Suggestions to make rare T4/T5 ground loot better

Since 0.1. rare ground loot has been medicore at best. Since 0.3. is has even worsened - a lot of players will not even pick up Tier 4/5 rare items, because they don't expect them to have a single valuable modifier - and even if it does, it is almost certain to have 3-5 completely useless modifiers.

Instead, they will either run negative rarity for white (exceptional) bases or extremely high rarity builds to buy items with the accumulated currency. I'm not a fan of either of those methods, but at the same time I completely agree with the Devs not wanting to have 100% determinitic crafting.

I really, really like crafting in Poe2. Not necessarily for profit, though. Selling a big ticket item (let's say a valuable Against the Darkness) for hundreds (this season thousands) of divines means I'll have the funds to craft all of the gear I need for myself (excluding uniques, of course).



So the scarcity of Fracturing Orbs in 0.4. got me thinking: what if cleansed maps not only had a chance to drop a fracturing orbs, but also could drop pre-fractured items? And what if the chance of those items rolling lvl 70+ modifiers was greatly increased (let's say as an implicit supplemental map modifier similar to "100% rarity found on this this map" etc.)?

To go even further, what if unidentified lvl 81+ T5 rare items on cleansed maps had a chance to drop with up 2 (!!) (pre-)fractured mods. The item could come with some sort of implicit, just like the dusk/gloam jewellery (+1 fracturing allowed).
I know this sounds extremely powerful, but bear with me: As of right now, the suppesedly strongest item rarity after unique items (yellow) is basically of no use unless you get insanely lucky. So this would shift the item meta a bit more towards yellow items while maintaining the use cases for white/magic bases.

This seems to be only way to make rare items potentially on par with lvl 82+ white (exceptional) and magic bases. Needless to say, it would have to retain an RNG element, so the pre-fracturing needs to be randomised, otherwise this would render all other items borderline worthless - so this isn't about inverting the usefullness of all items in favour of rare items (as in a complete 180), but diversifying the possibilities of finding and crafting on loot while keeping all other options intact. It would also come with the benefit of not necessarily having to run with either negative or high positive rarity on gear.

Alternatively, the pre-fractured mods could be limited to 1 but allow for a second fractured mod the player has to apply himself (so that fracturing orbs still have a sink no matter what). One would have to figure out (for the sake of balance) if only one affix and suffix can be fractured at a time or if (for instance) 2 suffixes could be fractured this way.

Does this sound reasonable and do you think GGG would consider this to be in line with their previous itemisation-balancing efforts?

Dernière édition par cds23#0313, le 17 févr. 2026 à 08:23:17
Dernier bump le 17 févr. 2026 à 08:20:31

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