Increased Item Rarity - A suggestion on how to handle it

Right now, increased rarity is only really viable for vertain builds, that have room for the modifier item rarity (like ES users with chaos innoculation - no need to have life/chaos res modifiers anymore). And especially in PoE2, increased item rarity seems to be VERY effective, if you want alot more loot/currency.

So, how to balance this stat? How to keep it ingame but make it fair for all builds? Here is my suggestion:

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1. Remove it from the basic modifier pool.

2. Add this modifier into the corruption mod pool. Corruption mods are very often NOT needed for specific builds. They only make your build stronger and can give you a serious dps or defensive boost. But since it's not a requirement for any build, it wouldn't break anything.

3. Add runes that increase item rarity. This would be great, since players can get everything they need from their armour mods and then decide, if they want to use their rune slots for rarity or if they want even more defensive options.


This would make crafting a little bit more predictable, make it easier for any build to get the modifiers they need and still enable everyone to actually use item rarity, if they want.
Last edited by AceNightfire#0980 on Dec 30, 2024, 8:06:12 PM
Last bumped on Jan 9, 2025, 2:32:24 PM
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Right now, increased rarity is only really viable for vertain builds, that have room for the modifier item rarity (like ES users with chaos innoculation - no need to have life/chaos res modifiers anymore). And especially in PoE2, increased item rarity seems to be VERY effective, if you want alot more loot/currency.

So, how to balance this stat? How to keep it ingame but make it fair for all builds? Here is my suggestion:

"
1. Remove it from the basic modifier pool.

2. Add this modifier into the corruption mod pool. Corruption mods are very often NOT needed for specific builds. They only make your build stronger and can give you a serious dps or defensive boost. But since it's not a requirement for any build, it wouldn't break anything.

3. Add runes that increase item rarity. This would be great, since players can get everything they need from their armour mods and then decide, if they want to use their rune slots for rarity or if they want even more defensive options.


This would make crafting a little bit more predictable, make it easier for any build to get the modifiers they need and still enable everyone to actually use item rarity, if they want.


Johnathans vision is Diablo 2 crafting.

No predictable crafting.

Zero

Nada

This makes mirror tier items... Mirror tier items.. this stops almost every mirror team from controlling the market especially so early into a league...

I understand y'all's point of view and as an old TFT partner.. I understand GGGs sentiment on how crafting works in PoE2.
Last edited by QticaX#4168 on Jan 1, 2025, 4:20:26 AM
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QticaX#4168 wrote:
"
Right now, increased rarity is only really viable for vertain builds, that have room for the modifier item rarity (like ES users with chaos innoculation - no need to have life/chaos res modifiers anymore). And especially in PoE2, increased item rarity seems to be VERY effective, if you want alot more loot/currency.

So, how to balance this stat? How to keep it ingame but make it fair for all builds? Here is my suggestion:

"
1. Remove it from the basic modifier pool.

2. Add this modifier into the corruption mod pool. Corruption mods are very often NOT needed for specific builds. They only make your build stronger and can give you a serious dps or defensive boost. But since it's not a requirement for any build, it wouldn't break anything.

3. Add runes that increase item rarity. This would be great, since players can get everything they need from their armour mods and then decide, if they want to use their rune slots for rarity or if they want even more defensive options.


This would make crafting a little bit more predictable, make it easier for any build to get the modifiers they need and still enable everyone to actually use item rarity, if they want.


Johnathans vision is Diablo 2 crafting.

No predictable crafting.

Zero

Nada

This makes mirror tier items... Mirror tier items.. this stops almost every mirror team from controlling the market especially so early into a league...

I understand y'all's point of view and as an old TFT partner.. I understand GGGs sentiment on how crafting works in PoE2.


The real question for me though is, if market should have any meaning at all inside of PoE2. Right now, the gameloop is designed to be played singleplayer. There are no raids and there is no party-/guild-specific content. In a singleplayer game, I expect to have access to the whole content and build variety, without relying on others (market/trading). But right now, loot droprates for orbs like divines and better uniques are so low, that I mostly have to rely on other players to get my hands on these things. I'm not really sure if that is the vision from Johnathan.

That's why I have created this thread:
https://www.pathofexile.com/forum/view-thread/3675197

And if mirror teams are a main problem for trading economy, then why not... Remove Mirror of Kalandra all together? A mirror is such a rare item, that 99,9999% of the players will never get their hands on one. It's not an item that is needed in the game. But it's easy to abuse, like mirror teams do. So if 99,9999% of the player will not benefit from it anyway and mirror teams break the economy with it, why even keep it in the game?
"
Right now, increased rarity is only really viable for vertain builds, that have room for the modifier item rarity (like ES users with chaos innoculation - no need to have life/chaos res modifiers anymore).

Ghostwrithe
I would simply remove it from the gear altogether. There no point in the game when you would not need to drop rare loot. Having magic find stat is basically like having win rate stat. In the current state, it's mandatory. If you change it to not be mandatory, it's useless. There is nothing in between.

Removal would make life of everyone so much easier. Devs wouldn't struggle as much to balance drop rates, economy would be healthier and players would have more space for stats that actually matters.

Honestly, I can't a find single reason why it's a good idea to keep it. Maybe some kind of unique item wouldn't be as bad. But personally, I would prefer complete removal.
Last edited by Langhun#7314 on Jan 9, 2025, 2:34:21 PM

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