Rarity should not be a thing on equipment imo. Rarity should scale with content, the higher the content the better loot. Rarity feels like one of those things you absolutely must have, or you might as well not play the game.
THIS. I never thought rarity would make this much difference. I'm playing with 2 of my frienda and I got 2 divones and 2 greaters so far in T8 maps but they never got any and I only have around%50 rarity on my gear. They were sick of trying to find orbs/currencies and really bored of not finding any which made their experience much worse compared to mine
exactly. thats why I quit poe1. I just wanted to play the game with the build I liked. But I couldnt becuase I had to play a meta build with quant gear. If I made a build I liked, I coudlnt use it, except as a second character for fun cuz I was basically wasting those maps. I couldnt even get a reasonable return most of the time.
PoE2 is just PoE1 with different combat. All the same systems, even the ones you hated, forced back onto you. Other than the campaign there is nothing unique. This game desperately needs its own identity. I did not want to hit end game and immediately map the exact same way but with more frustration.
LE has the best solution - get as powerful as you can with gear and rarity increases with difficulty...rewarded for being as strong as possible and not have rarity on gear
Yeah, which I found super odd as I absolutely hate the campaign in PoE1 but in PoE2 its relatively enjoyable. Dying loses your league mechanics from maps is a huge bummer for me.
Agreed. Its grind grind for currency to try and get better gear, that is so hyper inflated ill never be able to afford, and 200 hrs in, no greater or perfect jewelers orbs have dropped even ay 175% MF.
Agreed but those 3 acts were just so well done and enjoyable. End game in its current form feels like an afterthought. I would imagine they’ll fix this problem before launch.
It's strange how problens that were fixed in PoE1 are now back in PoE2. It looks like the teams working on the two games were completely separate, which baffles me a bit. If I remember correctly, in some interviews in the past with both people working on 1 and 2, they were constantly like "Oh, so that's why you did X in PoE1, I had no idea."
They also said that if you needed a loot filter then they didn't do their job. Just remember there will always be a massive gap between the delusion of what the developer thinks their game is or what they want their game to be and what it actually is.
That's exactly the feeling I've gotten. A lot of broken interactions that I thought developers of PoE1 would never have the oversight to add into the game.
Yep, make it a map modified, tower stone or even some kind of consumable time limited buff that disappears on death, but remove it completely from gear, along with light radius.
Rarity on mapstones could be a good idea. Its not really gatekeeping it behind end endgame content like t15 maps +- or idk (That could fck up the market I guess, bc a lot of player would never even get there, but the prices would rise nonetheless, if I am not totally wrong.)
@@TerraNess95 it wouldent be hard locked to map tier.... would be scaled on difficulty.. So based on severity and number of modifier's. Since Map tier mostly only affects what can drop and not the amount of items dropped.. that's not the most important factor in this equation.
Feels terrible to think that because we didn't invest into one stat in our gear that we are now miles behind other players in terms of wealth. Rarity should *not* exist on gear.
Cant you say that for every important stat? If you didnt invest in Life, resistance, or dmg in your gear you are miles behind other players because you cant clear the content
@@onepieceelover If you're behind because you can't clear content, that makes 100% sense. If you're behind because you didn't get an arbitrary magic find stat, that's just stupid. The rich should be getting richer, but only because they're getting stronger and clearing more content and faster. Not because they can now afford a stat that is just +richness.
Just remove the rarity off gear completely. Maybe keep the charm for rarity (as that is up to everyone if they wanna wear it) but I do not wanna decide if I rather want defense + offense or rarity, plus maybe increase the loot just slightly so it balances off slightly. It should be the harder the map = the more reward it is.
I’m only using 40% rarity and it feels perfect. Not a ton of drops but just enough to where it feels great to get them. And I don’t have to sacrifice a bunch of stats for it. I think rarity gear is fine, gives players the choice to max that if they want. But in terms of currency, that I do think should be buffed without the need of rarity gear
@@MrBoBrilO I know 40% rarity is nothing. Personally I just don’t like the idea of trivializing rare drops with a crazy amount of rarity gear, but I think it’s fine if someone does want to play that way is all i’m saying
I always thought rarity on gear was a filler stat that shouldn't exist. Rarity buffs should, if they exist at all, come from other sources. Like certain atlas mechanics, perhaps rare encounters that provide a rarity buff for the next 5 maps. Maybe tablets. Rarity on gear always feels bad, because you feel forced to get it, but you'd rather have another stat.
I feel like rarity implicit rings and ammys and possibly some uniques that are based around rarity are the only way rarity should come on gear so you can still make those small sacrifice choices.
@@Dralisz It's not, though. It's literally just, "use it or fail miserably" which then HEAVILY dilutes build diversity because you can't build stats that would make more builds viable.
I saw a test doing only T1 maps with really high rarity, profit is higher than my 0 rarity big invesment min-maxed character farming t15-t18 maps. After that every time I enter a map, I feel like I'm a drudge, pay more and get less.
It's kinda funny when you rethink about it, how many of the "git good" may just have been from ppl who by chance had some rarity, vs ppl struggling because no rarity at all :D
After reaching Tier 15 review as an Invoker: (EDITED: Added and edited some new points) 1. On death effects are still absurd. (after nerf) 2. Some on ground effects are straight up invisible, as some of them are literally below the texture of the floor. 3. Dodge roll feels like garbage in maps. (I play invoker, any sort of chill/hinder/maim, literally makes your dodge roll feels like snail x100, slow motion pro max plus and then eventually you get hit by on ground effects/aoe/ projectiles and death screen you go) 4. The crafting is garbage honestly. 5. 7 second of lever animation, really GGG? 6. MF all over again (Point 12) 7. 1 portal gameplay is way too punishing (lose xp, lose league mechanic/boss, lose waystone, lose all your time spent on the map looking for the rares) 8. Cannot remove or interchange runes 9. No scour, no reforge, and no reroll (When I finally get tier 15 waystones and it roll super rippy mod or brick mods, good shit and there goes my map) (EDIT: i know annul and chaos works for map rolling, but its bruh af) 10. Some on death visual effects that absolutely destroys FPS 11. Game is beautiful but to the point where some mobs camouflage with the map colors, on ground effects camouflage with the map bla bla (EDIT: Visual clarity is absolute garbage, you don't even know what kills you a majority of the time) 12. Some problems that are solved in POE 1 are back in POE 2 (Example: Expedition in POE 1 has auto artifacts pickup and the name of expedition chests are in blue color but in POE 2, white color name expedition chest and have to self pick up each of every single artifacts) 13. No color outlines for rare/magic mobs. (If there were outlines to begin with, it will not be as easy to miss them as you map, which means lesser backtracking potential) 14. Ultimatum and Sanctum as Lab Ascendancy. The beauty of POE 1 is that if you don't like a certain mechanic, you can choose not to play it. Here in POE 2: how bout f u 15. Some normal mobs that throw some absurd AOE and drowning orbs, like really? New Points: 16. An absurd amount of backtrack, seriously, if we still had POE 1's movement skill and quicksilver then its a different story. 17. Some bosses' abilities have poor indicators/visual representation, such as the ability doesn't indicate the actual AOE of the ability. Like you could stand right outside of the edge of an AOE ability but still get hit. 18. The auto aim in this game is off, I play as a Invoker and sometimes I put down my bell, it goes exactly the opposite of where I aim. Same goes for some other abilities, where I tempest flurry my left monster but it auto aim the right monster. 19. There are some input issues/bugs. There are times where I wasn't stunned or staggered or freeze (because I can still move) but nothing happens when I use my abilities (full mana), just moving around like a NPC Otherwise, It is pretty fun. (I know its EA, but still disappointing.)
Can't agree enough about visual clarity, it's absolutely garbage, too much focus on having good graphics and 0 on making things clear to distinguish Some specific maps and skills aren't optimized at all and it really destroys the fps
Also at t15, agree with a lot of this. Would take issue with a couple, dodge rolls feel great to me, feels like most mobs can't really hit you while you're rolling and I use it all the time to quickly reposition. Re 9 you can chaos or annul your bad rolls it's just more expensive. I kinda like 1 portal gameplay, I just think it shouldn't remove the boss mod from the map if you die, just makes for excessively boring gameplay pathing your way to the next one.
I want to fight more bosses in the endgame, they rarely come by and they were the highlight of the campaign, and in general early game maps lack of mechanics and currency for me to actually mix up my build is making things a bit stale, i really thought having respec would allow me to play more than one build, they nerfed the gold cost for it but the lack of exalted orbs to be able to roll more in the early endgame for better items is stifling my proguess
They made it so bosses aren't in every map, but feel more rewarding. Either they stay in every map with mediocre rewards or they space them out more and they chose the latter.
Agreed. Fighting bosses is so fun but there's barely any of them during endgame which is a shame. Hopefully they change it and give us more bosses to fight
@@ADreamingTraveler i bet you 20$ they want to have the same system as in poe1 where there's a boss in every map, but the most expensive part of the game is making these high production glossy bosses and they can't get them out fast enough.
Not only should rarity not be in PoE 2, it should not be in PoE 1, nor in any other ARPG. It's a garbage stat, a remnant from bad design from 30 year old games clinging to current ARPGs like a barnacle. Nobody will ever be able to convince me that the game will not be way better without any kind of magic find. Magic find in general goes completely against the principle of trading character power for loot drop efficiency not to mention the many problems I would need an essay to talk about. GGG will remove it one day and feel stupid they had it in the game for so long.
@@zxbc1 he meant in the positive side, not negative. + character power = able to do harder content = more loot what magic find does? - character power (in a ranged setup, which isn't even that bad) in exchange of all the rarity you can get = 10x more loot than the strongest character with no mf.
Nope. Don't like it don't run gear with it. Problem solved. Why ruin it for those that enjoy it just to make yourself feel better about not choosing it as one of your priority stats. No different than any other stat. You get to decide how important it is.
I switched from 0 rarity to 30% rarity on my gloves and it made such a huge difference. Which is mind boggling that this exist in the game. I tried 180 rarity and I had better drops in tier 2 maps than the tier 8 I was doing before
@@amrcombs you're so dumb i can't even think about how i could explain it in a way you understand, if you were a 5 yo or maybe a dog it would be easier, so i'll let you think you're right.
Tbf, they spent 7 years working on the campaign, and less than a year on the end game since they chose to pivot late in what they wanted EA to be. Because of that, the endgame feels very "MVP", but the converse would be having all 6 acts in EA and basically no end game.
almost everything since 3.15 has been downhill tbh. best additions since have been atlas tree, currency exchange and melee buff (for those that were actually buffed lol). but other than that. pretty much entirely downhill.
Magic Find has been a dumb stat for the past 25 years already. Just get rid of it completely, it’s not that complicated. Having to gimp your character just to get loot feels awful and does nothing to improve the game experience.
@@UA-camDictatorship2024 Yes, but it's an extremely uninteresting choice that has nothing to do with build design. You're not choosing how to specialize your character, you're merely choosing how much power you want to remove from yourself in order to get more drops in return. If you want better drops, you should just have to do more difficult content instead.
No. How about you go do your own thing or go play solo self found? This is the most toxic gaming community I've ever been apart of. I used to hear about how PoE community was so helpful and friendly. They're not.
@@GeraldHarnack-x4t I always play SSF already. That's even more reason why I want drop rates to be sensible and not based around trade leagues or you having to run MF builds. Last Epoch had the perfect solution already with its faction system, would be nice if other developers took notes. I'm not sure what you're taking as toxic here though, people are just providing feedback on what they think should be improved, that's the whole point of an early access period.
It's a game about finding loot. There should be a thing that helps you increase that amount of loot, especially at the top end. That's the whole goal lol
@@iamtheone91 play the game and use trade lol? you are acting as if u could only farm this with abusing rarity to its max, and 300 divines for the people that do is just a lil farming session...
For me, back tracking to kill rares in maps is the #1 problem in POE2. Mundane, useless, waste of time and it's required for almost every map..... Also since the difference between low tier maps and high tier maps is astronomical. At least rarity can help that people a little bit that haven't reached t15+
Indeed, cant imagine how does the STR/INT hybrid characters to survive as they may generally lack of mobility. Regardless how big eHP they have… the combination of AOE effects on map + rare monsters AOE damages + small little grenades + Slow moving Homing purple missiles = sure death!
I can see the defense being you don't NEED rarity, so it's fine to have. The problem is once you have rarity and you see how much more loot you get, it's really difficult to go back to playing the game with a quarter of that loot. It feels like shit and creates the feeling of needing that stat. On one hand, I really enjoyed the early game where every drop felt exciting in some way. A white item, I could craft on for a potential upgrade. A blue item could be an upgrade or currency shards, same with the yellow items. Rarity creates so many drops, it feels like being back in PoE1 where I ignore pretty much every single drop that isn't raw currency. If I wanted to play PoE1, I'd go fucking play PoE1. I'm 100% in favor of removing rarity on items. Make rarity come from juicing the maps. I already feel like gearing is way more difficult in 2 and having another pseudo mandatory stat on gear to go with life and movement speed just feels bad.
I have always thought things like "rarity", "movement speed", and "charm slots" should be implicits on gear. If all boots have a movement speed implicit, I can focus on the stats that matter instead of theowing away an amazing pair of boots simply because it has no movement speed. Assuming people are going to argue that making them an implicit is essentially nothing more than adding a 7th stat that would result in the same situation we have now - good 6 stat rolls, but a bad movement speed implicit, gets thrown away etc - there is a solition for this as well. Make a currency that rerolls implicits only. Make it viable to use any boot that has the desired 6 stats by providing a method that allows those boots to eventually have a big movement speed roll. There are many solutions these "problem" stats. This is probably just one of the easiest to impliment. That being said, nothing matters as much as the "on death/kill" one shots nonsense anyways. Artificially inflating difficulty by adding cheap (and needlessly infuriating) mechanics like these hurts the game in so many ways.
I do like the idea of having it be a implicit that starts at like 10% and the range it can roll ups with item level of the boots and then adding currency for rolling implicits as that can be nice for other items and not just this same for charm slot on belt low item level 1 charm and higher can do like 1-2 or even 1-3. For the on death I would argue it makes you stay more engaged now do these mechanics need much better telegraphing yes but I still feel they have a place in game to stop mindless kill and loot fest by making sure you pay attention before you loot.
I find the lack of movement speed on unique boots especially perplexing. No one is going to use boots with 0% movement speed in a game where movement skills practically don't exist.
This is actually the one thing that pulls me away from this game right now. Seeing how much of a difference rarity makes feels like it's absolutely mandatory and I just can't be arsed to fit that into the already difficult to accumulate stats.
Uhhmm... -Fit what? Just make a farming build that's built to farm. The whole point is to NOT be able to use it on a power build. There SHOULD be a trade off. If there's no trade off then the game is broken.
IMO, rarity has to go out of the gear, and only be available in tablets, waystones and Atlas tree. It is ok for me if you can invest on it outside of gear and get rewarded (with limits of course), but rarity on gear just makes the top 1% of players even stronger, inflation in market even worse, and casuals who struggle to be as fast and efficient to eat the inflated prices in the market and being priced out of many things (like perfected jeweller orb). I just don't understand how many problems like this one we had in POE1 are back in POE2, is the POE2 team not aware of what happens in the previous game?
yes indeed! the onely good in poe2 is the socket system for skills not being in your gear. the boss fights are pretty damn good. and the currency trade system is nice. well, graphis are pretty good too. but other than that, big downgrade 👎
This isn't POE 1 though, is it? I wouldn't want it to be. They should get rid of the "blasting" BS from POE 1 and make endgame as engaging and fun as the campaign.
Agreed. I really hate how PoE 2's endgame just devolved into slightly slower PoE 1. The campaign is fantastic, especially without twink gear, but mapping is just so dull and uninspired. I really hope GGG agrees and completely reworks the endgame. I want the next generation of ARPGs, like what I got in the campaign, I do not want PoE 1.
not even just like poe1, what parts of the endgame experience they did change are changed for the worse. mf is insane, you only get 1 try on maps, areas are tons of narrow passages you have to worm around and often backtrack, league mechanics feel abysmal (I've been trying to farm breach and delirium while levelling up my maps and even in t8s you literally just don't drop splinters)
PoE2 Endgame is PoE1 endgame but with less fun, with more rng based stuff, with half of the content and less freedom of choice They just copied it and made it worse somehow Id rather hop onto my zoomy mapper and farm some giga juiced strongboxes again or work on my Cobra Lash build than do anything in PoE2 atm tbh.
1 portal in maps is definitely just a skill issue, you shouldn't be able to enter a map with 0 res and 1000 EHP and just play full MF, they can't balance the game around people not being able to clear a normal map because it makes the high end players gameplay INSANELY degenerate. Bosses however are a way different story, they need to give them way more hp and more than 1 portal because it takes 10 hours to gather invitations and then 3 seconds of a try
@@Pavidota this is kinda not fair for people who play alone tho, groupers have like 6 chances when they go in areas. not sure why someone playing alone could not have 6 chances
The biggest problem right now is the PC freezing when trying to load past the character screen. Two huge threads on the bug forum about this and afaik no coverage by the content creators at all.
The biggest problem with poe2 for me is that the network stuttering is so bad Everytime i play I end up just getting infuriated. I have today off and was gonna play all day. 3hrs in I just gave up. A week of constant stuttering with no solutions. In campaign it’s not as big of a deal, you die from a stutter you just reload. But why bother suffering the stutters in campaign to get to maps if you know it’s going to be unplayable.
This shit killed me kn the 3rd floor of sekhmas , couldnt click the first crystal thing and exploded. Incredibly i still had honor after the explosion, but my char died
I think maybe you are plaing in peak time, or something. When i get lag spikes, i pause game, do something else, and check back later, switch channels ect.
I quit at lvl 90. The most unrewarding ARPG for the huge amount of time the game requires. Rarity needs to be removed and the drop rate of quality items adjusted. Either that or get a real "crafting" system in the game. At this point D4 has better crafting and Last Epoch leaves it in the dust.
@@TheTypicalsloan I am in a similar place at lvl 89, havent seen a divine since roughly lvl 75, you just get dropped nothing without rarity, making yourself 10 times weaker is worth just to get rarity, it makes no sense. Though if I quit it is most likely because the difficulty is a joke, bosses die in 3 seconds, I cant even attempt pinnacles because no shards, you only die to on death effects that are hidden, crafting feels pointless
Wow, this explains why I have been having such a horrible time after getting to endgame and starting maps. I changed my gear in order to be red capped and lost some rarity in the process. This has affected my drop rate so badly that even sustaining t4-5 maps has been getting impossible though my build is strong and tanky. Why is POE2 evolving backwards??
Rarity took the fun out of the game for me. But that's okay. I had a lot of fun with PoE 2 for 170 hours. I'm looking forward to the next few months. I hope they just remove the nonsense.
There is a ton of people who don't want rarity removed because they want to get more loot. They just don't realize that their 70% increased rarity doesn't compensate for people with 800% rarity pumping up all prices on trade site. i hope they remove it fast :D
Probably doesn't matter at all. If they remove rarity, those people will still be playing A LOT more than average player, so the prices will be bad anyways.
@@Snydenthur Looking how much rarity those players can stack and how much they play removing rarity will make a big difference, they will keep getting more loot than the average player but rarity on items make that difference abysmal.
@@WilderQ if the game was designed around actually using the loot you get yourself rather than trading it away then that wouldnt really be a problem. nonetheless yes, rarity needs to be deleted from gear. added to baseline.
I'm in support of removing rarity off gear entirely. I'd rather them work on the balance of drops and continue to fine tune it over the course of the game's lifespan than have to run rarity on gear and build around that stat. Don't really care about economy but I hate feeling like I'm playing inefficiently for choosing damage/defense over a stat that could guarantee I get significantly better drops. Especially with the already insane resistance and attribute pressure that already exists.
As a casual gamer trying out POE2 for @100 hours so far, I have a total of just under 50 exalts, 0 divines, 0 greater or perfect orbs plus piss poor item drops. So hearing about this MF crap feels like a slap in the face. POE2 has potential and I've had some joy of playing this game but very often it was heavily mixed with HUGE amounts of frustration. This frustration is mainly due to the fact I still lack any good items/gear/currency drops which has made my progression far too slow and just too painful. For the more time I spend playing POE2, the worse this feeling of wasting my time is getting. I'm out, as the rewards are not worth my time as it seems clear this game is designed for the 1% of ex POE1 players & full time gamers. Maybe that will change in future updates, I hope.
Even with all the loot in the game, it does feel pretty boring... without a relative mindfull crafting'' not just gamble, the game doesnt have that layer of integrity going for the best crafts in the game made from sweat and thinking. Items dont have a history, something u would be proud of crafting by yourself which is a big downside to the game atm. No weight, almost souless.
i know EA, i know. but a lot of how i feel about poe2 is that they ripped out the soul of poe1 and filled it up with a bunch of high production boss fights. which are fun and all, but there are 9 million top down combat games with slick boss fights in the world and there is only 1 path of exile.
No they didnt ripped out of the soul of poe1 bec it isnt poe1 they put down a good start base to build on its by design this is the start of poe2 and its starting better then every arpg ever created @@rpemulis
does it affect waystones? I was having a really hard time getting enough tier14s, until I got like 40 more rarity and then I started to get like 3 per map
I had a divine orb drop before cruel. Thought that was part of the new "we want you to craft" of poe 2. I guess i was stupid lucky. Probably had 60ish rarity
@@matt28391 Don't play dumb. If you're dropping way more loot putting on rarity, you're literally getting behind the market simply because you won't gimp your character to put on rarity... Rarity and quantity should just scale with map difficulty and juice. It encourages you to make a better build in order to do more rewarding content. I'm pretty sure this is what everyone wants, no?
@@SLVYER1 It's a video game, the point is to spend time. We're not gonna say Baldur's Gate 3 is shit because it takes 100+ hours to beat it instead of the 20 hours of something like Jedi Survivor.
@@OryoSamich I’m not “playing dumb”, noone is FORCING you to do this. All this “market” shit you’re spouting on about, stop crying and being a trade slave and just play the game.
Rarity should absolutely be removed, like you said you forego offensive/defensive stats in favor of it thus ruining the integrity of the gearing system as a whole and if you're not using rarity you get a fraction of the drops so you feel forced to.
I'm in agreement with at the very least toning down rarity. But i also feel like I'm burning out at the lack of currency in early mapping. Banking and reforging duds of my ideal bases has gotten tedious. Nevertheless, I'm now motivated to get rarity even though I'd rather not. This is partly self inflicted as Im playjng SSF, but kripps description of trade as a "chore" in your talk with him deacribed it perfectly for me. One can hope for a smoother currency curve, or through some miracle - a mechanic similar to Last Epoch's Circle of Fortune faction. Then this would be the best ARPG ever for me.
your comment corresponds as GGG's description of something being OP: you feel like you have no choice but to play this way. And thus it should be at the very least nerfed to the ground, and imo removed from the game completely.
@marc-andreblais5818 bad wording on my part. I'm okay with anything between toning it down to outright removal because the disparity is crazy. But I also agree with your point completely. If that's GGGs stance, then this is clearly antithetical to their design. I was mainly bemoaning the same feeling of necessity that Ziz implied in his video.
The Titan ascendency is so weak, except for hulking body everything else is either bad or mediocre. Crushing blows disables boneshatter, the only mass mob clearing ability of the warrior, so the “40% more damage to heavy stunned” is not worth it. 0,5% of life regen and 15% extra life is super weak, the whole aftershock tree is capped to 20% it’s actually worthless. The last one is the amour one which is also pretty weak.
Titan is really strong because of that and the 15% life stacked with strength. You can get way more area of effect, strength, etc, with the 50% boost to small nodes. Titans specced into area with the splash mace has insane clear.
@@iamtheone91 That's about to be patched because the occultist mace has the unintended mechanic of recursively triggering armour explosion. Expect it to be patched/nerfed.
Perhaps the game could do something like implicitly applying rarity based on the rarity of your gear (bases, mods, maybe even combined with map stats and stuff). That way, you will immediately see an improvement in drops every time you upgrade your gear, yet there would be no reason to overthink rarity, it would just happen.
No. this is hardly the "biggest problem", this isn't even in the Top 5 Ziz. The 1 Death Map mechanic, over abundance of mob 1 shots, and screen visual clarity, are EASILY bigger problems then anything due to item drop/rarity issue's.
I think the biggest problem is being shoe-horned into having to use certain abilities. No longer can you create the character you want. If you want to use one ability, you have to use another with it or you're gimping yourself. True character building is completely removed and this what made path of exile special and unique and i dont think they are going to change that. 1--3 viable builds per weapon simply isn't going to cut it, and it's going to be infinitely harder for them to create diversity with the focus on combo's and "skill rotations" I could never play this game with all its improvements, knowing that build diversity is so incredibly narrow compared to its predecessor
im at act 2 cruel. Using ice chronomancer i have like 6 skills on tab , using all of them in difrent situations. I dont know how will maping go , but so far it has be wild ride, had to think and tune my build.
@@rossaryrose9337 I did the same thing (but storm weaver) and had a lot of fun but once I got to maps it became clear that there simply isn't enough time to use 6 abilities to handle monsters because they all move at the speed of light and there are just too many. I switched to a fireball frost wall build as it is better suited to the kill or be killed feel of maps that constantly try to one shot you
I agree, either they should make rarity not affect currency and just generically buff currency chances to compensate, or at least remove it as a stat that can roll on gear and only have it on waystones. Having to nerf my character to try to ramp up into better gear later is not something I find fun, because inevitably you just keep the mf gear forever
Rarity is fun when it's a threshold stats, just like in D2(I understand it's not a hard threshold but anything above 200% is generally bad because of the diminishing return), and become way less important after a certain number. In PoE2 that threshold should probably be around 50-75%, so 1-2 roll on gear caps you.
This would be absolutely awful. Rarity exists as an equalizer: noobs can put on some rarity gear and feel good about it while struggling in yellow/red maps. Making them rewards from pinnacle bosses would just lead to people buying boss carries, feeling like they are even more mandatory than ascendancy points.
while it needs tuning i think another way to solve the problem is give us more good things that don't scale with rarity stuff like deli oils and ritual and more boss and pinnacle boss that arent effected by it and have big drops if you give farm options that scale with character power and not rarity it would make the game more balanced .
Agreed, the current system took away the diversity and fun… the game should have more variety of end games build such as tank, dps and supports mixed with others. Personally, I am no fan of one shot everything but the current version of the game is forcing players to either one shot everything or bring one shot from the ridiculous amount of damage from monsters and map AOE (unavoidable situation) due to relatively small area for player to move around or being stuck. Secondly, they’re not even make melee variable since the map terrains design suck and easily get stuck when covered with monsters. Again all melee players are penalties for not being one shot everything.
" One portal in maps and just lack of waystones is killing my progression and interest " < ------ I saw smb say this in comments. +1 from me for that. Rarity is bad too.
mate, this is early access. You shouldn't take the current state of economy for granted and wear very thick lubricated gloves because god forbid you shred somebody's virtual "wealth". They can just reboot the whole standard league, do a character wipe. Pretty sure they will, a few times actually.
Removing the stat or heavily nerfing it would help a ton. If the top players are farming 5-10x the currency because of an overtuned stat, then they will have much more purchasing power, thus driving up the prices of mid-high end gear.
@@alewis514 I will be glad if they reboot whole legue, but i don't think whey will. And I don't think they wil remove it completely, so soon, maybe nerfing it dawn little. Week ago people were saying what they don't get a loot, now they do=) Remove it and people will whining again. And early access is not excuse for everything, poe 2 playing too many people, I even see on reddit some guy's who doesn't know about early access :D Personally I don't like rarity stat too, and new atlas-delve is tedious too
Genuinely surprising rarity made the transition to poe 2 - it feels like a lesson they learnt with quantity and the perfect opportunity for getting rid of it was the transition to poe 2. Making the transition +being even more impactful is baffling - players would be way happier if the goal was to make the best character possible, being faster is already #1 priority in some sense for the metagamer but needing to be fast + rarity just makes it optimal to play very formulaic builds every league that just slot in generic dps and run with as much rarity as possible - something they really ought to find a way to avoid making players feel pigeonholed into doing.
What's the wildest thing about rarity is their policy about "not taking away". I'd expect them to undertune, rather than over, but honestly let people have a blast through Christmas and New Year's Eve, I hope they take notes for full release, but any drastic changes now would spoil people their fun and would not be beneficial in any meaningful way imho. Merry Christmas and Happy New Year everyone!
What are you talking about? We already have 3 classes, which can easiely get rarity because they don't need more tank/dmg, dominate the most played. At this rate we will have 70% Stormweavers at New Year's! I mean it is to late to change anything anyways, but I doubt that the game will be as alive as a good PoE 1 League after New Year's.
they already ruined my fun by nerfing my build, I was away for a week didn't know anything about it come back and its dead !!! to say I was peeded off was an understatement, there are far more things wrong with this game than players having fun !!!
As someone who works 60hours a week I honestly feel like rarity is needed. I've gotten to t10 maps and barely get exalts unless I'm running raritybut when I do it makes it so I can craft at all. Unless the actually raise currency drop rates outside of blue currency. I feel like rarity is a must
Unpopular opinion. Magic finding is fun. This is literaly an issue just for top players and MF can be a great help for more casual players. There are other solution besides removing it: 1. Put a cap on it, no one is crying because they cannot scale fire res indefinetly. 2. Add severe deminishing returns, so the first 100% is good but the becomes a waste stat. 3. Make it so it is additive with maps and mobs rarity bonus instead of multiplicative (This is probably the real issue) But this attitude of I don't like it so no one else get to play with it, is just lame. In the end is just "I'm mad because I'm not making as much as this streamer or that streamer."
Top players juicing rarity destroys the whole economy and casual players can't find or fit rarity on their gear, especially after the economy gets juiced from the top. You are goofing right now.
"Great help for more casual players" is categorically false. Struggling to make your build work? Not obliterating the content? Dying occasionally because your defenses are subpar? Then magic find is incredibly unrealistic, you're not going to be running it. Magic find is helpful to only people who's builds are thriving and doing well, making it specifically something that punishes casual players. Now everything you pick up because you're not playing the meta build and running a shit load of MF is garbage and your time is worthless.
@@ChrisRWitt the last thing I expected someone telling me why I'm wrong. Shocker. Top players juicing is again just an issue if you're chasing the meta and can't by upgrades.... again "try hard" problems. There's a lot of people playing PoE2 that care more about having fun.
@@germalganis If by 'the meta' you mean 'every well rolled item' then yes. I don't know if you think casuals just run around in circles laughing and clicking on the occasional chest, but I assure you they enjoy upgrading their items, and having fun isn't mutually exclusive with upgrading your items. It's literally an ARPG, that's a big part of what makes it fun.
The biggest issue the game faces is that SSF is absolutely terrible and trading completely ruins the game. People who no-life league start and reach red maps in 24 hours will make thousands of divines and people who reach maps in a normal human timeframe will scrounge for scraps while the price of every decent item skyrockets to 5+ divines. They’ve learned nothing from PoE 1’s dogshit economy. They need to buff the shit out of SSF. Full stop.
I think it's good that no lifers do all that farming. Brings more currency on the market for us mere mortals. I have no aspirations to ever compete with those people, so let them do the BIS meta stuff costing millions of exalts. I'm happy that if I once in a while find a good piece I can sell it to some maniac farmer for silly amounts of currency. makes me feel rich and happy and he can compete with other crazy lo lifers in the top 0,1%.
The issue is, it doesn't. Some classes/builds have inherently fewer required affixes on items. A Sparkmage Stormweaver has a much easier time fitting in rarity to their gear than an Melee Titan build would.
Yeah it's fine in principle, but there's no way it should affect things to this degree. It's like having one damage modifier on a piece of gear that's worth more than every passive you can get on the skill tree combined, it just trivialises the rest of the game and becomes mandatory.
i have always liked the sidequest of capping resist through fitting certain items in your build, rarity could be implemented in a similar way through soft capping at a certain %increase in the 50-80% range
Rarity needs to be a tradeoff... you sacrifice damage or health, for rarity... in d2 it works, cause boss fights are boss fights... they don't take 2 seconds... in PoE, you do a little less damage so now the boss dies in 5 seconds... not to mention it feels bugged if 50% rarity gives you 500% times loot
yeah idk what they doing d2 is a really old game and poe is basicly based on d2 and somehow they cant learn from d2. in d2 rarity dosnt even do that much and its really hard to get alot while still having player power.
They have monster levels for areas. That's the only thing that should be improving loot quality/quantity, not equipment. Maybe some atlas nodes, especially for each "league" so you can specialize, but that's about it.
This is a 5% Problem. Its literally an issue that's gonna impact 5-10% of the games population. 1 death maps, and the game being "balanced" around the ridiculous Dodge Roll, is going to affect such a huge magniture mroe players then the fact you don't want to "drop power", to get rarity.
To an extent you're right. But if you're in SC trade it will affect you allot too because the things you wanna buy are going to be allot more expensive and almost out of reach without also investing into allot of rarity yourself.(Not saying you specifically just in case you're SSF or HC trade or whatever)
@@ninjanothewise8214 so, people over inflate prices, on an out of game, item trading website, that 95% of the games users wont use, and will never open. Your here on UA-cam, watching and learning about the game, your already in the top 10% of the players just by that virtue. the VAST amount of players will never interract with a youtube video, an out of game forum, webpage, or trading site and won't be affected by this at all.
@@ninjanothewise8214 Everyone and his dog will be having at least one farming build for these things, that's how it's always been in ARPGs and even MMOs.
Thats what were advocating for. trying to get good gear in PoE is a CHORE. Some of the most unfun PoS game design. this video is only a part of it but advocating for GGG to make a REAL crafting system, not this gambling garbage is the next step. thankfully a lot of people are waking up to this.
@@TheCosmicAstro- We literally knew the current crafting system was going to be like this before Early Access came out. Yes, the gambling of slamming random mods is not fun or rewarding and I highly doubt they are going to keep it that way post launch.
How is this monk one shotting the screen? I see herald of ice but that's not supposed to cascade like that (hoi explosions dont cause freeze build up) so what's happening here?
Streamer like you got paid to hype the game towards us. It's no near it was advertised in countless interviews. - Boring endgame - Repetitive maps - Tideous grinding - Obsolete on-death XP punishment - Cafting is just a theory; everyone just buys what they need - Massive bugs, visual glitches, disconnects - Lack of server performance - Group mapping is the only way of leveling - Missing 99.9% of MTX from PoE 1 - Game is barily playable in 1080p - 4K 120Hz? I can offer you 2 fps - In-game shop's MTX are too expensive - Copy/Paste low effort armor MTX with 2005 visuals - Massive currency inflation - Console experience is even worse Was there any negative streamer feedback from pre-testing the game? Just a single one from the above?? No. Because they were told to hold on their critics after the game launched and made money. PoE 1 Veterans get mad because it's not even close to the original experience. Casual players get frustrated because 3 hours of grinding laggy maps is worth nothing when you just die once. And every critic from players like myself is treated the same way: "Bro, chill. It's early access man. What do you expect? The game will be free eventually." The official forums are flooded with complaints, feedback, bug reports and opinions. Instead of begging us to give you our money to see you actually enjoying the game, and in return posting the same nonsensical build showcase video, you should stand your ground and talk about the real problems. You streamer people have probably forgotten this, but here's a friendly reminder: you're the player's representative, not the companies strategic marketing ambassador. If I invest time and money, I want something in return. In this case I can't enjoy playing because the game lacks in performance. And I can't progress because if I only make one mistake within two hours of grinding T15 maps and die, I'll be put back at the start of my XP bar.
That is why there are so many "here my HONEST review" now, they overhyped the game and ignored the obvious flaws. I played for about 150h, i know it is still EA but i honestly don't see any improvements compared to PoE 1, except for graphics, obviously, and the new skill gem allocation system, everything else is worse.
I play 8 hours a day. I can do this only because I'm having three weeks off. Today was the first day I put the controller away and said to myself "what I'm doing isn't enjoyable anymore".
true, they didnt uphold a ton of their promises. "you will see multiple exalts in act 1" - I've literally run act 1 on 5 characters, 2 of which were with a friend(gives loot drop boost). Every single time ive only seen 0-1 exalt in Act 1. and usually Act 1 and 2 combined it was 2 MAYBE 3 exalts. "poe2 ascending will be less annoying" - this quote is from years ago but i remember them saying it so vividly because i absolutely hate Lab in poe1 and was so hype for ascending to not be so annoying... they made it worse... somehow. "casual and new player friendly" - in what world is a "crafting" system that its core is based around GAMBLING, casual and/or new player friendly??? among many others. its really funny seeing so many clueless people say that poe1 vets hate them game but new players are loving it. when most of what ive seen is the complete opposite. poe1 vets are the only ones enjoying the game, where everyone else is like wtf is this. including other poe1 vets that dont like the BS and wanted poe2 to actually be different from poe1.
I’ve been ranting and raving about this for so long, PREACH IT ZIZ. Absolutely mandatory that this changes. I would love to see it 100% gone, but making it not apply currency and adding a cap/steep DR would be an okay compromise. The formula for fun is simple: get stronger, kill more/harder beasties, get stronger, repeat and be happy. Adding a mandatory “oh cool I can actually farm now” stat that has nothing to do with player power is just such a colossal miss.
i agree with removing rarity because it feels very counteractive to the game to lose character power/defenses to get better loot instead of maxxing character power and doing harder content it feels very weird
Y'all crazy, I love the rarity. There's definitely a trade-off. You either have to get rid of resistance or damage to get the rarity on your items so it balances for me and if you have it then you feel like you're actually getting something from the maps. Everyone complains now when you kill a boss and then you get s*** loot but if you have rarity that won't happen.
I am a very casual ARPG enjoyer, and to me rarity mattering this much runs against my idea of what the power fantasy of the game is. That being said I am by no means a power user of the game so if the main audience enjoys it that way, then it is what it is.
I have been wearing MF gear in the campaign before the loot buffs because the difference in the quality of the loot I got was immediately noticeable. And it still is even after the buffs. PoE 2 heavily promotes the degenerate behavior of gimping your character FROM ACT 1 which should not be a thing and in my opinion rarity shouldn't appear on gear at all. Just make your damn loot pools rewarding enough to not force people into the "MF Culler" meta that we had to deal with in PoE 1's archnemesis league, we all know how it ended. Why GGG is repeating their mistakes now?
maybe that was their fast hotfix for the low loot situation before the holidays. It was just too hard to fix it fast and they wanted ppl to have fun, so they were just like "okay, crank up base rarity influence on drops all the way"
I think rarity should not affect currency and should just increase chances of specific types of drops based on level and difficulty. IE early game maybe a small boost to finding Rares but late game would be a larger boost to uniques or something. It should not feel required. If theres not a way to make it work i think it should be removed or super hard to get.
I believe rarity shouldn't exist as a stat on items or should only be available by corrupting an item. I am fine with rarity from map mods and all external factors just don't spoil my gear with it
on a serious note i don't hate rarity, i just hate that rarity always ends up SPECIFICLY shaping the meta. you can keep rarity as powerful as it is if the meta wouldn't end up being that 1 build that can manage to drill all their gear with rarity without greatly affecting the clearspeed but logically that's not gonna happen i assume , balance is already hard and almost never existed "if not ltierallly never existed" even without rarity being a factor
One more HUGE problem that needs solving ASAP is fps drops when you do breaching or get swarmed with monsters. From stable 80 it drops to 25-35 and you just die on melee.
The biggest issue I have with PoE2 atm is that the empty nodes on the map seem useless. I can't even sustain t2 maps on them with my 2 atlas points. Pretty much feels like I'm supposed to rush them all with t1 waystones just to move on to nodes that actually do something.
More rarity should honestly be tied to Map Tiers and the new +Difficulty nodes for bosses and such. If I pop a juiced T16 + Corrupted + Irradiated boss, it should explode like a Pinata. It does now in a sense, but it should definitely be more impactful, especially with high rarity on the map. I've run a few "T18" maps with 100%+ rarity and while the boss drops are good at times, there is no comparison to a Breach at half the tier of the boss map. As others have said - have rarity increase as a component of higher map tiers rather than a set of double rarity rings + amulet.
Take rarity off of gear. Sacrificing a good piece of gear for one with high rarity just feels like the opposite of what we should be doing in games like this.
I agree 100% Rarity (gear AND currency) should scale with the content the player is able to do and nothing else. It feels bad not being able to gear optimally for power because it's "needed" to have bonus rarity.
Another massive problem is the Aus/NZ servers are unplayable at endgame content due to unbelievable 5-10second delay teleporting lag. There are a lot of aus/nz people completely stopping playing the game until they fix the servers. You can pretty much only play the campaign and level alts because there is not as much lag in the campaign but it still goes ballistic at times especially when there is a lot of mobs appearing/spawning.
IIQ is not completely gone, it's on the atlas tree. I'm not completely opposed to IIR, I just think it should be better conveyed that it affects currency aswell, so everyone knows they should fit some of it on their gear.
Their own definition of overpowered ,"Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.", granted the context is for skills. What does it take for a affix to get nerfed? They didn't like us always taking life in PoE1 so they made an entire game without life in the tree
Rarity should not be a thing on equipment imo.
Rarity should scale with content, the higher the content the better loot.
Rarity feels like one of those things you absolutely must have, or you might as well not play the game.
THIS. I never thought rarity would make this much difference. I'm playing with 2 of my frienda and I got 2 divones and 2 greaters so far in T8 maps but they never got any and I only have around%50 rarity on my gear. They were sick of trying to find orbs/currencies and really bored of not finding any which made their experience much worse compared to mine
Didnt notice any difference with rarity. Ive only have 50% though. I think your statement is ridiculous.
Best take right here ^^^^
@@hansbansor5170 it was my experience with it, definitely will be different with other players that have %50 as its purely luck based
exactly. thats why I quit poe1. I just wanted to play the game with the build I liked. But I couldnt becuase I had to play a meta build with quant gear. If I made a build I liked, I coudlnt use it, except as a second character for fun cuz I was basically wasting those maps. I couldnt even get a reasonable return most of the time.
A lot of stuff that was fixed/removed/reworked in PoE1 is now back in PoE2.
That is what baffle me most about POE 2.
It is disappointing.
didnt poe2 start off as a poe1 expansion/modernization? wouldnt be surprised if this was just a really old poe1 build
PoE2 is just PoE1 with different combat. All the same systems, even the ones you hated, forced back onto you. Other than the campaign there is nothing unique. This game desperately needs its own identity. I did not want to hit end game and immediately map the exact same way but with more frustration.
The economy in january:
LE has the best solution - get as powerful as you can with gear and rarity increases with difficulty...rewarded for being as strong as possible and not have rarity on gear
Anyone else think endgame is boring compared to campaign?
Yeah, which I found super odd as I absolutely hate the campaign in PoE1 but in PoE2 its relatively enjoyable. Dying loses your league mechanics from maps is a huge bummer for me.
Agreed. Its grind grind for currency to try and get better gear, that is so hyper inflated ill never be able to afford, and 200 hrs in, no greater or perfect jewelers orbs have dropped even ay 175% MF.
Agreed but those 3 acts were just so well done and enjoyable. End game in its current form feels like an afterthought. I would imagine they’ll fix this problem before launch.
yea I mean they scrounged it together last minute as said themselves so obv it’s pretty bare bones
yea I mean they scrounged it together last minute as said themselves so obv it’s pretty bare bones
It's strange how problens that were fixed in PoE1 are now back in PoE2. It looks like the teams working on the two games were completely separate, which baffles me a bit. If I remember correctly, in some interviews in the past with both people working on 1 and 2, they were constantly like "Oh, so that's why you did X in PoE1, I had no idea."
They also said that if you needed a loot filter then they didn't do their job. Just remember there will always be a massive gap between the delusion of what the developer thinks their game is or what they want their game to be and what it actually is.
That's exactly the feeling I've gotten. A lot of broken interactions that I thought developers of PoE1 would never have the oversight to add into the game.
Thats because theres no Chris, AND now we have several developers who MADE diablo on the poe team.
Tmyk.
Can you tell me a few examples of the poe1 problems that now have poe2? Im new to the game and I'm curious to know
@@CrazedBanana tbf a loot filter isnt anywhere near is necessary as in poe 1
Rarity should be a RARE stat that comes on map stones you can use to juice up a map from time to time, but It should not be on gear.
Yep, make it a map modified, tower stone or even some kind of consumable time limited buff that disappears on death, but remove it completely from gear, along with light radius.
Rarity on mapstones could be a good idea. Its not really gatekeeping it behind end endgame content like t15 maps +- or idk (That could fck up the market I guess, bc a lot of player would never even get there, but the prices would rise nonetheless, if I am not totally wrong.)
@@TerraNess95 it wouldent be hard locked to map tier.... would be scaled on difficulty.. So based on severity and number of modifier's.
Since Map tier mostly only affects what can drop and not the amount of items dropped.. that's not the most important factor in this equation.
Then you fail in the some hole like befor then you hunt.. for the maps :D not the items it self..
Hot take.
Feels terrible to think that because we didn't invest into one stat in our gear that we are now miles behind other players in terms of wealth. Rarity should *not* exist on gear.
Cant you say that for every important stat? If you didnt invest in Life, resistance, or dmg in your gear you are miles behind other players because you cant clear the content
@@onepieceelover but that isnt true. You dont need to fully invest in to those maybe other than resistance. i havent and im surviving great.
quit job and play more , its easy
@@onepieceelover If you're behind because you can't clear content, that makes 100% sense. If you're behind because you didn't get an arbitrary magic find stat, that's just stupid.
The rich should be getting richer, but only because they're getting stronger and clearing more content and faster. Not because they can now afford a stat that is just +richness.
@@MikeSakaru this
Just remove the rarity off gear completely. Maybe keep the charm for rarity (as that is up to everyone if they wanna wear it) but I do not wanna decide if I rather want defense + offense or rarity, plus maybe increase the loot just slightly so it balances off slightly.
It should be the harder the map = the more reward it is.
I think the only source of rarity should be from Vaal orbs giving 1-10%
cry about it
I’m only using 40% rarity and it feels perfect. Not a ton of drops but just enough to where it feels great to get them. And I don’t have to sacrifice a bunch of stats for it.
I think rarity gear is fine, gives players the choice to max that if they want.
But in terms of currency, that I do think should be buffed without the need of rarity gear
@@SilentSeventh40 is nothing first breakpoint is 101
@@MrBoBrilO
I know 40% rarity is nothing.
Personally I just don’t like the idea of trivializing rare drops with a crazy amount of rarity gear, but I think it’s fine if someone does want to play that way is all i’m saying
I always thought rarity on gear was a filler stat that shouldn't exist. Rarity buffs should, if they exist at all, come from other sources. Like certain atlas mechanics, perhaps rare encounters that provide a rarity buff for the next 5 maps. Maybe tablets.
Rarity on gear always feels bad, because you feel forced to get it, but you'd rather have another stat.
I feel like rarity implicit rings and ammys and possibly some uniques that are based around rarity are the only way rarity should come on gear so you can still make those small sacrifice choices.
Its a risk for reward thing, and its fine, if you don't like it don't use it , simple as that
@@Dralisz It's not, though. It's literally just, "use it or fail miserably" which then HEAVILY dilutes build diversity because you can't build stats that would make more builds viable.
if you like rarity its forced ... if you dont like rarity then its just unnecessary bloat for the crafting system
no one wins by rarity existing
I saw a test doing only T1 maps with really high rarity, profit is higher than my 0 rarity big invesment min-maxed character farming t15-t18 maps. After that every time I enter a map, I feel like I'm a drudge, pay more and get less.
Make a farming build like everyone else.
It's kinda funny when you rethink about it, how many of the "git good" may just have been from ppl who by chance had some rarity, vs ppl struggling because no rarity at all :D
people who sprout "get good" or "skill issue" aren't the brightest ones to begin with
‘by chance’
They be climbing their 30’s watching asmongold having no job living with their mom lol.
After reaching Tier 15 review as an Invoker: (EDITED: Added and edited some new points)
1. On death effects are still absurd. (after nerf)
2. Some on ground effects are straight up invisible, as some of them are literally below the texture of the floor.
3. Dodge roll feels like garbage in maps. (I play invoker, any sort of chill/hinder/maim, literally makes your dodge roll feels like snail x100, slow motion pro max plus and then eventually you get hit by on ground effects/aoe/ projectiles and death screen you go)
4. The crafting is garbage honestly.
5. 7 second of lever animation, really GGG?
6. MF all over again (Point 12)
7. 1 portal gameplay is way too punishing (lose xp, lose league mechanic/boss, lose waystone, lose all your time spent on the map looking for the rares)
8. Cannot remove or interchange runes
9. No scour, no reforge, and no reroll (When I finally get tier 15 waystones and it roll super rippy mod or brick mods, good shit and there goes my map) (EDIT: i know annul and chaos works for map rolling, but its bruh af)
10. Some on death visual effects that absolutely destroys FPS
11. Game is beautiful but to the point where some mobs camouflage with the map colors, on ground effects camouflage with the map bla bla (EDIT: Visual clarity is absolute garbage, you don't even know what kills you a majority of the time)
12. Some problems that are solved in POE 1 are back in POE 2 (Example: Expedition in POE 1 has auto artifacts pickup and the name of expedition chests are in blue color but in POE 2, white color name expedition chest and have to self pick up each of every single artifacts)
13. No color outlines for rare/magic mobs. (If there were outlines to begin with, it will not be as easy to miss them as you map, which means lesser backtracking potential)
14. Ultimatum and Sanctum as Lab Ascendancy. The beauty of POE 1 is that if you don't like a certain mechanic, you can choose not to play it. Here in POE 2: how bout f u
15. Some normal mobs that throw some absurd AOE and drowning orbs, like really?
New Points:
16. An absurd amount of backtrack, seriously, if we still had POE 1's movement skill and quicksilver then its a different story.
17. Some bosses' abilities have poor indicators/visual representation, such as the ability doesn't indicate the actual AOE of the ability. Like you could stand right outside of the edge of an AOE ability but still get hit.
18. The auto aim in this game is off, I play as a Invoker and sometimes I put down my bell, it goes exactly the opposite of where I aim. Same goes for some other abilities, where I tempest flurry my left monster but it auto aim the right monster.
19. There are some input issues/bugs. There are times where I wasn't stunned or staggered or freeze (because I can still move) but nothing happens when I use my abilities (full mana), just moving around like a NPC
Otherwise, It is pretty fun. (I know its EA, but still disappointing.)
Yeah if i wanted to play HC id play HC. I play softcore cause i can die. well not in poe2
Can't agree enough about visual clarity, it's absolutely garbage, too much focus on having good graphics and 0 on making things clear to distinguish
Some specific maps and skills aren't optimized at all and it really destroys the fps
Great summary, I agree with all points, which is pretty surprising.
Also at t15, agree with a lot of this. Would take issue with a couple, dodge rolls feel great to me, feels like most mobs can't really hit you while you're rolling and I use it all the time to quickly reposition. Re 9 you can chaos or annul your bad rolls it's just more expensive. I kinda like 1 portal gameplay, I just think it shouldn't remove the boss mod from the map if you die, just makes for excessively boring gameplay pathing your way to the next one.
River hags are my most hated enemy type
I want to fight more bosses in the endgame, they rarely come by and they were the highlight of the campaign, and in general early game maps lack of mechanics and currency for me to actually mix up my build is making things a bit stale, i really thought having respec would allow me to play more than one build, they nerfed the gold cost for it but the lack of exalted orbs to be able to roll more in the early endgame for better items is stifling my proguess
They made it so bosses aren't in every map, but feel more rewarding. Either they stay in every map with mediocre rewards or they space them out more and they chose the latter.
Agreed. Fighting bosses is so fun but there's barely any of them during endgame which is a shame. Hopefully they change it and give us more bosses to fight
@@ADreamingTraveler i bet you 20$ they want to have the same system as in poe1 where there's a boss in every map, but the most expensive part of the game is making these high production glossy bosses and they can't get them out fast enough.
@@iamtheone91"More rewards" 🤣🤣🤣🤣🤣🤣
Just like half of you say get good! 😂@TacticalPandas
Not only should rarity not be in PoE 2, it should not be in PoE 1, nor in any other ARPG. It's a garbage stat, a remnant from bad design from 30 year old games clinging to current ARPGs like a barnacle. Nobody will ever be able to convince me that the game will not be way better without any kind of magic find. Magic find in general goes completely against the principle of trading character power for loot drop efficiency not to mention the many problems I would need an essay to talk about. GGG will remove it one day and feel stupid they had it in the game for so long.
Why does it go against the "principle of trading character power for loot drop efficiency"? It is exactly that, not the opposite.
@@zxbc1 he meant in the positive side, not negative.
+ character power = able to do harder content = more loot
what magic find does?
- character power (in a ranged setup, which isn't even that bad) in exchange of all the rarity you can get = 10x more loot than the strongest character with no mf.
Nope. Don't like it don't run gear with it. Problem solved. Why ruin it for those that enjoy it just to make yourself feel better about not choosing it as one of your priority stats.
No different than any other stat. You get to decide how important it is.
I switched from 0 rarity to 30% rarity on my gloves and it made such a huge difference. Which is mind boggling that this exist in the game. I tried 180 rarity and I had better drops in tier 2 maps than the tier 8 I was doing before
@@amrcombs you're so dumb i can't even think about how i could explain it in a way you understand, if you were a 5 yo or maybe a dog it would be easier, so i'll let you think you're right.
Crazy how this game evolves, just backwards....
Tbf, they spent 7 years working on the campaign, and less than a year on the end game since they chose to pivot late in what they wanted EA to be. Because of that, the endgame feels very "MVP", but the converse would be having all 6 acts in EA and basically no end game.
@@1_underthesun they spent 7 years on 3 shitty acts? damn that's sad.
almost everything since 3.15 has been downhill tbh.
best additions since have been atlas tree, currency exchange and melee buff (for those that were actually buffed lol). but other than that. pretty much entirely downhill.
@@TheCosmicAstro-So what went downhill? What new changes do you dislike?
@@Three60MafiaKeep in mind every monster and every boss you fight, is based on everything in those acts.
wow I actually had no idea rarity made that much of a difference, no wonder I wasnt getting shit
Game is hard dont make me waste affix to get more loot. Give me more loot and let me use my affix to defeat the hard game.
Magic Find has been a dumb stat for the past 25 years already. Just get rid of it completely, it’s not that complicated. Having to gimp your character just to get loot feels awful and does nothing to improve the game experience.
It’s called a choice peasant. Peasants don’t like choices
@@UA-camDictatorship2024 Yes, but it's an extremely uninteresting choice that has nothing to do with build design. You're not choosing how to specialize your character, you're merely choosing how much power you want to remove from yourself in order to get more drops in return. If you want better drops, you should just have to do more difficult content instead.
No. How about you go do your own thing or go play solo self found? This is the most toxic gaming community I've ever been apart of. I used to hear about how PoE community was so helpful and friendly. They're not.
@@GeraldHarnack-x4t I always play SSF already. That's even more reason why I want drop rates to be sensible and not based around trade leagues or you having to run MF builds. Last Epoch had the perfect solution already with its faction system, would be nice if other developers took notes.
I'm not sure what you're taking as toxic here though, people are just providing feedback on what they think should be improved, that's the whole point of an early access period.
It's a game about finding loot. There should be a thing that helps you increase that amount of loot, especially at the top end. That's the whole goal lol
In POE, rarifying maps also adds to quantity and rarity. Here in POE 2, unless you get the specific affix that adds rarity and quantity, you get nada
I did not know it affected currency drops... it never even occurred to me it did because of what we went through in poe1.
How do you think some players have like 300 divines.
@@iamtheone91 there are other ways to make money..
@@iamtheone91Trading
@@iamtheone91 It is easy to assume killing bosses and selling the uniques, 3 temporalis is enought, it is not obvious!
@@iamtheone91 play the game and use trade lol? you are acting as if u could only farm this with abusing rarity to its max, and 300 divines for the people that do is just a lil farming session...
For me, back tracking to kill rares in maps is the #1 problem in POE2. Mundane, useless, waste of time and it's required for almost every map.....
Also since the difference between low tier maps and high tier maps is astronomical. At least rarity can help that people a little bit that haven't reached t15+
you do realize that if rarity didnt exist lower teir maps wouldnt actually have to be shit
What makes you think the people stuck in lower tier maps have the leeway to invest into rarity?
On death effects + tons of huge aeo unavoidable pulsing dmg around mobs + rarity these are my big issues about poe2 currently.
Indeed, cant imagine how does the STR/INT hybrid characters to survive as they may generally lack of mobility. Regardless how big eHP they have… the combination of AOE effects on map + rare monsters AOE damages + small little grenades + Slow moving Homing purple missiles = sure death!
I can see the defense being you don't NEED rarity, so it's fine to have. The problem is once you have rarity and you see how much more loot you get, it's really difficult to go back to playing the game with a quarter of that loot. It feels like shit and creates the feeling of needing that stat.
On one hand, I really enjoyed the early game where every drop felt exciting in some way. A white item, I could craft on for a potential upgrade. A blue item could be an upgrade or currency shards, same with the yellow items. Rarity creates so many drops, it feels like being back in PoE1 where I ignore pretty much every single drop that isn't raw currency. If I wanted to play PoE1, I'd go fucking play PoE1.
I'm 100% in favor of removing rarity on items. Make rarity come from juicing the maps. I already feel like gearing is way more difficult in 2 and having another pseudo mandatory stat on gear to go with life and movement speed just feels bad.
Loot has to be balanced around people running rarity, so everyone who isn't is screwed.
It shouldve always been for strictly item drops, not currency or crafting, if at all.
I have always thought things like "rarity", "movement speed", and "charm slots" should be implicits on gear. If all boots have a movement speed implicit, I can focus on the stats that matter instead of theowing away an amazing pair of boots simply because it has no movement speed.
Assuming people are going to argue that making them an implicit is essentially nothing more than adding a 7th stat that would result in the same situation we have now - good 6 stat rolls, but a bad movement speed implicit, gets thrown away etc - there is a solition for this as well.
Make a currency that rerolls implicits only. Make it viable to use any boot that has the desired 6 stats by providing a method that allows those boots to eventually have a big movement speed roll.
There are many solutions these "problem" stats. This is probably just one of the easiest to impliment.
That being said, nothing matters as much as the "on death/kill" one shots nonsense anyways. Artificially inflating difficulty by adding cheap (and needlessly infuriating) mechanics like these hurts the game in so many ways.
I do like the idea of having it be a implicit that starts at like 10% and the range it can roll ups with item level of the boots and then adding currency for rolling implicits as that can be nice for other items and not just this same for charm slot on belt low item level 1 charm and higher can do like 1-2 or even 1-3. For the on death I would argue it makes you stay more engaged now do these mechanics need much better telegraphing yes but I still feel they have a place in game to stop mindless kill and loot fest by making sure you pay attention before you loot.
I find the lack of movement speed on unique boots especially perplexing. No one is going to use boots with 0% movement speed in a game where movement skills practically don't exist.
We had implicit rerolling currency in PoE 1, blessed orbs I believe. Not sure why they removed it
the devs have said they want players to have to make choices. if they put movement on all boots then its not longer being a choice. thats D4 stuff.
@MaizenC I made a choice not to play the game until it's done and balanced.
This is actually the one thing that pulls me away from this game right now. Seeing how much of a difference rarity makes feels like it's absolutely mandatory and I just can't be arsed to fit that into the already difficult to accumulate stats.
Uhhmm... -Fit what? Just make a farming build that's built to farm. The whole point is to NOT be able to use it on a power build. There SHOULD be a trade off. If there's no trade off then the game is broken.
IMO, rarity has to go out of the gear, and only be available in tablets, waystones and Atlas tree. It is ok for me if you can invest on it outside of gear and get rewarded (with limits of course), but rarity on gear just makes the top 1% of players even stronger, inflation in market even worse, and casuals who struggle to be as fast and efficient to eat the inflated prices in the market and being priced out of many things (like perfected jeweller orb).
I just don't understand how many problems like this one we had in POE1 are back in POE2, is the POE2 team not aware of what happens in the previous game?
More currency supply is a good thing for everyone. The top 1% will always continue to be the top 1%, we should not design the game around them.
It’s genuinely shocking how much Poe has gone backwards from 1 to 2.
yes indeed! the onely good in poe2 is the socket system for skills not being in your gear. the boss fights are pretty damn good. and the currency trade system is nice.
well, graphis are pretty good too. but other than that, big downgrade 👎
Crazy bad take LOL game has been out for 3 weeks and you're comparing a decade worth of refining to 3 weeks
This isn't POE 1 though, is it? I wouldn't want it to be. They should get rid of the "blasting" BS from POE 1 and make endgame as engaging and fun as the campaign.
no loot, i dont feel anything anymore after completing maps. it becomes like emptiness in space kind of nothing day by day. i stopped.
Is there a link to that frost monk build? 5:58
Was thinking the same... That clear looks insane
POE 2 campaign is POE 2.
POE 2 Endgame is POE1
and Im not playing POE1 again. Ive spent 6000 hours zooming maps.
Agreed. I really hate how PoE 2's endgame just devolved into slightly slower PoE 1. The campaign is fantastic, especially without twink gear, but mapping is just so dull and uninspired. I really hope GGG agrees and completely reworks the endgame. I want the next generation of ARPGs, like what I got in the campaign, I do not want PoE 1.
not even just like poe1, what parts of the endgame experience they did change are changed for the worse. mf is insane, you only get 1 try on maps, areas are tons of narrow passages you have to worm around and often backtrack, league mechanics feel abysmal (I've been trying to farm breach and delirium while levelling up my maps and even in t8s you literally just don't drop splinters)
POE2 Campaign and EndGame Feels like 2 completely different games
PoE2 Endgame is PoE1 endgame but with less fun, with more rng based stuff, with half of the content and less freedom of choice
They just copied it and made it worse somehow
Id rather hop onto my zoomy mapper and farm some giga juiced strongboxes again or work on my Cobra Lash build than do anything in PoE2 atm tbh.
Disagree, PoE 1 endgame 10 times better then PoE 2
One portal in maps and just lack of waystones is killing my progression and interest
1000% with you on that.
1 portal in maps is definitely just a skill issue, you shouldn't be able to enter a map with 0 res and 1000 EHP and just play full MF, they can't balance the game around people not being able to clear a normal map because it makes the high end players gameplay INSANELY degenerate.
Bosses however are a way different story, they need to give them way more hp and more than 1 portal because it takes 10 hours to gather invitations and then 3 seconds of a try
@@Pavidota this is kinda not fair for people who play alone tho, groupers have like 6 chances when they go in areas. not sure why someone playing alone could not have 6 chances
@@marc-andreblais5818they still only get one chance, and none get harder the more people in the area
It's tough, but for now I recommend following Kripparian's atlas guide. It worked for me to help sustain maps with a surplus.
The biggest problem right now is the PC freezing when trying to load past the character screen. Two huge threads on the bug forum about this and afaik no coverage by the content creators at all.
Delete rarity
The biggest problem with poe2 for me is that the network stuttering is so bad Everytime i play I end up just getting infuriated. I have today off and was gonna play all day. 3hrs in I just gave up. A week of constant stuttering with no solutions. In campaign it’s not as big of a deal, you die from a stutter you just reload. But why bother suffering the stutters in campaign to get to maps if you know it’s going to be unplayable.
That's not GGG's fault.
had the same issue, swapped gateways and worked much better. might be buggy instance or something.
This shit killed me kn the 3rd floor of sekhmas , couldnt click the first crystal thing and exploded. Incredibly i still had honor after the explosion, but my char died
I think maybe you are plaing in peak time, or something. When i get lag spikes, i pause game, do something else, and check back later, switch channels ect.
@@valsacar1yes it is. It's the servers. Know what you are talking about before you type
Bored, bored, bored, endless loop with no drops, no waystones, I don't care about grinding, I like it, but for the love of God reward me for it.....
agreed, especially the waystones part. im having to backtrack tiers simply because im just not getting any stones dropped...
I have those problems before, try changing all atlas nodes to only rare mobs and map explicits. fixed drops and waystones problems for me.
I quit at lvl 90. The most unrewarding ARPG for the huge amount of time the game requires. Rarity needs to be removed and the drop rate of quality items adjusted. Either that or get a real "crafting" system in the game. At this point D4 has better crafting and Last Epoch leaves it in the dust.
@@J3ianca yeah i might focus on that. i was on my way to those node's but hard getting more points if i keep getting t3 maps as t12 map returns lol
@@TheTypicalsloan I am in a similar place at lvl 89, havent seen a divine since roughly lvl 75, you just get dropped nothing without rarity, making yourself 10 times weaker is worth just to get rarity, it makes no sense.
Though if I quit it is most likely because the difficulty is a joke, bosses die in 3 seconds, I cant even attempt pinnacles because no shards, you only die to on death effects that are hidden, crafting feels pointless
Wow, this explains why I have been having such a horrible time after getting to endgame and starting maps. I changed my gear in order to be red capped and lost some rarity in the process. This has affected my drop rate so badly that even sustaining t4-5 maps has been getting impossible though my build is strong and tanky. Why is POE2 evolving backwards??
Rarity took the fun out of the game for me. But that's okay. I had a lot of fun with PoE 2 for 170 hours. I'm looking forward to the next few months. I hope they just remove the nonsense.
that's explain why everything is so expensive now, I hope they remove rarity entirely.
There is a ton of people who don't want rarity removed because they want to get more loot. They just don't realize that their 70% increased rarity doesn't compensate for people with 800% rarity pumping up all prices on trade site. i hope they remove it fast :D
Probably doesn't matter at all. If they remove rarity, those people will still be playing A LOT more than average player, so the prices will be bad anyways.
@@Snydenthur Looking how much rarity those players can stack and how much they play removing rarity will make a big difference, they will keep getting more loot than the average player but rarity on items make that difference abysmal.
@@WilderQ if the game was designed around actually using the loot you get yourself rather than trading it away then that wouldnt really be a problem.
nonetheless yes, rarity needs to be deleted from gear. added to baseline.
You can try SSF, farming gear yourself and dont care about trade? Problem sold. Or you will need rarity to farm your gear in ssf? I dont know😂
I'm in support of removing rarity off gear entirely. I'd rather them work on the balance of drops and continue to fine tune it over the course of the game's lifespan than have to run rarity on gear and build around that stat. Don't really care about economy but I hate feeling like I'm playing inefficiently for choosing damage/defense over a stat that could guarantee I get significantly better drops. Especially with the already insane resistance and attribute pressure that already exists.
As a casual gamer trying out POE2 for @100 hours so far, I have a total of just under 50 exalts, 0 divines, 0 greater or perfect orbs plus piss poor item drops. So hearing about this MF crap feels like a slap in the face.
POE2 has potential and I've had some joy of playing this game but very often it was heavily mixed with HUGE amounts of frustration. This frustration is mainly due to the fact I still lack any good items/gear/currency drops which has made my progression far too slow and just too painful. For the more time I spend playing POE2, the worse this feeling of wasting my time is getting.
I'm out, as the rewards are not worth my time as it seems clear this game is designed for the 1% of ex POE1 players & full time gamers. Maybe that will change in future updates, I hope.
Even with all the loot in the game, it does feel pretty boring... without a relative mindfull crafting'' not just gamble, the game doesnt have that layer of integrity going for the best crafts in the game made from sweat and thinking. Items dont have a history, something u would be proud of crafting by yourself which is a big downside to the game atm. No weight, almost souless.
i know EA, i know. but a lot of how i feel about poe2 is that they ripped out the soul of poe1 and filled it up with a bunch of high production boss fights. which are fun and all, but there are 9 million top down combat games with slick boss fights in the world and there is only 1 path of exile.
No they didnt ripped out of the soul of poe1 bec it isnt poe1 they put down a good start base to build on its by design this is the start of poe2 and its starting better then every arpg ever created @@rpemulis
does it affect waystones? I was having a really hard time getting enough tier14s, until I got like 40 more rarity and then I started to get like 3 per map
I have a bunch of rarity on gear and still have yet to see a div drop 80 hours in
Just think, longer you go without seeing one the sooner you'll get one. Quick maths
Have had literally dozens drop, with only like 50 rarity
Oddly my drops got wise with more rarity
@JakSays im not sure how much i have but I know it's over 100
I had a divine orb drop before cruel. Thought that was part of the new "we want you to craft" of poe 2. I guess i was stupid lucky. Probably had 60ish rarity
RNG will still RNG you... Even if you run with rarity farming gear...
Would love a “new game plus” option for those of us that don’t want to just slam maps, I really like the campaign
It feels terrible being forced to make a weaker character
So dramatic. Noone is “forcing” you to do anything.
@@matt28391 Don't play dumb. If you're dropping way more loot putting on rarity, you're literally getting behind the market simply because you won't gimp your character to put on rarity...
Rarity and quantity should just scale with map difficulty and juice. It encourages you to make a better build in order to do more rewarding content. I'm pretty sure this is what everyone wants, no?
"Spend more of your money or time on this game" - ah my favorite fanboy response.
@@SLVYER1 It's a video game, the point is to spend time. We're not gonna say Baldur's Gate 3 is shit because it takes 100+ hours to beat it instead of the 20 hours of something like Jedi Survivor.
@@OryoSamich I’m not “playing dumb”, noone is FORCING you to do this. All this “market” shit you’re spouting on about, stop crying and being a trade slave and just play the game.
Rarity should absolutely be removed, like you said you forego offensive/defensive stats in favor of it thus ruining the integrity of the gearing system as a whole and if you're not using rarity you get a fraction of the drops so you feel forced to.
Why not use like some rarity? You dont need to go full rarity.
I'm in agreement with at the very least toning down rarity. But i also feel like I'm burning out at the lack of currency in early mapping. Banking and reforging duds of my ideal bases has gotten tedious. Nevertheless, I'm now motivated to get rarity even though I'd rather not. This is partly self inflicted as Im playjng SSF, but kripps description of trade as a "chore" in your talk with him deacribed it perfectly for me. One can hope for a smoother currency curve, or through some miracle - a mechanic similar to Last Epoch's Circle of Fortune faction. Then this would be the best ARPG ever for me.
your comment corresponds as GGG's description of something being OP: you feel like you have no choice but to play this way. And thus it should be at the very least nerfed to the ground, and imo removed from the game completely.
@marc-andreblais5818 bad wording on my part. I'm okay with anything between toning it down to outright removal because the disparity is crazy. But I also agree with your point completely. If that's GGGs stance, then this is clearly antithetical to their design. I was mainly bemoaning the same feeling of necessity that Ziz implied in his video.
I think the best thing about poe2 is every video that has poe2 talked about has an ad by Rhyker saying that D4 is amazing. Lol
The Titan ascendency is so weak, except for hulking body everything else is either bad or mediocre. Crushing blows disables boneshatter, the only mass mob clearing ability of the warrior, so the “40% more damage to heavy stunned” is not worth it. 0,5% of life regen and 15% extra life is super weak, the whole aftershock tree is capped to 20% it’s actually worthless. The last one is the amour one which is also pretty weak.
It's not the only clearing ability, just use armour explosion. With armor break on heavy stun. Easy fix
Titan is really strong because of that and the 15% life stacked with strength. You can get way more area of effect, strength, etc, with the 50% boost to small nodes. Titans specced into area with the splash mace has insane clear.
@@russlmao7091 You don't even have a clue do you?
@@russlmao7091 You don't even have a clue
@@iamtheone91 That's about to be patched because the occultist mace has the unintended mechanic of recursively triggering armour explosion. Expect it to be patched/nerfed.
Perhaps the game could do something like implicitly applying rarity based on the rarity of your gear (bases, mods, maybe even combined with map stats and stuff). That way, you will immediately see an improvement in drops every time you upgrade your gear, yet there would be no reason to overthink rarity, it would just happen.
If gear had rarity as an implicit, then rarity might as well not exist.
No. this is hardly the "biggest problem", this isn't even in the Top 5 Ziz. The 1 Death Map mechanic, over abundance of mob 1 shots, and screen visual clarity, are EASILY bigger problems then anything due to item drop/rarity issue's.
I think the biggest problem is being shoe-horned into having to use certain abilities. No longer can you create the character you want. If you want to use one ability, you have to use another with it or you're gimping yourself. True character building is completely removed and this what made path of exile special and unique and i dont think they are going to change that. 1--3 viable builds per weapon simply isn't going to cut it, and it's going to be infinitely harder for them to create diversity with the focus on combo's and "skill rotations"
I could never play this game with all its improvements, knowing that build diversity is so incredibly narrow compared to its predecessor
im at act 2 cruel. Using ice chronomancer i have like 6 skills on tab , using all of them in difrent situations. I dont know how will maping go , but so far it has be wild ride, had to think and tune my build.
@@rossaryrose9337 I did the same thing (but storm weaver) and had a lot of fun but once I got to maps it became clear that there simply isn't enough time to use 6 abilities to handle monsters because they all move at the speed of light and there are just too many. I switched to a fireball frost wall build as it is better suited to the kill or be killed feel of maps that constantly try to one shot you
@@Linktehhero I already changed little my build, i use Winter eye for clearing , it does decent freeze build up and decent damage.
@@rossaryrose9337 absolutely, the crit buildup is wonderful! I hope it will work well for you in maps
I agree, either they should make rarity not affect currency and just generically buff currency chances to compensate, or at least remove it as a stat that can roll on gear and only have it on waystones. Having to nerf my character to try to ramp up into better gear later is not something I find fun, because inevitably you just keep the mf gear forever
Rarity is fun when it's a threshold stats, just like in D2(I understand it's not a hard threshold but anything above 200% is generally bad because of the diminishing return), and become way less important after a certain number. In PoE2 that threshold should probably be around 50-75%, so 1-2 roll on gear caps you.
You should earn permenant rarity bonus for first time pinnacle boss kills, nowhere else.
This would be absolutely awful. Rarity exists as an equalizer: noobs can put on some rarity gear and feel good about it while struggling in yellow/red maps. Making them rewards from pinnacle bosses would just lead to people buying boss carries, feeling like they are even more mandatory than ascendancy points.
while it needs tuning i think another way to solve the problem is give us more good things that don't scale with rarity stuff like deli oils and ritual and more boss and pinnacle boss that arent effected by it and have big drops if you give farm options that scale with character power and not rarity it would make the game more balanced .
my biggest problem is not enough variety in endgame builds. Basically everything converges to a single button build which I inherently dislike.
Im playing ice chronomancer . i have like 6 skills on tab , and i use them all, granted that im at 2 cruel.
I'm a lvl 92 chaos Chronomancer, I'm constantly using 8 skills and it's so damn fun even if I'm only able to do Tier 3 pinnacles @@rossaryrose9337
Agreed, the current system took away the diversity and fun… the game should have more variety of end games build such as tank, dps and supports mixed with others.
Personally, I am no fan of one shot everything but the current version of the game is forcing players to either one shot everything or bring one shot from the ridiculous amount of damage from monsters and map AOE (unavoidable situation) due to relatively small area for player to move around or being stuck.
Secondly, they’re not even make melee variable since the map terrains design suck and easily get stuck when covered with monsters. Again all melee players are penalties for not being one shot everything.
" One portal in maps and just lack of waystones is killing my progression and interest " < ------ I saw smb say this in comments. +1 from me for that. Rarity is bad too.
Just removing rarity will not work, trade already inflated by top players, cost of items is crazy. It will create massive FOMO.
mate, this is early access. You shouldn't take the current state of economy for granted and wear very thick lubricated gloves because god forbid you shred somebody's virtual "wealth". They can just reboot the whole standard league, do a character wipe. Pretty sure they will, a few times actually.
Removing the stat or heavily nerfing it would help a ton. If the top players are farming 5-10x the currency because of an overtuned stat, then they will have much more purchasing power, thus driving up the prices of mid-high end gear.
@@alewis514 I will be glad if they reboot whole legue, but i don't think whey will. And I don't think they wil remove it completely, so soon, maybe nerfing it dawn little. Week ago people were saying what they don't get a loot, now they do=) Remove it and people will whining again. And early access is not excuse for everything, poe 2 playing too many people, I even see on reddit some guy's who doesn't know about early access :D Personally I don't like rarity stat too, and new atlas-delve is tedious too
On the next league the latest. Everything will be reset anyway
@@ravilg7522 dude they will whipe it. early acces chars will be in their own "league" on 1.0 release. not even standart.
Genuinely surprising rarity made the transition to poe 2 - it feels like a lesson they learnt with quantity and the perfect opportunity for getting rid of it was the transition to poe 2.
Making the transition +being even more impactful is baffling - players would be way happier if the goal was to make the best character possible, being faster is already #1 priority in some sense for the metagamer but needing to be fast + rarity just makes it optimal to play very formulaic builds every league that just slot in generic dps and run with as much rarity as possible - something they really ought to find a way to avoid making players feel pigeonholed into doing.
What's the wildest thing about rarity is their policy about "not taking away". I'd expect them to undertune, rather than over, but honestly let people have a blast through Christmas and New Year's Eve, I hope they take notes for full release, but any drastic changes now would spoil people their fun and would not be beneficial in any meaningful way imho.
Merry Christmas and Happy New Year everyone!
What are you talking about? We already have 3 classes, which can easiely get rarity because they don't need more tank/dmg, dominate the most played. At this rate we will have 70% Stormweavers at New Year's!
I mean it is to late to change anything anyways, but I doubt that the game will be as alive as a good PoE 1 League after New Year's.
they already ruined my fun by nerfing my build, I was away for a week didn't know anything about it come back and its dead !!! to say I was peeded off was an understatement, there are far more things wrong with this game than players having fun !!!
In a game centered around power fantasy, it's bizarre that you're pushed away from power in favour of more loot.
Biggest issue is not fixing the complete pc freeze issue
@Zizaran what filter are you using?
As someone who works 60hours a week I honestly feel like rarity is needed. I've gotten to t10 maps and barely get exalts unless I'm running raritybut when I do it makes it so I can craft at all. Unless the actually raise currency drop rates outside of blue currency. I feel like rarity is a must
yeah of course nobody wants to just nerf drop rates, the idea is to make drops better by default so we don't have to choose between power and loot
What build was showcased in the 75% rarity? Kinda feeling like minions isnt something i wanna keep playing and looking to try something else
Looked like a monk
Shatter Palm monk. Pretty sure Ziz has a video on it on his channel.
@@Arcticun will check it out ty!
Unpopular opinion. Magic finding is fun. This is literaly an issue just for top players and MF can be a great help for more casual players. There are other solution besides removing it:
1. Put a cap on it, no one is crying because they cannot scale fire res indefinetly.
2. Add severe deminishing returns, so the first 100% is good but the becomes a waste stat.
3. Make it so it is additive with maps and mobs rarity bonus instead of multiplicative (This is probably the real issue)
But this attitude of I don't like it so no one else get to play with it, is just lame. In the end is just "I'm mad because I'm not making as much as this streamer or that streamer."
Top players juicing rarity destroys the whole economy and casual players can't find or fit rarity on their gear, especially after the economy gets juiced from the top. You are goofing right now.
"Great help for more casual players" is categorically false.
Struggling to make your build work? Not obliterating the content? Dying occasionally because your defenses are subpar? Then magic find is incredibly unrealistic, you're not going to be running it. Magic find is helpful to only people who's builds are thriving and doing well, making it specifically something that punishes casual players. Now everything you pick up because you're not playing the meta build and running a shit load of MF is garbage and your time is worthless.
@@ChrisRWitt the last thing I expected someone telling me why I'm wrong. Shocker. Top players juicing is again just an issue if you're chasing the meta and can't by upgrades.... again "try hard" problems. There's a lot of people playing PoE2 that care more about having fun.
@@germalganis If by 'the meta' you mean 'every well rolled item' then yes. I don't know if you think casuals just run around in circles laughing and clicking on the occasional chest, but I assure you they enjoy upgrading their items, and having fun isn't mutually exclusive with upgrading your items. It's literally an ARPG, that's a big part of what makes it fun.
The biggest issue the game faces is that SSF is absolutely terrible and trading completely ruins the game. People who no-life league start and reach red maps in 24 hours will make thousands of divines and people who reach maps in a normal human timeframe will scrounge for scraps while the price of every decent item skyrockets to 5+ divines. They’ve learned nothing from PoE 1’s dogshit economy.
They need to buff the shit out of SSF. Full stop.
I think it's good that no lifers do all that farming. Brings more currency on the market for us mere mortals. I have no aspirations to ever compete with those people, so let them do the BIS meta stuff costing millions of exalts. I'm happy that if I once in a while find a good piece I can sell it to some maniac farmer for silly amounts of currency. makes me feel rich and happy and he can compete with other crazy lo lifers in the top 0,1%.
For SSF you'd have to do your own farming... -Just saying... (I know it's not fun)
i like that rarity adds a layer that makes you balance power and greed.
yeah, but rarity in this game feels even dumber than quant in poe1
The issue is, it doesn't. Some classes/builds have inherently fewer required affixes on items. A Sparkmage Stormweaver has a much easier time fitting in rarity to their gear than an Melee Titan build would.
Yeah it's fine in principle, but there's no way it should affect things to this degree. It's like having one damage modifier on a piece of gear that's worth more than every passive you can get on the skill tree combined, it just trivialises the rest of the game and becomes mandatory.
i have always liked the sidequest of capping resist through fitting certain items in your build, rarity could be implemented in a similar way through soft capping at a certain %increase in the 50-80% range
Rarity needs to be a tradeoff... you sacrifice damage or health, for rarity... in d2 it works, cause boss fights are boss fights... they don't take 2 seconds...
in PoE, you do a little less damage so now the boss dies in 5 seconds...
not to mention it feels bugged if 50% rarity gives you 500% times loot
yeah idk what they doing d2 is a really old game and poe is basicly based on d2 and somehow they cant learn from d2.
in d2 rarity dosnt even do that much and its really hard to get alot while still having player power.
They have monster levels for areas. That's the only thing that should be improving loot quality/quantity, not equipment. Maybe some atlas nodes, especially for each "league" so you can specialize, but that's about it.
Im fine with rarity, I loved it in d2.
This is a 5% Problem. Its literally an issue that's gonna impact 5-10% of the games population. 1 death maps, and the game being "balanced" around the ridiculous Dodge Roll, is going to affect such a huge magniture mroe players then the fact you don't want to "drop power", to get rarity.
To an extent you're right.
But if you're in SC trade it will affect you allot too because the things you wanna buy are going to be allot more expensive and almost out of reach without also investing into allot of rarity yourself.(Not saying you specifically just in case you're SSF or HC trade or whatever)
@@ninjanothewise8214 so, people over inflate prices, on an out of game, item trading website, that 95% of the games users wont use, and will never open.
Your here on UA-cam, watching and learning about the game, your already in the top 10% of the players just by that virtue. the VAST amount of players will never interract with a youtube video, an out of game forum, webpage, or trading site and won't be affected by this at all.
How about making end game fun and challenging instead?
@@ninjanothewise8214 Everyone and his dog will be having at least one farming build for these things, that's how it's always been in ARPGs and even MMOs.
It's a game, have fun, not everything has to feel like work in life.
Thats what were advocating for.
trying to get good gear in PoE is a CHORE. Some of the most unfun PoS game design.
this video is only a part of it but advocating for GGG to make a REAL crafting system, not this gambling garbage is the next step. thankfully a lot of people are waking up to this.
@@TheCosmicAstro- We literally knew the current crafting system was going to be like this before Early Access came out. Yes, the gambling of slamming random mods is not fun or rewarding and I highly doubt they are going to keep it that way post launch.
How is this monk one shotting the screen? I see herald of ice but that's not supposed to cascade like that (hoi explosions dont cause freeze build up) so what's happening here?
Streamer like you got paid to hype the game towards us. It's no near it was advertised in countless interviews.
- Boring endgame
- Repetitive maps
- Tideous grinding
- Obsolete on-death XP punishment
- Cafting is just a theory; everyone just buys what they need
- Massive bugs, visual glitches, disconnects
- Lack of server performance
- Group mapping is the only way of leveling
- Missing 99.9% of MTX from PoE 1
- Game is barily playable in 1080p
- 4K 120Hz? I can offer you 2 fps
- In-game shop's MTX are too expensive
- Copy/Paste low effort armor MTX with 2005 visuals
- Massive currency inflation
- Console experience is even worse
Was there any negative streamer feedback from pre-testing the game? Just a single one from the above?? No. Because they were told to hold on their critics after the game launched and made money.
PoE 1 Veterans get mad because it's not even close to the original experience. Casual players get frustrated because 3 hours of grinding laggy maps is worth nothing when you just die once.
And every critic from players like myself is treated the same way: "Bro, chill. It's early access man. What do you expect? The game will be free eventually."
The official forums are flooded with complaints, feedback, bug reports and opinions. Instead of begging us to give you our money to see you actually enjoying the game, and in return posting the same nonsensical build showcase video, you should stand your ground and talk about the real problems.
You streamer people have probably forgotten this, but here's a friendly reminder: you're the player's representative, not the companies strategic marketing ambassador.
If I invest time and money, I want something in return. In this case I can't enjoy playing because the game lacks in performance. And I can't progress because if I only make one mistake within two hours of grinding T15 maps and die, I'll be put back at the start of my XP bar.
That is why there are so many "here my HONEST review" now, they overhyped the game and ignored the obvious flaws. I played for about 150h, i know it is still EA but i honestly don't see any improvements compared to PoE 1, except for graphics, obviously, and the new skill gem allocation system, everything else is worse.
I play 8 hours a day. I can do this only because I'm having three weeks off.
Today was the first day I put the controller away and said to myself "what I'm doing isn't enjoyable anymore".
true, they didnt uphold a ton of their promises.
"you will see multiple exalts in act 1" - I've literally run act 1 on 5 characters, 2 of which were with a friend(gives loot drop boost). Every single time ive only seen 0-1 exalt in Act 1. and usually Act 1 and 2 combined it was 2 MAYBE 3 exalts.
"poe2 ascending will be less annoying" - this quote is from years ago but i remember them saying it so vividly because i absolutely hate Lab in poe1 and was so hype for ascending to not be so annoying... they made it worse... somehow.
"casual and new player friendly" - in what world is a "crafting" system that its core is based around GAMBLING, casual and/or new player friendly???
among many others. its really funny seeing so many clueless people say that poe1 vets hate them game but new players are loving it. when most of what ive seen is the complete opposite. poe1 vets are the only ones enjoying the game, where everyone else is like wtf is this. including other poe1 vets that dont like the BS and wanted poe2 to actually be different from poe1.
I’ve been ranting and raving about this for so long, PREACH IT ZIZ. Absolutely mandatory that this changes. I would love to see it 100% gone, but making it not apply currency and adding a cap/steep DR would be an okay compromise.
The formula for fun is simple: get stronger, kill more/harder beasties, get stronger, repeat and be happy. Adding a mandatory “oh cool I can actually farm now” stat that has nothing to do with player power is just such a colossal miss.
Rarity as a stat is fine. The problem is balance of affix pressure that allows for stacking so much of a non power stat.
The problem is that currently it affects all drops, it shouldn't.
i agree with removing rarity because it feels very counteractive to the game to lose character power/defenses to get better loot instead of maxxing character power and doing harder content it feels very weird
Y'all crazy, I love the rarity. There's definitely a trade-off. You either have to get rid of resistance or damage to get the rarity on your items so it balances for me and if you have it then you feel like you're actually getting something from the maps. Everyone complains now when you kill a boss and then you get s*** loot but if you have rarity that won't happen.
Hi, could you link your Ice Strike Loot Filter? Or does anyone have it?
I am a very casual ARPG enjoyer, and to me rarity mattering this much runs against my idea of what the power fantasy of the game is. That being said I am by no means a power user of the game so if the main audience enjoys it that way, then it is what it is.
I have been wearing MF gear in the campaign before the loot buffs because the difference in the quality of the loot I got was immediately noticeable. And it still is even after the buffs. PoE 2 heavily promotes the degenerate behavior of gimping your character FROM ACT 1 which should not be a thing and in my opinion rarity shouldn't appear on gear at all. Just make your damn loot pools rewarding enough to not force people into the "MF Culler" meta that we had to deal with in PoE 1's archnemesis league, we all know how it ended. Why GGG is repeating their mistakes now?
maybe that was their fast hotfix for the low loot situation before the holidays. It was just too hard to fix it fast and they wanted ppl to have fun, so they were just like "okay, crank up base rarity influence on drops all the way"
Man, that ryker d4 add is really doing some work
I think rarity should not affect currency and should just increase chances of specific types of drops based on level and difficulty. IE early game maybe a small boost to finding Rares but late game would be a larger boost to uniques or something. It should not feel required. If theres not a way to make it work i think it should be removed or super hard to get.
I believe rarity shouldn't exist as a stat on items or should only be available by corrupting an item. I am fine with rarity from map mods and all external factors just don't spoil my gear with it
The crazy part is how insane rarity is during the campaign. Getting 75% rarity early helps make the campaign 100x easier.
Biggest issue that needs to be addressed asap. Minions getting stuck in narrow doors or pathways. It’s very frustrating.
Also, one chance to defeat a boss that you have never seen before is awful design
I can't understand how that made into the game
on a serious note i don't hate rarity, i just hate that rarity always ends up SPECIFICLY shaping the meta. you can keep rarity as powerful as it is if the meta wouldn't end up being that 1 build that can manage to drill all their gear with rarity without greatly affecting the clearspeed
but logically that's not gonna happen i assume , balance is already hard and almost never existed "if not ltierallly never existed" even without rarity being a factor
One more HUGE problem that needs solving ASAP is fps drops when you do breaching or get swarmed with monsters. From stable 80 it drops to 25-35 and you just die on melee.
The biggest issue I have with PoE2 atm is that the empty nodes on the map seem useless.
I can't even sustain t2 maps on them with my 2 atlas points.
Pretty much feels like I'm supposed to rush them all with t1 waystones just to move on to nodes that actually do something.
More rarity should honestly be tied to Map Tiers and the new +Difficulty nodes for bosses and such. If I pop a juiced T16 + Corrupted + Irradiated boss, it should explode like a Pinata. It does now in a sense, but it should definitely be more impactful, especially with high rarity on the map. I've run a few "T18" maps with 100%+ rarity and while the boss drops are good at times, there is no comparison to a Breach at half the tier of the boss map.
As others have said - have rarity increase as a component of higher map tiers rather than a set of double rarity rings + amulet.
Take rarity off of gear. Sacrificing a good piece of gear for one with high rarity just feels like the opposite of what we should be doing in games like this.
I agree 100%
Rarity (gear AND currency) should scale with the content the player is able to do and nothing else. It feels bad not being able to gear optimally for power because it's "needed" to have bonus rarity.
Another massive problem is the Aus/NZ servers are unplayable at endgame content due to unbelievable 5-10second delay teleporting lag. There are a lot of aus/nz people completely stopping playing the game until they fix the servers. You can pretty much only play the campaign and level alts because there is not as much lag in the campaign but it still goes ballistic at times especially when there is a lot of mobs appearing/spawning.
IIQ is not completely gone, it's on the atlas tree.
I'm not completely opposed to IIR, I just think it should be better conveyed that it affects currency aswell, so everyone knows they should fit some of it on their gear.
Their own definition of overpowered ,"Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.", granted the context is for skills.
What does it take for a affix to get nerfed? They didn't like us always taking life in PoE1 so they made an entire game without life in the tree