In Endgame 95% of item drops become meaningless

It's not that you're wrong, but you're looking at the game from a different perspective that maybe you should

Poe2 is a market game. Unless you're playing ssf, which then is a self imposed challenge and you just have to accept whatever comes with it because the game isn't balanced around it

In a game where progression is based on trade, an item does not need to be useful to you, just needs to be useful to someone. It's true that item drop outside of currencies in the endgame isn't great, but that's consequence of having so many affixes and builds that need specific ones

Right now you can get some money by having a half decent base and crafting it a little if you understand crafting. This goes back to why crafting being stronger is bad. 0.3 for example, crafting was so strong that unless it was an item close to bis, most people wouldn't even look to buy and the only valuable drops were currencies or exceptional bases with + slot. It was even worst for the tiering system, because those tiered rares were supposed to be a middle ground between being weak and having almost bis gear, but this middle ground didn't exist anymore

That said, I do agree the tiered drops needs to change. But that's probably something that will eventually happen regardless seeing how bad it is

I would rather pick up 1 rare tier 5 that is good than 1000 that are mediocre at best. Tiered rares really aren't great when the best drops by a mile are white or blue bases because of aug orb

I don't know how making tier 5 rares actually good could be achieved aside from weighting up some universally good affixes to be extremely common on those drops (guaranteed high + to skills for example). There's probably no other option, and it has to be done across the board

Maybe get the data guy to look at the most used affixes for specific items on level 98+ players in the database and weight them all up based on how often they're used. It's not perfect but would be better than getting completely random shit

Another option for the future would be to have something similar to the desecration unveiling, but not as strong. For tier 5 let me choose what I want from some rng options
Last edited by iHiems#0168 on Feb 11, 2026, 9:47:21 AM
Just wait till they add traps, knives, flails, swords, axes ))
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Just wait till they add traps, knives, flails, swords, axes ))



Templar is missing.....
Title is very misleading, about 99% of the ground loot is meaningless. I wish they would cut loot by 95% and we see less loot but more quality loot. But then we would buy less stash tabs so there is always that...
I had made another post about that,
about the confusion of (Tier 5) being better but T1 modifiers are best
It's a reverse in ascending/descending order, opposite of one another.
To new players its an absolute mystery.

magic items on the ground have a low chance to roll better but can still do so.
many times a low tier (tier #) callout rolls no better than a regular rare item.

the problem is, the (tier #) is a nice indicator for value,

It would be a luxury to be able to see value in item drops without reading into each one.

There could at least be a callout for the lvl of an item on the ground.

they could change things by getting rid of (Tier #) callout and creating a new color or effects for Magic and Rare items for good indication. Normal magic and rare drops should be guaranteed to have bad modifiers as well.

The loot bomb in Endgame are information overload and (Tier #) callout is misleading, mysterious and doesn't blend well.
Last edited by TwitchGLHFsport#2155 on Feb 11, 2026, 2:05:14 PM

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