Item Changes in Path of Exile 2

Am I understanding this correctly? Did they just make Rarity on gear even more of a requirement while at the same time nerfing the baseline? Who asked for this?
Dernière édition par codename1190#7336, le 1 mai 2025 à 11:16:56
You guys seem to have forgotten to apply like half the patch. Corrupted nexus still gives 2 Atlas points, not 5, also Rare chests still do not give at least 1 rare item , opened like 20 , the drop rate still seems the same as in the old version got like 5 rares.
Patch got pulled dude, they will re-attempt in around 10h
let me try to help with all this confusion, TLDR of the practical impacts of this patch (in theory).

“Will more Rares drop?”
Yes—especially mid-tier Rares. Tier 2 Rares now drop about 4× more often, and Tiers 3–5 are up by 30%. Overall you’ll get roughly 20–30% more high-value currency (Exalts, Alchs, Regals, etc.) and gear.

Magic gear is juicier, too. Tier 2+ Magic items are ~5× more frequent, and their mod pools have been cleansed of weaker rolls (so a “Tier 5” Magic nearly always has a top-end stat).

Why cut back Player/Map Rarity modifiers?
Avoid runaway stacking: If you combined huge monster-Rarity buffs (e.g. Azmerian Wisps, endgame boss buffs, strongbox mods) with big Player or Map Rarity mods, drops would become ridiculous—too many items to meaningfully play with.

Focus power on content, not gear affixes: By nerfing personal rarity mods, rarity comes more from which monsters and chests you kill or which maps you run, making exploration and build choices about clearing content more meaningful.

How it will feel?
Kill tougher monsters or open chests → better loot. You’ll see fewer “white-ticket” normal items and more colored magic/rare drops as you progress.

Your own rarity gear mods still help—just less dramatically. You won’t be able to stack endless rarity just by wearing a few items; instead you’ll chase content that naturally has higher Rarity stats.

Maps and waystones still “juice” your run. A map with Rarity modifiers will boost drops noticeably, but won’t let you trivialize every zone by itself.

In short: the patch reallocates loot power from passive, always-on gear/map mods into the active challenge of the monsters and chests you face—so rarer, more exciting items drop when you earn them, without drowning you in endless junk. This is basically nerfing magic finding and raising the bar for non "juiced" loots.
Dernière édition par barruda#4241, le 1 mai 2025 à 11:52:42
"
barruda#4241 a écrit :
let me try to help with all this confusion, TLDR of the practical impacts of this patch (in theory).

“Will more Rares drop?”
Yes—especially mid-tier Rares. Tier 2 Rares now drop about 4× more often, and Tiers 3–5 are up by 30%. Overall you’ll get roughly 20–30% more high-value currency (Exalts, Alchs, Regals, etc.) and gear.

Magic gear is juicier, too. Tier 2+ Magic items are ~5× more frequent, and their mod pools have been cleansed of weaker rolls (so a “Tier 5” Magic nearly always has a top-end stat).

Why cut back Player/Map Rarity modifiers?
Avoid runaway stacking: If you combined huge monster-Rarity buffs (e.g. Azmerian Wisps, endgame boss buffs, strongbox mods) with big Player or Map Rarity mods, drops would become ridiculous—too many items to meaningfully play with.

Focus power on content, not gear affixes: By nerfing personal rarity mods, rarity comes more from which monsters and chests you kill or which maps you run, making exploration and build choices about clearing content more meaningful.

How it will feel?
Kill tougher monsters or open chests → better loot. You’ll see fewer “white-ticket” normal items and more colored magic/rare drops as you progress.

Your own rarity gear mods still help—just less dramatically. You won’t be able to stack endless rarity just by wearing a few items; instead you’ll chase content that naturally has higher Rarity stats.

Maps and waystones still “juice” your run. A map with Rarity modifiers will boost drops noticeably, but won’t let you trivialize every zone by itself.

In short: the patch reallocates loot power from passive, always-on gear/map mods into the active challenge of the monsters and chests you face—so rarer, more exciting items drop when you earn them, without drowning you in endless junk. This is basically nerfing magic finding and raising the bar for non "juiced" loots.




Let me simplify it even further:
Casual players who don’t invest in gear with rarity now have a better chance of getting loot than players who actually understand the game and build for rarity.

So basically, they changed nothing. What a joke.
"
R0b1001#1096 a écrit :
so you buffed rarity and nerfed rarity in the same time. Do you guys actually understand what buff means? Who comes up with this?



ahaha, did they? I didn't read all the part
Not going to lie, I hope this patch changes things, but these seem like extremely marginal changes. I'm going to predict not much will change at all, but hey, I hope I'm proven wrong and this makes the game more fun.

I doubt it though.
"
codename1190#7336 a écrit :
Am I understanding this correctly? Did they just make Rarity on gear even more of a requirement while at the same time nerfing the baseline? Who asked for this?


This is what I want to understand.

This is what is noted in the patch notes: "This means that the effect that Monster Item Rarity has on your item needs to be powerful, and noticeable. Currently we believe that this stat is not affecting drops enough."


Doesn't this mean that it becomes even more mandatory that you stack item rarity on your gear?
"
SaKRaaN#0012 a écrit :
"
barruda#4241 a écrit :
let me try to help with all this confusion, TLDR of the practical impacts of this patch (in theory).

“Will more Rares drop?”
Yes—especially mid-tier Rares. Tier 2 Rares now drop about 4× more often, and Tiers 3–5 are up by 30%. Overall you’ll get roughly 20–30% more high-value currency (Exalts, Alchs, Regals, etc.) and gear.

Magic gear is juicier, too. Tier 2+ Magic items are ~5× more frequent, and their mod pools have been cleansed of weaker rolls (so a “Tier 5” Magic nearly always has a top-end stat).

Why cut back Player/Map Rarity modifiers?
Avoid runaway stacking: If you combined huge monster-Rarity buffs (e.g. Azmerian Wisps, endgame boss buffs, strongbox mods) with big Player or Map Rarity mods, drops would become ridiculous—too many items to meaningfully play with.

Focus power on content, not gear affixes: By nerfing personal rarity mods, rarity comes more from which monsters and chests you kill or which maps you run, making exploration and build choices about clearing content more meaningful.

How it will feel?
Kill tougher monsters or open chests → better loot. You’ll see fewer “white-ticket” normal items and more colored magic/rare drops as you progress.

Your own rarity gear mods still help—just less dramatically. You won’t be able to stack endless rarity just by wearing a few items; instead you’ll chase content that naturally has higher Rarity stats.

Maps and waystones still “juice” your run. A map with Rarity modifiers will boost drops noticeably, but won’t let you trivialize every zone by itself.

In short: the patch reallocates loot power from passive, always-on gear/map mods into the active challenge of the monsters and chests you face—so rarer, more exciting items drop when you earn them, without drowning you in endless junk. This is basically nerfing magic finding and raising the bar for non "juiced" loots.




Let me simplify it even further:
Casual players who don’t invest in gear with rarity now have a better chance of getting loot than players who actually understand the game and build for rarity.

So basically, they changed nothing. What a joke.



Sorry, I don’t read the same way you do... it actually changed what I had already explained.

In my personal opinion, I think this is a middle ground between removing Magic Find entirely—which I support.

This game is awesome for having countless axes of complexity, but I don’t think the rarity one is a good axis. Mostly because it takes a LOOOOONG time for beginners to understand, and their experience with the game is heavily impacted without them having any idea why...

I also feel the same way about resistances. Most beginners take a long time to realize that having 50% versus 75% resistance is probably the reason they die so often. It’s just too important of a mechanic, and it becomes EXTREMELY important without much explanation or notice. But in the case of resistances, I don’t think the solution is to remove them—just to provide more information and highlight their importance better.
Game needs more loot, a lot of it. Since console players are forced SSF as the trade scam/site is borderline unusable, we need drops, we don't get to go and simply buy our power on the scam site.
Console loot filter for POE2 Please!

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