Why cant we get a proper self found with higher drop rates?
" That's not an issue. And personally I don't think SSF should have different loot tables. "Balanced around trade", for me, would mean that moving into higher difficulty content (like juiced T15 maps, +2 diff bosses) half of the gear I'm using is self-found, the other half is from trading. In SSF it would translate to "half my gear is good enough, the other half is still work in progress". Right now it's not even close to that ratio. It would also mean that I have no problem using my currency for crafting at any point in the game. Right now it's "a mistake" if a new player uses his/her exalts/chaos/alch orbs to "craft" during campaign or early mapping. You only do that after you already got rich enough - and that tells a lot about how rewarding the game is. For me, at the current state, the game isn't balanced around trading - it's a full-on trading simulator. I would really want the game to be a looter game however that might not be what the devs want... Time will tell. Zuletzt bearbeitet von KubaLy#4534 um 10.02.2025, 11:43:56
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" So, genuine question, what's the point of SSF at all then? If the drop rates are the same, there is zero difference beyond whether or not you have access to trade... which... is no different than playing trade and simply not trading. You could have an entire SSF ladder based solely on a bHasCharacterTraded variable removing the need to explicitly opt-in. I'd honestly prefer to see IIQ/IIR for SSF, even if it resulted in the inability to shift characters to trade. |
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" Of course it is an issue. You have a mode where you cannot trade but the entire game is balanced around the assumption that you can. There's a major contradiction there. PoE1 somehow managed to make it kinda work though it wasn't perfect, mostly with target farming and stuff, but then they screwed it in recent updates. " Well this is not what the game is balanced around. My friend is pretty hardcore and been playing PoE for years and yeah she has some self-crafted gear BUT the currency for those crafts mostly comes from trade. You just can't craft items of the same quality on SSF because you have less currency, as you can't trade away things you don't need, and then you also have to spend your currency on crafting ALL your items. You can easily waste 100 exalts and end up with lots of vendor trash and one item that's worth 1 alchemy orb in a trade league. For what you're proposing to work there should be major restrictions put on trade. And most of the trade league players don't want that, they actually want the opposite, they want fully automated auction house. " Yeah it is a trading simulator. Zuletzt bearbeitet von onetruelai#7327 um 10.02.2025, 11:56:22
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" For me personally the point would be to have an additional handicap. Like I've written, if during my progress in the harder difficulty content half of my gear is good and half is garbage, then I'm handicapped and I have a more difficult time than on trade (where I could replace the garbage via trading). At the current state ALL the gear I've found/crafted after 300 hours+ of endgame is garbage (maybe except a single pair of crafted boots). I did not experience the joy of getting a good drop in PoE2. |
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" I get the draw - that's how I play typically, but mostly because I hate even bothering with trying to ping a couple hundred people to trade for the one item I've been scouring a website for the last few hours. Sometimes I'll do it in SSF, sometimes in trade. Something about actually playing rather than mindlessly scrolling seems more compelling. The part I have trouble understanding is the difference between a league, and just sticking to the mindset is really non-existent. Why have SSF resources (servers, modes, etc) when players can simply opt-out of trading? Apply a variable to track whether people have traded for the bragging rights, and you're done. The only reason to segregate the two modes IMO is to have the modes balanced accordingly. Otherwise there's additional resource overhead for nothing. |
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" Well there's an SSF ladder. But SSF in its current state doesn't actually take away any resources. SSF doesn't require any additional server power. Which is the true reason for no separate SSF balance - such balancing would take additional resources, but honestly just slap +50% quantity on everything and be done with it. |
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" I was opting for having the two modes have the same droprate because of the ability to move from SSF to trade, of course. However now that I think about it I think you're right. The most sensible thing would be to keep the modes separated at all times and have them differ in how they play out. I do however still think that drops should be buffed, even on trade, by a lot. Zuletzt bearbeitet von KubaLy#4534 um 10.02.2025, 13:07:34
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" I agree with this 100%. I play SSF because I don't want to trade but I feel punished by being forced to play with these terrible drop rates. Except trade-andies are able to just buy gear and instantly get power through trading while SSF have to rely on RNG/good drops to progress. You could double the drop rates for SSF and it still wouldn't come anywhere near the power you would gain by trading. I didn't have capped resistances until I was in T10+ maps. I got a near perfect weapon before I capped resistances. Lucky with one thing and unlucky with another. We need more currency in SSF for crafting. League transfer should be an SSF league option and if you disable it, it doubles your drop rates in exchange for not being able to league transfer. Could be as easy as hiding the transfer button. They don't have to remove the functionality from the game. It takes very little effort to implement something like this. GGG is just stubborn and wants everyone to play trade. |
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" SSF being a ladder could be just as much of a ladder if it were a per-character flag. I'm honestly not sure about the resources, but typically ladders would be broken down into their own server & matchmaking environments. If that's already integrated, then I suppose it's only purpose is that ladder... which doesn't exist yet for 2. But that's just as doable by tracking whether you trade or not - just like the ability to filter by class. " The game is balanced around that trading too. Each and every damage type is in rotation from the second or third area in the game and on. Ground effects, ODEs, and one shots aplenty... but if you jump in trade, browse for a bit, and spend an hour or two trying to get someone to sell an item you can eliminate that. IMO the game would be balanced far better focusing on HC and SSF first, and then let trade do what it wants. |
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" I've been asking that ever since their bizarre decision to introduce it, do nothing with it, and let people leave it to join Trade league with Trade league stash. I don't even bother selecting SSF anymore because I already don't trade. Oh, but they'll introduce Ruthless for the masochists. Fuck all the way off with that kind of decision making, feels like such a slap in the face to people who just want to play and progress at a sensible rate and rather than currently where it's barely a 1% power increase every 20 friggen hours because the planets finally aligned on mods rolled and their tiers on one piece of gear. Zuletzt bearbeitet von CPTBRUMBL3Z#3146 um 10.02.2025, 14:09:07
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