Remove the effect of item rarity on currency drops

Straight up, item rarity should not be upgrading currency drop tiers. It's acting as a pseudo-quantity modifier, because you do end up getting significantly more high tier currency drops -- especially with the fact that equipment item rarity of 150% multiplies with map item rarity.

For those who haven't played with 150% item rarity [on your gear], it's a mandatory stat. You'll understand this once you've gotten 150% item rarity and you see the kind of drops you get with fully optimized item quant + item rarity tablets + 6-mod maps.

And don't take my word for it, this guy hit the ball out of the park with this video:

https://www.youtube.com/watch?v=dcFLnJru55M
Last edited by 92ranger#4205 on Oct 7, 2025, 5:07:54 PM
Last bumped on Oct 9, 2025, 9:23:28 PM
Poe 2 rarity system is great and better than poe 1 rarity system, this system 100% should stay in one way or another,its fun and succesful and not just boring mageblood drop waiting room, its just better, thats it, nothing is mandatory in this game, when you completed your build and gear and have enough defense and offense - time to add rarity, its just another deepness element that impact amount of fun player can achieve
Last edited by Genadolf#2101 on Oct 7, 2025, 6:17:03 PM
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Genadolf#2101 wrote:
Poe 2 rarity system is great and better than poe 1 rarity system, this system 100% should stay in one way or another,its fun and succesful and not just boring mageblood drop waiting room, its just better, thats it, nothing is mandatory in this game, when you completed your build and gear and have enough defense and offense - time to add rarity, its just another deepness element that impact amount of fun player can achieve


Does light radius add deepness too?
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Does light radius add deepness too?

some mods need to be bad so crafting good items is challenging, grow brain?
and in poe 1 there is interaction with light radius in endgame content.
Lol a few content creators cry about rarity now everyone thinks its a massive problem. Problem is more game balance related not MF itself. Specing rarity you are sacrificing clear speed for better drops. Until you get insane gear. It is not a mandatory stat.

Etched in blood
When you strive to write your name on the dense pages of History, someone else, inevitably, must be crossed out.
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Genadolf#2101 wrote:
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Does light radius add deepness too?

some mods need to be bad so crafting good items is challenging, grow brain?
and in poe 1 there is interaction with light radius in endgame content.


If bad mods add challenge then why are there a handful few of them? Shouldn’t they be the common mod and the good ones are the rarer in weight? Brain good?
So poe 2 is gonna be poe 1 reskin now?
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Lol a few content creators cry about rarity now everyone thinks its a massive problem. Problem is more game balance related not MF itself. Specing rarity you are sacrificing clear speed for better drops. Until you get insane gear. It is not a mandatory stat.

Honestly, I think Magic Find make the issue of game balance *even worse*. Because the more unbalanced classes have an easier time finding room for the magic find affixes, while still maintaining the character power needed for T16 6-mod maps.

Removing item rarity makes the more overpowered classes more balanced.
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92ranger#4205 wrote:
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Lol a few content creators cry about rarity now everyone thinks its a massive problem. Problem is more game balance related not MF itself. Specing rarity you are sacrificing clear speed for better drops. Until you get insane gear. It is not a mandatory stat.

Honestly, I think Magic Find make the issue of game balance *even worse*. Because the more unbalanced classes have an easier time finding room for the magic find affixes, while still maintaining the character power needed for T16 6-mod maps.

Removing item rarity makes the more overpowered classes more balanced.


This. It essentially favours already OP builds instead of simply giving proper rewards to all for clearing maps of a certain difficulty. If item rarity/quantity would only be dependent on the waystone mods and tiers, the endgame would be so much better...
Or let them reduce negative resistance penalty from acts so people can less worry about resistances and stack rarity stat.
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If bad mods add challenge then why are there a handful few of them

too much of them - bad, thats why few of them is enough.

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Shouldn’t they be the common mod and the good ones are the rarer in weight?
They are more common, light radius 20 times more common than t1chaos dmg or t1 spell damage on wands or 40 times more common than t1 % phys on bow or 10 times more coomon than t1 flat phys
Last edited by Genadolf#2101 on Oct 8, 2025, 5:05:13 AM

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