This is said with the understanding these changes are not yet fixed, and that the early manifesto is to promote feedback.
From the manifesto:
"Problem: With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity.
Solution: Base Types are now generated with a random 0-10% higher base defence, as an inbuilt currently-non-modifiable property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more. Energy Shield values on base types instead vary from 0-20%. "
Preface: This is an opinion, the changes are not yet fixed, we don't have all of the manifesto as of yet, and we don't know what other changes may be made to the loot dropping system to compensate. Having said that, the 0-10% or 0-20% difference in strength of the base defenses on an item (which are being rebalanced to be more important to the character as a whole) is a drastic reduction in the chance of any individual item drop of having value.
For example: In current patch you drop a ilvl 86 Vaal regalia with 163 base ES with X influence. Great! This is the best base in the game for X builds! You can use it, craft it, or sell it. In next patch, you drop an ilvl 86 Vaal regalia with 0% increased defense 163 base ES with X influence. Now your item is noticeabley worse on a fundamental level than; all other Vaal Regalia base types, with 20% being 195 all 10-20% 180 base ES T2 Widowsilk Robes and has only 9 base ES more than a 20% base T3 Occultist's Vestment at 156 which also includes 3-10% increased spell damage as an implicit.
Suddenly this best in slot end game item which is already incredibly rare to actually find is being outdone by items up to two tiers weaker dropped by other people who got their items through the exact same method you used.
While it may feel good to find the 18/19/20% bases, this change will make it worse when finding the majority of already hard to find bases, and make people feel like they are being screwed by an extra layer of RNG which does not need to be there.
I think it is reasonable to predict that for non-ES armour people will WANT to buy or use 9-10% increase defense items, and for ES armor only want 16%+ items. Yes people will "settle" for weaker items with the mods they need, and there will be a market for that, but this is fundamentally in my opinion a reduction of "desirable/best/chase" base types to 20% of what it was making effectively 5 times harder for a great item to drop when compared to previous leages.
Think for a second if you want your loot filter to show all base items up to X tiers below T1 because they might be better than 0% defense T1 items. No, right? You want the best item with at least a mediocre if not a good roll. So those lower tier items aren't going to be shown to be put into the pool, and now the T1 items have this huge gulf in usability baked right in and unalterable.
TL;DR: Adding random chance to base defenses of items will reduce the chance of finding "great" base types down to 20% of what it is now.
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More about Path of ExilePost: "Adding a random fixed modifier to the strength of an item does not make finding dropped items better or more interesting. It only makes it harder to find desirable items and further reduces the value of getting items from drops vs trade." specifically for the game Path of Exile. Other useful information about this game:
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