POE - The only ARPG with no loot: this needs to change

I agree with the general intent of this thread.

I'd personally like to see uniques drop more frequently (since they literally define builds), but see them have a wider range of rolls so we can still have less-common omg-awesome rolls & more common not-so-awesome rolls.

This way I can play builds, but still have room to grow the builds when I have more currency IF I want to trade.

Golemancer is a great example of this; I've yet to try playing the build because of the obscene number of unique Jewels I'd need to find/buy, and their associated cost...
I feel there is plenty of decent loot that drops, people are just after the best of the best loot drops to min/max their toons. It's fairly easy to gear up a decent toon, given time investment.
Frankly I think that GGG would be well served to make the card drops random (with minimum map tiers for the better cards). Regarding the crappy drops - I suspect it wouldn't be that difficult to pump up the drop % for the more desirable bases and perhaps increase the essence drops a little bit. Perhaps tinker with the essence crafting a bit also to make more types of essences viable.

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HoockBr a écrit :
I got bored again of poe exactly because of loot being garbage, and just tried again playing diablo 3 after having left it about 4 years.


I am beginning to reconsider this as an option as well... for many reasons, including the extensive item pollution dubbed as 'loot' in PoE.
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Why do the map bosses in this game drop barely anything? I would've thought when they increased their health, they'd have bigger chance to drop good items relative to their difficulty. What's the point of doing map bosses if not to complete the map objective for the atlas, especially if said boss might be tricky for your build at 90+ where dying is a huge penalty?
Heh, they missed the mark on making rare items "special" and always relevant.

Ideally, the "best" rares should only drop from difficult fights in the current state of the game. So if you fight that multi possessed multi essence corrupted difficult foe you know you're "in for a treat" if you kill it.

Crafting would need a "small" nerf into keeping it as it currently is, or even a bit more costly for those top mods.

Trading should be a lot more "annoying" regarding the ways items are "instantly" flipped, so a bought item should have a meaningful delay on reentering trade market => people that buy items as improvements will actually do so for their builds instead for further profiting.

Just imagine, having those "rare" items drop in a way they're a meaningful reward for those difficult fights, it would certainly make everyone at least look at those with attention.

Sure, a decent culling of the lootdrops without automatically resorting to loot filters to "hide" items in an ARPG, and better linking dangers to the rewards would do wonders - applying orbs on maps already increases the number of item drops - so why not have noticeably better items drop from corrupted rare vaaled maps as those are the most difficult content beside the special encounters via either end game content or unique maps?

Not to mention that one of the best ways to make items interesting would be to have relevant mods roll on specific loot, but with a higher variation towards their values, and have those high tiers way more difficult to be reached.

RNG should be used to strengthen the loot diversity, not as a rampant "scape goat" as the old system fails us when it was never sufficiently adjusted for the current population and/or speed.
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Dernière édition par sofocle10000#6408, le 30 juil. 2018 à 00:23:15
For me the issue with loot has two problems.

1) Mandatory mods
If I find a rare without Life or ES it's vedor trash even if it got 3 other T1 rolls. I simply can't use it.
Same goes for movement on boots, if thats missing nevermind what else it got.. it's vendor trash...

And no, crafting Life/ES/movement isn't enough since those aren't high enough.

I wouldn't mind changing so that rares always dropped with either Life or ES as a mod.


2) Low mods on high ilvl
Getting T9 mods on a ilvl80+ is just wrong. It should be adjusted just as the high T is for the ilvl.

In short rares needs a span of T levels coupled to the ilvl.

Ex. ilvl80 can drop with T1-4 mods


Well, playing SSF SC standard myself, I can only comment on that basis.

Maybe it is just me, but I actually feel like uniques are dropping frequently enough. Of course the way I play the game, it is heavily centered on slow achievement for me, so I don't mind slow progress with things like these. So long as there is progress I am happy. I don't mind the grind as such. I suppose I am one of those 'gotta catch 'em all' types.

However, there are two aspects that really feels bad, man. First one is rare drops, which I just can't bear to sort out, since there is absolutely no indicator on drop which one might be worth saving and which one is for cashing on vendor. The problem would only get worse if I did any trading, I think. The second problem is closely related to the first one -there is ridiculous amount of inventory tetris involved in PoE. Half the playing time goes to picking up orbs and such, doing chaos recipes, ID:ing stuff. It's just too much. I want to kill mobs, and however much I do love all the crafting and minmaxing, it's too much. Sometimes I wish there was at least an autopickup option for orbs, so one didn't have to pick them one by one all the time.

So all in all, I think the problem is more of too much loot, rather than too little. It's just making those drops matter. If you think about it, there's no reason why every orb couldn't be revalued so that using up 10 chaos resulted rng-wise as much as 100, and adjusting chaos drops to be only 1/10 of what it is.
Dernière édition par vmt80#6169, le 30 juil. 2018 à 06:24:08
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Uncshabob a écrit :
Why do the map bosses in this game drop barely anything?


Mostly due to the discrepancy between the power levels of skills/builds.
Ingame balance is in a state where it's impossible to define neither "hard/easy", nor "challenging".
An encounter one could find impossible, another will chain farm ad infinitum instead.

So at the end of the day mobs/bosses drop nothing. And being successful is defined mostly by time spent, a.k.a. "zombie farm". Praying for the best.
Shit drops from bosses equalize the power levels, respectively wealth gain. In a rude manner.
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Dernière édition par torturo#7228, le 30 juil. 2018 à 08:11:00
Bosses drop a lot of loot. It's just not good loot. If you turn off the filter you'll see a pile of white/blue/yellow items that nobody is going to bother with.

Boss loot is one of those things I take issue with in this game. I see very little reason to ever make a "boss killing" build because killing bosses is mostly a waste of time.

The introduction of exclusive loot tables recently is a step in the right direction. I would like to see more of this in the future.

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