If Rarity isn't a percentage, make it a rating.

150% rarity? Insane.
250% rarity? The same.

This implementation of a percentage is complete nonsense.

That's not a percentage increase. That's a relic of the past that hasn't been changed to display a rating yet.

If you're actually happy with this bad implementation, then at least change it so you aren't contributing to LCS (d2 term).
Last bumped on Oct 25, 2025, 1:29:20 PM
I don't want to waste anyone's time here, but years ago in PoE1, there was a player-created sheet that explained a character's "base rarity," and if I remember correctly, it was something like 0.4%. So, a 500% increase isn't that big of a deal, yeah.

Personally, I hate every single design choice these RPG developers make that leads to a "no-lifer nerd" playstyle. They're against uniqueness on every page, which leads to everyone playing the same bow build in every league. Because if you clear 500 maps in an hour, you get more, regardless of your rarity. You become a rare player instead of a unique one by just playing the game and following the meta.

The same goes for passive trees in the game. People think, "Wow, I can do whatever I want with all this complexity," but that's completely wrong. All the good builds in this game are fixed, just like your rarity. It's just a puzzle players have to solve to find a build that passes the endgame. It's tied to static values, so it doesn't give you any freedom. Does the game have a choice of damage type for skills? No. You have to go on the given hardcoded/scripted path. Same applies to the rarity. You have to run 300 maps to get a single orbe divino.
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Absolutely Jideament.

They need to focus on fun much more. More currency, more upgrading gear, far more consistent upgrade paths.

I'm literally wearing two rings I got at level 30sih, and I'm 80 something.

More balanced amulet/ring droprates to other gear- I have been seeing more recently.

Getting rid of metrics that you have to pile on to get gear... that then you lose those metrics on... like- where does that cycle stop? The game doesn't really scale, no one ever really gets to 100- certainly NO normal player, ever. So, there actually is no point in this game where its like- OK, now lets see what I can do with this build.

That feels quite gross. Its kinda whatever, its a poe thing I guess- but I personally hate it. If you did a poll- all casuals would hate it. 100%. Very likely all heavy players also, I hate it- I play alot. Only hardcore like it, and I bet even some of those are like snooooozzzzzzeeeeee.

Actually, hardcore like it because its a bragging right. Its something that really stands out and seperates the pack. That is what they like, the badge. However its not a skill badge, its a time badge- so its actually useless and they are brainwashing themselves. Whats the return? Nothing, lol.

Seriously, if someone tells me they have hit 100 in poe2. I know they have zero life- I'm shocked they are not at the keyboard. I'm actually concerned bout their well being. Going past 90 is pretty concerning. 100 is straight up insane, its unhealthy, it shouldn't be a thing. That level of grind, is straight up unhealthy. Its actually irresponsible to have it in the game as a goal, set up in its current state.


Lots of specific modifiers, such as all resistances, movement speed, very specific special things- should all go to application items. Literally specific drops, you get an item that applies 20% fire resistance to armor, so on so on. As you go highter, you get better ones, 40%.

Then gearing becomes far more seamless.

I mentioned my rings- my belt is the same, it has three resistances on it... so its super difficult to replace.

I have at least 10 focuses that have good rolls on them, waiting for currency to try to upgrade them.

All of this stuff kills the casuals, which kills casuals from ever turning into more than casuals- lol.

The game needs to be more fun and faster. The campaign is really good, the various character types, trying new builds, is what should keep people. Its not leveling to 100. LOL

No life has its place, it needs to be in the endgame- but you need everything else first. Your base should be around the casuals- and the game should be challenging, just like it is.

The difficulty of the game was easily the most refreshing aspect when I started to play.

One of the biggest annoyances was having a MASSIVE passive tree, and feeling like I was never actually using it. That also needs to change, more points, faster. Its literally one of the biggest attractions to the game.

Anyways, I'll stop. I really like what was being said here.

One more, there should also be a lot of player comparison. Playing hardcore is SO cool when you see someone die. They should seriously be able to chat for a little bit after.
Last edited by kazajhodo#6457 on Oct 25, 2025, 1:38:26 PM

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