Ground loot buff is good but...
|
should have buffed rare chase items instead. If more currency drops there will just be more inflation. We want good items to drop more frequently. I don't think ggg understand how rare important items are. Many items go for like several dozens of divines not even talking about hundreds of divines worth of items. Like good watchers eyes, other key unique jewels. Forbidden jewels good ones 80-100 divs each and you need both. Or experinmental bases like neck and ring. These numbers are insane. Do you know how long it takes for an avg player to farm 100 divines? Without rmt and big drops? And that is just one item.
Even something trivial like enlightened. It is basically a mandatory item for every build every league. We had reduced mana easy gem at the vendor everybody was happy and then they decided to turn it into enlightened made it ultra rare and expensive and thought people won't use it? It is still a must have item to pretty much every build but it is more exclusive. What kind of logic is this. Pretty much everything needs buffing. From rare unique jewels to t0 uniques. I don't even know the last time I dropped a t0 unique. Probably gone several leagues without one. There is a reason why harvest was such a great thing to poe. Even if it was broken and and it made creating perfect items possible it allowed more than 1% of playerbase to build good characters and play with good builds. Last edited by Ispita#4020 on Mar 11, 2026, 5:58:59 PM Last bumped on Mar 12, 2026, 3:27:49 PM
|
|
|
In many ways I agree with this. More currency dropping is ok, but when I think "ground loot" I think actual good rares or uniques that I can equip right then and there. Not... "oh here's a rare currency that I can then trade for a bunch of divines and then trade those divines for some item I can actually use or perhaps other currencies that I can then use to craft something...hopefully." This game as an ARPG in terms of loot has only gotten further away from makes ARPG's fun in the first place.
| |
|
no, that is not what ground loot is at all lol. learn to craft
|
|
|
Sir this is a currency simulator. If you want to play an ARPG with decent wearable drops ON THE GROUND, I suggest D4 or Last Epoch.
|
|
|
Funny thing - 275k kills and not a single divine dropped on the ground for this character.
This is not a complaint, I am making good money as I always do, but it is still funny to hear how great the ground loot is yet if your seed sucks you still ain't getting much from it. Last edited by Johny_Snow#4778 on Mar 12, 2026, 10:35:54 AM
|
|
![]() ![]() +1 lock, 1 mb My leaguestarter also had ~10d but cba to play strike builds anymore. Seems good like every other league. /shrug |
|
" Magic find Messiah is that you? ;P meanwhile, i just got my second raw divine drop from a monster and no i do not run my maps white... Also, how is it humanly possible to kill 1,5 mio monster in less than a week?...wth Last edited by Strickl3r#3809 on Mar 12, 2026, 12:09:35 PM
|
|
|
Honestly, the drop rate on everything but higher-tier items like chaos and divs feels good if you are the type of person who does some weird playstyle of semi-SSF or self-crafted. You get several attempts a day at recombs, etc., if you stockpile bases.
That said, I know the argument will be "Well, if more divs drop, then inflation," and I would counter with Affliction league. They dropped like candy then, but the market was fine. As everyone had access to that in some way, or those who avoided it were able to increase prices in suit. This game has long had a problem where the chance of the "oh shit" drop has gone down for the solo player not running a hyper-specific strat. Whereas in the past, I was easily able to farm 2-3 apothecary cards simply doing essences on Defiled Cathedral. Those days are gone. They really need to take a league, remove most of the scaling, get the base back to where it needs to be pre-the era of Ruthless being in the convo, and drop rate nerfs happening left and right (which were plastered over by some absurd leagues). The disparity in rarity between group play and solo casual players needs to be smaller, but not on parity. Rarity scaling on gear still needs to be removed outright. Even the D2 devs said they wish they had never made the item find stat. Because they had to balance drop rates around it, the game was worse for anyone not using it. So everyone had an item find character and barely played their main. This is more about native drops than tileset rewards. Native drops should be more prevalent from non-tile set monsters. While adjusting outliers, such as strongboxes, for raw div generation. A lot of us only sell stuff to have raw divs for uniques and meta crafting on the bench. Last edited by Moregaze#2933 on Mar 12, 2026, 12:44:49 PM
|
|
" I'm getting 11k+ kills per map or 4-5%exp at 99-100. Also lmao, MB#2 ![]() Last edited by Scarletsword#4354 on Mar 12, 2026, 3:18:27 PM
|
|
" thanks for the input. I can see the errors of my way now. I don't expect to drop a mageblood anytime soon, but after switching from destructive play and harvest, which is pretty much the minimum of monsters you can kill in a map, to abyss and beyond, i can now actually see the loot buff because i kill ten times the monsters per map, haha... Not saying there is anything wrong with harvest or destructive play, but logic dictates, that it doesn't synergize very well with a loot buff to currency drops^^ Last edited by Strickl3r#3809 on Mar 12, 2026, 3:29:33 PM
|
|


































