e.g., maxing Rarity on waystones and gear), the risks and diminishing returns make it fair.

It's a great risk-reward mechanic that enhances my experience. Linked is an reddit post of someone testing 80 maps (20 each), showing Rarity isn’t as overpowered as some think. https://www.reddit.com/r/PathOfExile2/comments/1hq957a/i_tested_increased_rarity_for_80_t15_maps_and/
Last bumped on Jan 3, 2025, 3:33:16 PM

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