Simple visual on why the current item mod tier system is bad.

No one cares what the lowest tier of a mod is but that is what the current system tells you. But look at the beauty of T1 GOOD. No matter the number of mods and tiers you can tell what the best tier is, even in the future if new mods like influence are added you know what the best tier is.


But it conflicts with map tiers which is a minor issue compared to the benefits, don't throw out the baby with the bath water.

Potential solutions.
1. Change the terminology of one. Mods can be rank (R1 life) or waystones can be levels (waystone lvl:16) classic game terminology. Or even monster level so it gives you information (waystone mlvl:80)
2. Reverse map tiers so T1 is the highest map.
3. Just do it. The differences are self-evident. No one is getting a chest with 200 life and thinking this would be good if not the T1 life or getting their first T1 waystone and thinking I can't run this yet I need a T16 waystone.

P.S. Everyone know Tyler1 is best no has even heard of Tyler13. T1 GOOD.
Last bumped on May 14, 2025, 9:08:34 PM
no clue why they changed the tiers just silly.
+1 The inconsistency with map tiers should be a non-issue. I'd accept a moment of confusion for a new player over an inconvenience that lingers forever for everyone else.
+1
T1=best is simple and it works, there was never a need to change it.
+1
Not every hero holds a sword... Some just Hold the Door!
+1
+1

It's really annoying in many different ways. Early access is that last moment to fix it. After release we'll be bounded to this crap system forever
+1, i have no clue why would this get inverted in the first place
Well, I'm not a POE1 player, so I'm going to share my point of view here.

I quite understand the choice for 'T1 being the lowest', as 'the higher the better' is generally the prefered approach for anything regarding growing power. One example of this is using INCREASED ATTACK/CAST SPEED instead of REDUCED ATTACK/CAST TIME. Increasing being related to 'better' is much more reliable, so they opt to shift tiers to this way. Also probably due to waystone tiers too. So, I think maintaining this current system is not a bad thing.

BUT

We definitely NEED a way to track what the best tier is. Even more, we need a way to tell, in game, which level the tier is related to (e.g. T4 minion level is lv78+). So I believe a good approach is to delineate the current from the maximum. So instead of +2 minion level on sceptres being T2, it would be T2/4 or T2/T4 or something like that (as sceptres can roll up to +4 minion level). Meaning that it is tier 2 from a maximum of 4 tiers. And this same +2 minion level on helmets would be T2/T2 (maximum is +2) and T2/T3 on amulets (as the maximum on amulets is +3).

My suggestion also much more reliable, as this game follows a really stable tiering system. For example, rings can roll up to +13 to all attributes, while amulets can roll up to +24. But the +(11-13) tier is T4 on rings and THIS SAME +(11-13) TIER is also T4 on amulets, totally symetrical, which I like really much (well, the loss of symetry is not a problem, but I love symetry). If T1 was the best, then the +(11-13) would be T1 on rings but T6 on amulet, which is pretty strange IMO. So, if rings had this mod as T4/T4 and amulet as T4/T9, it would be a lot more clear for me while also providing the info of 'distance to the best tier'.

Again, I am not a POE1 player, so I might have been biased from other games. Just wanted to share my opinion. What do you think about my suggestion?
Last edited by Rydreeck#6554 on May 10, 2025, 2:53:45 PM
Look it's been made absolutely clear that they have no idea what they are doing and every patch is a knee-jerk reaction to feedback "shooting from the hip and roll it back if it dosent work"

I genuinely recommend walking away from this mess of a game until it's at an alpha level quality bare minimum and this is just one of those systems that was dumped in to "fix" later imo
Last edited by Th1sGuy255255#8969 on May 10, 2025, 2:50:43 PM

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