Item rarity
" Same here, I think it should remain a trade off stat on gear. More item rarity = more items, but maybe less defenses or DPS (=clear speed). It’s one of those ARPG things that work since forever. I don’t like the „juicing“ of maps to drop more stuff. That feels tedious. Would be nice to have it more tied to the atlas tree itself and stats on gears. In that case like a previous post mentioned we could have more interesting tablets with „50% chance that bosses spawn twice“ etc. But I also think higher tier maps should result in items dropping that can’t roll certain lower tier affixes and suffixes. Also uniques with higher level req that are a bit more useful should drop in higher maps and not leveling unique for a second character. Or on short make the harder content more rewarding and make item rarity a stat that has a certain pay off but that also means you have to gimp your character in other areas. Last edited by rhazas_ghul#0026 on May 15, 2025, 2:43:06 PM
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Considering the recent patch where loot was buffed and Item Rarity gear got nerfed was a very good change, it seems that taking it even farther to the point that Magic Find gear ends up being removed is the best direction for the game. Of course taking the game in the best direction doesn't necessarily align with The Vision TM etc.
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They should just move MF to temporary consumables from bosses, to use when you want to use it.
It should also be stackable while keeping the existing nonsense drop rates. That way it's just going to be people experimenting with the amount. |
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I have to agree with you .
I mean we can have better rolls on items instead of searching for rarity. It could help more to survive in this unbalanced game. |
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