I think the key is the loot rate
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Balance issues aside...
I don't mind the slower gameplay the devs are trying to implement, in fact I prefer it. But when you spend 4x more time to kill stuff... it should drop 4x MORE loot. And regarding checking stores and gambling... well it just feels way worse than just finding items on your own. Taking longer to kill monsters without adjusting their droprate accordingly will just feel bad and there is no other way around this. It is that simple. Last bumped on Apr 17, 2025, 5:21:43 PM
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+1
Also the fact that game is centered around big difficult bosses, yet I've never got item upgrade or anything valuable from them, feels anti-climatic. They're changing that in next patch though. So we'll see how that works. |
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It's not just the quantity of loot. The quality matters more. Apart from currencies, the game drops enough items but they are all trash.
They have added so many layers of rng on items that no reasonable increase in quantity will affect quality. Imagine you are looking for armor with energy shield, life, and at least two resistance modifiers. Even if you ignore roll tiers and roll values, the odds of finding (outside of trading) or crafting this piece is like winning a lottery . The odds do improve when you are in late end game and you have a powerful build that can clear in minutes max tier maps and league mechs. But until you get there, you are screwed. They need to reduce the rng range on items by a lot and increase amount and type of crafting materials before it will feel better. Even if I got 10 times more regals and exalts and ten times as many base items, I still won't be able to craft a mid tier early end game item unless I get incredibly lucky. The odds are stacked against it. Same applies to dropped items. Last edited by NomadicMyrrh#1672 on Apr 17, 2025, 2:15:32 PM
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Are they just buffing rarity of loot from bosses and wisps? Not loot in general?
If so, I only have an ounce of hope left for this game. They can't be serious.. |
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" Well, outside of trading everything will take 20x longer. SSF is an imposed challenge. Still this is not the point... I'm assuming the player will trade, at least to some degree. For this the 4x-5x increased loot rate would improve the game by a looooooot Key to game design is in risk/effort vs. reward. |
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" Loot rate alone isn’t gonna fix anything long-term, it’s just putting a band-aid on a gaping wound. You can’t keep building progression solely around a trade system that’s completely overrun by bots, RMT, and toxic players. It’s a dying model, and GGG is feeling the consequences with this patch. The best thing they could do right now is stop doubling down on this mess and actually put all their focus into designing a real, meaningful CRAFTING system. Something that gives players agency over their gear without having to wade through a cesspool of scammers and flippers. They need to nail that in the next major patch, and pray for a good CRAFTING system, otherwise the next league will be the death of PoE 2. |
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" Idk, I never have been scammed and never had problems with trade. You just have to be slightly smart. And no, heavy crafting in a looter ARPG is simply ridiculous. The point of the game is to kill monsters until something cool drops, not create your own items. I don't understand this idea some people have that it should be possible to literally craft all of your items. Loot games don't work like that at all. Loot games are made with the idea that you are going to get a good feeling when you drop something of value to trade or to use it yourself Deterministic crafting can exist to a small extent, but should NEVER be the easiet and main source of good items. |
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" You are right - getting more loot from boss fights will improve the game a lot. It makes the boss fights more rewarding. I was focusing on the other point you wrote: " In the current system, I don't think getting more 4x more loot will result in more items that you can equip and use. Maybe in the campaign it would, as the requirements are much lower for useful gear. My experience when I'm progressing through end game maps is that dropped loot is meaningless. The pool of affixes and suffixes is too large and when you add the tiers for each affix/suffix, your chance of finding usable gear drops close to zero. In trade you can always buy what you need but as you said, gambling/buying feels worse than finding items. This problem can only addressed by an overhaul on the current crafting system. If they don't want deterministic crafting, they can implement other things to improve the odds (like excluding low tier rolls on high tier bases and other changes like that). |
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The approach they are taking to boost boss drop rates is the right approach. Hard fights should drop meaningful loot.
Last edited by GuiltyParty32#9913 on Apr 17, 2025, 4:57:37 PM
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" But just the bosses aren't enough, imo. Mobs should also drop good things once in a while. "Meaningful combat" should give "meaningful loot". |
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