Dont remove item rarity from the game.
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+1
I like item rarity in its current implementation. In HCSSF, I feel the impact with 1 or 2 mods on equipment. In poe1 - where loot drops are far too dense - I don't even notice item rarity. I also do not mind it applying to currency. Although, I would not complain if this is where GGG gives up ground on the argument. The key objective for item modifiers is: Is it compelling and competitive with other modifiers in its slot. Item rarity is that. It's rewarding. It's difficult to balance with other desired mods, such as resistances / defences, etc. Conversely, +skill levels is not this. It is not competitive with other mods. It simply blows all other mods out of the water and needs to be changed or scaled down. |
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I think capping item rarity is a great idea.
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My suggestion: DON'T TOUCH ITEM RARITY. It is perfect as is. Don't adjust the drop rates either, they are fair and very very rewarding. You always have a feeling that the next big thing is RIGHT around the corner... even when it isn't. That's exactly what you want people to feel. Especially, I think the div+ drop rates are very very well done. They are basically as good as I think they could possibly be. Divs are rare, but not insanely rare. A cap... yeah sure why not. But not too low, like 400~ would be better if you did a hard cap (and not including map).
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+1
People think that removing IIR will fix the economy and make a casual player rich. It will not. The sweaty nerds and knowledgable people will still get all the divines and mirror-tier items faster that you. |
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" Maybe faster, yes, but not as fast as now. People who perfectly understand the crafting system can "easily" craft themselves a high tier gear with high IIR. And this in return will lead to high value drops, giving them even more power. Without IIR, the only factor that lets them get things faster is simply speed/skill. My personal suggestion: Remove IIR from gear and give us an IIR rune with like 8% IIR. This way, everyone has access to IIR, but it's still optional. And it frees the modifer slot on gear, allowing people to play more diverse builds without the need of losing 1 modifer for IIR. Because without it, you pretty much can't pay for anything, because inflation will make items much faster expensive compared to what you can earn in the same amount of time. |
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" No you are straight up 100% wrong here with your edit. I feel an explanation shouldnt be needed, but i give you multiple anyway. First Party gives Quantity. Quantity means mroe drops will be affected by rarity leading to more rare currency drops. Then Parties use a rarity bot. Which stacks 700-800 Rarity and applies thta rarity to every kill made by the party. “The bird of Hermes is my name, eating my wings to make me tame.”
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" Divs are rare LMAO divines are actually common at this point. Go join a party with a rarity bot and 5 people playing a juiced map. " If you give rarity a hard cap that would fix the rarity bots, but would still hinder Build diversity. Rarity shouldnt be on Equipment. The source of rarity should come from elsewhere and not equipment. Rarity is just way to important to be on sth. like Equipment. Having Rarity on Equipment is bad for uniques. Because most of the time they dont have rarity on it. Which leads to less Builds using unique Rings and Amulets especially. “The bird of Hermes is my name, eating my wings to make me tame.” Last edited by Alzucard#2422 on Oct 10, 2025, 9:04:12 AM
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