Rarity affix

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The_Song#4903 wrote:


Trying to call the different between 150% and 10000% unnoticeable. Please.
The different between 150% and 200% is already noticeable.

The difference between 200% and 250% is still noticeable.
The different between the "softcap" at 150% and 300% is *very* noticeable.



On gear? Absolutely not. This dosen't hold any ground in reality.
Spending anything over 150 is a total waste if it could have been spent on a good mod. Anything else can go there but it's completely irrelevant.

The disminish returns after 150% are extremely violent to the point it absolutely dosen't matter. Multiple testing has been done on this.

The only way to beat the system is to play in large groups and that has nothing to do with having more than 150 rarity, it's because the mechanic behind grouping is totally broken to give much better drop. This leads to organized bad actors to stay grouped, like bots or professional paid farmers.

Rarity on gear is a non issue. There are some valid concerns on the implementation of it for pinnacles and abysses but that's it.
Last edited by Oinkaments#6390 on Oct 15, 2025, 4:42:28 PM
Rarity affix just needs to not work with currency drops, this is why we have hyper inflation!
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tdonov5#2743 wrote:
another one of these threads.. smh

it's just another route to progression - if you hit a point where your damage/defense are strong enough, you can go another path instead of stopping the league.

the issue is class balance - people will always choose the strongest class to play each league and stack rarity in addition to that. rarity doesn't hurt build diversity - the class imbalance is the problem here.

use your brains lol


That is wrong. People like to min/max and rarity is part of that. People will, choose builds where they can fit rarity better. Not everyone will, but even if its just 15% of the playerbase it will affect build diversity.

Furthermore if people see this build/class is doing very well they go and play that class. We see that with Bloodmage.
“The bird of Hermes is my name, eating my wings to make me tame.”
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Kaeron#7125 wrote:
Rarity affix just needs to not work with currency drops, this is why we have hyper inflation!


that is part of it. But not the full picture. Exalts has hyper inflation. Other currency mostly not.
“The bird of Hermes is my name, eating my wings to make me tame.”
Jus make rarity on gear apply only to items n gold so you get less currency as a tradeoff so inflation is solved.
I don't care too much whether they remove it from affecting currency.

However it does affect my build choices:

- Going CI frees up modifiers for life and chaos res. Those can be rarity now.

- Going with spells frees up prefixes on rings. I don't have to give up flat damage on rings to get rarity like attackers have to do.

- Going with a crit build requires more affix investment which could be rarity instead.


So rarity existing pushes me to play CI non-crit spellcasters which can easily stack 200% rarity without sacrificing anything.
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Alzucard#2422 wrote:
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tdonov5#2743 wrote:
another one of these threads.. smh

it's just another route to progression - if you hit a point where your damage/defense are strong enough, you can go another path instead of stopping the league.

the issue is class balance - people will always choose the strongest class to play each league and stack rarity in addition to that. rarity doesn't hurt build diversity - the class imbalance is the problem here.

use your brains lol


That is wrong. People like to min/max and rarity is part of that. People will, choose builds where they can fit rarity better. Not everyone will, but even if its just 15% of the playerbase it will affect build diversity.

Furthermore if people see this build/class is doing very well they go and play that class. We see that with Bloodmage.


you're saying the same thing a different way lol

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