Modifier tiers being reverted compared to poe1 feels very, very, veeeery bad

I'll try to keep it short, in poe1 when you saw a t1 mod you knew exactly that it was the best tier you could get. In poe2 you have to open poedb to check how high the tiers can even roll for every mod, if you don't you simply don't know whether it is bis or not. Some mods go beyond t10, some stop at t2.

Many of those mods that stop at 2 are for example +skill gem levels, and they often can't go higher than that because they are usually very powerful.

But then you drop a t4 unidentified item, which is suppoposed to make it better on average, but then you realize that it simply cannot roll the very powerful, very desirable mods that have less than 4 tiers. Making it basically useless to even pick up and identified these supposedly better rolling items on some bases.

A good example are quivers, basically any and all quivers really, really, reaaaaaally want +2 levels to proj skills, but any t3 or higher unidentified quiver simply cannot roll that modifier. Which feels very stupid to be honest.

So my suggestion is:
Make item tiers be like in poe1 again.

I cannot see a single valid reason why it should stay the way it is right now in poe2. Sure, you might say higher number on the tier should suggest it's better, but that makes it so you can't immediately tell if it is the highest tier you can get without having to check third party sources. It makes it so that a very powerful t2 mod like +2 level to proj skills sounds weaker than for example a t9 accuracy mod. And it is inherently incompatible/counter-productive to the idea of tiered unidentified items.

The only solutions I see to this last problem while keeping the current system are:
to either make t1, t2 and t3 give +1 gem levels and t4, t5 and t6 give +2 (for example). If current weighting for those two mods is spread across the six it would not dillute the modpool or make it more common, but make it a lot more confusing for new players who see no difference between those tiers. If each tier gets the weighting of each current tier it would make it far more common, but not any less confusing.
Or those mods still only have two tiers, but one is t3 and the other is t5 or something, with no t1, t2 or t4 existing for that mod, which would also be very confusing.

Both of these solutions are bad. Just revert tiering again and make high tier unidentified items not roll the lowest value mods, it would solve all the problems while keeping all the intentionally good parts.


Honestly I was very surprised when I realized item tiering had been reversed, to me it makes little sense, especially when thinking about the idea of tiered unidentified items.


Also, on a side note, tiered unidentified items feel quite rare and the game drops a looot of useless magic and rare items, making filters basically indisputably necessary again. Just do a juiced breach without a filter and you'll know.

Also, console players are suffering because they cannot get loot filters.


Still a damn fine game despite all the issues I have with it, mostly all the jank, I'd give it an 8/10. Once full release hits and jank like what I described here is fixed I'm certain it can even exceed 10/10 for me.


Thanks for coming to my TED talk.
Last bumped on Jan 4, 2025, 11:53:22 AM

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