Path of Exile Should Reconsider Bringing Quant Gear Back

Quant equipment isn't even necessary if GGG simply buffs the loot.
The changes to the Divination Cards should also be reversed. Tier 17 maps are a complete failure.

They should just bring back the old loot system before Lake of Kalandra. It would fix almost everything in therms of loot.

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Kunibertos wrote:
Quant equipment isn't even necessary if GGG simply buffs the loot.


What for? amount of loot is already absurd - we get way too much.
Biggest compliments for my crafted items - "bs, they must have been RMT'ed"

I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like.
Never really cared either way, never built a character around quantity at all and never struggled at any level of this game.

It all seems based on the extreme FOMO/jealousy crowd. Much like people with t17s all of the sudden this league.






Mash the clean
Sounds like none of you ever ran 100Quant 300Rarity character.

And got one of your friends to play aurabot, or linkbot or cursebot, or shockbot. Or any support to help you push trough first 3 days with dmg so you can juice.

BEACUSE NEVER EVER EVER EVER EVER EVER.
Would you state it was healthy for the game.
The amount of loot you would generate, was...
Let it go, it's dead, and for a reason.
All my energy goes to farm DW Daggers! BUFF MELEE!!1!1
IIQ should never come back. IIQ is a solution to an slow building problem with a core pillar of the ARPG genre that they let run amuck. This is that the loot pool is garbage and bloated and it needed to be garbage because of IIQ and the multipliers introduced by league mechanics/interactions.

Taking IIQ out and leaving rarity in makes it easier for GGG to (hopefully) one day cull more items and fix item drops to once again actually mean something and to be more accessible to all builds and players.

GGG have stated time and time again, that they have an expected number of items to enter the economy over a given period of time. They did it again on the league reveal. It's how they balance drop rates. If even a very small portion of players can 10x their drops through grouping and/or IIQ, then drop rates will always be bad and the game will remain forever a div/hr game for the majority of players.
Was the original post written by ChatGPT? It has that similar vacuous feeling.
Please for the love of god

Never bring it back
Why am I still here
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Pizzarugi wrote:
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jeppejack wrote:
The funny thing is this only removed the individuals chance to Magic find, people abusing supports and one full glass canon farmer running 6 mans is still juiced to all hell cause it scales the quant per person while not scaling the investment per person. This strat is still the defacto for all high tier players early league cause of how insanely op and cheap specializing a character in only one aspect of damage, defensives, speed etc is.


Each additional player provides +50% MF to a map, which now has to be spread between 2-6 players. Individually, group players are at a disadvantage.


IF you were at a disadvantage, everyone and their damn mother wouldnt be doing it with sellers and more at early league so long as they have friends.

If what you said was true, people would never party play outside of fun and bossing, but clearly they do, cause you forget to scale the investment on that map that is sometimes 1-2 div alone, sure you might not get 6x as much return as 6 people running a 2 div juiced map, but they also save 10 divs on not having to have 5 extra juiced maps each and more importantly the gear and build needed to do so.....


There is a reason they first split several days into the league to "start" their solo characters with all their party play funding and it damn well isnt for "fun".
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Scarletsword wrote:
Build diversity: There was none. You picked one of the maybe three builds that can realisticly equip all the quant items and you're done unless you're in standard. If your build required certain modifiers or uniques you were immediately locked out of it by default.

Progression: The quantity uniques were always dirt cheap unless you went for a maxed ventors, multimirror +quant corruptions, legacy race rewards or the ultimatum helmet. There was rarely any crafting involved at all for these items. The progression was extremely limited for quantity slots.

Economy: There are many uncorrupted global drops in the 10-200c range even two weeks into a league. That seems a lot healthier for the player base.
Also there are many scarabs now that fill a similar role that everyone can use.

I'm actually surprised such a bad mechanic stayed for as long as it did when the item quantity support gem was drop disabled 10 years ago.

I hope it stays dead.



^ this

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