Suggestion for "STAT TIERS" on Items. Thresholds & Milestones

I have an idea for the very core of PoE 1..... or maybe even 2?

This idea focuses on the stat tiers on items, on all items, from all sources of the game, incl. rituals, heists, or whatever, hell, even from divination card rewards.

Some of you might not agree, but i kinda like the story and how it slowly prepares the player for the upcoming difficulty the player will face.
The kill of Malachai, the first Kitava, the very creative and cool way of "replaying" the campaign in Part 2 etc....

There are certain "thresholds" or "milestones" in this game that, for me at least, define the steps from leveling, into late campagin, into early game, midgame and endgame...

BUT, in my eyes, the whole item reward system you see and natural items dropping are completely off and do not represent the progress you have made. This problem follows the player to the hardest content of the game.

There should be some form of general progress and minimum of quality of reward you see in the game and now my idea starts to come in play.

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The idea: (character bound until maybe Milestone 6?, afterwards r)

Every threshold or milestone the player has reached one item stat tier gets removed from the possible pool.
(down to a maximum)


Possible thresholds/milestones could be.

[maybe another soft milestone for reaching level 40/50]
(a level 50 player should not see items with 6 maximum life for example)
Milestone 1 - Ascend
Milestone 2 - Kill Kitava 1
Milestone 3 - Kill Kitava 2
Milestone 4 - Fully Ascend
Milestone 5 - Complete all maps (red corrupted maps - all atlas bonuses)
Milestone 6 - Eldritch Horrors
Milestone 7 - Maven, Shaper, Elder
Milestone 8 - Maybe "Kill all Uber Bosses" could define the last possible milestone in the game

and so on......

Each milestone then cuts away the worst possible "stat tier" for item modifiers, down to a maximum number.

For example: # level of socketed gems cannot be lowered by this, obviously, because there are just 2 ranks and we do not want to be stu|pid xD, but life modifiers, resistance modifiers, armor modifiers, life per second and so on, these will be removed to a certain level, even movementspeed modifiers.


There should be strict caps on what tier level everything can be lowered to. Life modifiers have 13 tiers, elemental resistance modifers 8 tiers, chaos resistance 6 tiers an so on. There could be a global hard cap of Tier 3/4 for example, that cannot be lowered by this system.

Because different stats have different amount of tiers, all stats should reach their hard cap on different milestones.
I think Milestone 5/6 is a fair threshold for everything that is not maximum life or maximum energyshield or sth. like that.
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The purpose of this system should simply the reward the player for reaching certain milestones and killing certain bosses.
The natural dropping items would feel much more exciting and the possibility to get cool rewards on a moderately difficult way should be much better.
It also would smoothen out the items you find during character progression and compromises on items wouldn't feel too punishing.

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For example:

- There are 13 tiers of maximum life modifiers.
- There are 8 tiers of elemental resistance modifiers. (capped to tier 3/4 with this system)

You reached "Milestone 5 - Completed every map and got its atlas bonus"

--> That means, you cut off the worst 5 tiers of "maximum life, meaning Tier 9-13 and Tier 4-8 for elemental resistance, thus all armor pieces drop with at least Tier 8 life and Tier 3/4 resistance.

ANY body armor you get would at least have a Tier 8 modifier to maximum life, from anywhere in the game and a decent minimum tier level of 3/4 on elemental resistances.
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chaos resistance for example

iLvl 16: 5-10 (of the Lost) Tier 6
iLvl 30: 11-15 (of Banishment)
iLvl 44: 16-20 (of Eviction) Tier 4
iLvl 56: 21-25 (of Expulsion) Tier 3
iLvl 65: 26-30 (of Exile)
iLvl 81: 31-35 (of Bameth) Tier 1

Again... because chaos resistance has less possible tiers on items than elemental resistances there should be a hard cap around Tier 3/4 to make it decent but not too easy to reach.

Not every hard cap may be reached with the same milestone. Clearing all maps could reach you the maximum cap of resistance tier removal but not the maximum life tier removal, because there are too much different tiers.
You would reach the resistance cap removal from all maps clears and the absolut hard cap for the life removal on all ubers, for example.

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Long story short:

Make the items more interesting. Rebalance the power items provide during the progression.
Every player will see a big boost on general quality. Good items will still be rare, but upgrades might be more common and will smooth out the expirience into the endgame.

An item level 85 body armor should not roll with 20 maximum life if the player was able to clear the maps and kill all the eldritch horros, such as eater of worlds or the exarch.

There is too much junk in the system that should be gone by now.
Last edited by FloÈ on Aug 31, 2024, 6:28:14 AM
Last bumped on Aug 31, 2024, 6:19:54 AM

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