Dont remove item rarity from the game.

Item rarity is fine as it is , and players you want to invest in it should be rewarded.

This comes cause some streamers have started talking about it and now ofc here comes the avalanche of the sheep trying to please theire "masters"

At most ggg could had some penaltys to defense or ofense stats the more rarity you have on gear , but this alloes for more depth to carachter building and it absolutly should not be removed.

When people complain that poe2 is turning into poe1 this is it , the small things theyre trying to push one after another to make this game the same as poe1 when it should not be the case.

After rarity if ggg gives in , they will move to another until they have a copy of the same game , dangerous path.
Last bumped on Oct 10, 2025, 8:58:34 AM
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ColTb2k#6553 wrote:
Item rarity is fine as it is , and players you want to invest in it should be rewarded.

This comes cause some streamers have started talking about it and now ofc here comes the avalanche of the sheep trying to please theire "masters"

At most ggg could had some penaltys to defense or ofense stats the more rarity you have on gear , but this alloes for more depth to carachter building and it absolutly should not be removed.

When people complain that poe2 is turning into poe1 this is it , the small things theyre trying to push one after another to make this game the same as poe1 when it should not be the case.

After rarity if ggg gives in , they will move to another until they have a copy of the same game , dangerous path.


Can you Steelman the argument against it?
You seem to not understand the issue people have.
Not about removing completely, if so then they should also remove light radius mod. It’s about make IIR not effecting currency tiers, only for items tiers.
rarity can stay , just make it not effect any currency thats it )
thats what we want thats what i been saying since 0.1
Rarity, and the fact that item rare drops suck, have absolutely ruined the league for players who weren't given the secret crafting recipes early to amass divines. I cannot afford to play a meta 400 rarity character build. I also don't get anything, whatsoever, that drops in maps that is valuable enough to allow me to access the endgame economy. I have only made money crafting, but very much on the margins because by the time I figure out a profitable craft, it's overrun by other people desperate to make currency. I have high tier staves in my inventory no one will buy because the advanced (streamer) crafters can afford to flood the marked with stuff. This league has been the most predictably bad currency generator for players who can't take two weeks of vacation to start the league ahead. I don't even look at T5 rares, because in about 2000 drops of these, one has made me money. Again, like last league, all of the currency and design decisions favor a small coterie of players who hide currency recipes and then get way ahead.

How do you fix this? Make it so crafting currency is cheaper, but crafting is much less deterministic. Make it so that, regardless of player rarity, you have a realistic chance of dropping something great. Great drops should just happen if you play the game enough, not if you play the rarity and crafting cutthroat game. Isn't it obvious you should just get awesome stuff from playing the game? Every RPG on earth figured this out.
Nop , it should affect currency too .

Maybe they can remove it from equipment , and introduce some new "rune type" slots on the Inventory menu where you can slot an X ammount of them that you find playing the game , example :

A rune with x% rarity and quantity
others with rare monsters etc.

maybe some downsides to balance it , that way every player would have acess to it.
Last edited by ColTb2k#6553 on Oct 10, 2025, 1:15:52 AM
Nope, rarity should only be dependent on waystone tiers and mods and maybe atlas skills.

Item rarity on items only favours a) builds that can sacrifice mod slots without too much negative impact and b) players that are rich enough to afford those items.

It's total bullshit.
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ColTb2k#6553 wrote:
Nop , it should affect currency too .

Maybe they can remove it from equipment , and introduce some new "rune type" slots on the Inventory menu where you can slot an X ammount of them that you find playing the game , example :

A rune with x% rarity and quantity
others with rare monsters etc.

maybe some downsides to balance it , that way every player would have acess to it.


You just don’t get the problem with rarity, it widens the gap between normal, low tier build and OP build. Because even with downside, OP build can still afford to take it and still clear contents with ease while the other ones struggle. If you don’t have enough rarity on you then you have to rely on 2 options if you want to min max or makes any meaningful item you like. First option is longer playtime, clear more maps, kill more monsters. Second is profit crafting, market flipping, in other words, a hideout warrior. Both options ain’t fun to new players who played through the campaign and reached endgame. So they just gonna quit.
GGG has 2 choices here, either they remove the effect of rarity on currencies or they massively buff the drop rates of currencies for normie to craft items they desire, rasing the ceiling high enough that normal players keep playing and don’t care about OP build anymore.
Last edited by XxxPssySlayerxxX#5201 on Oct 10, 2025, 2:43:22 AM
If rarity stays then it should have huge downsides, right now it basically has no downsides at all.
+1 keep rarity on gear

the soft cap should be at 100%, not 150% - this will make it more meaningful when players add a little rarity but can't go to the full 100% in this case. 100% is also much more achievable compared to 150%

/edit
the streamers talk about it because solo's can scale their rarity to match their party play -- they want the loot all to themselves in 6 mans.
Last edited by tdonov5#2743 on Oct 10, 2025, 5:09:12 AM

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