Rarity Bot / Culler Needs Nerf

I’d like to share feedback based on my early access experience with Path of Exile 2.

Currently, there is a party setup where one player (the "rarity bot") equips maximum item rarity gear and a unique that credits nearby kills as their own. This player does not participate in combat but drastically increases the rarity of all drops. The rest of the party either clears the map or simply fills party slots to increase item quantity, without access to loot themselves.

Why this is problematic:

The loot output is massively disproportionate, producing multiple high-tier items (e.g. Divine Orbs) per map in just minutes.

It trivializes solo and small-party farming efforts.

It floods the economy and undermines player progression, as solo or honest players cannot compete with this efficiency.

It creates an unhealthy gameplay pattern where success is tied to abusing mechanics, not skill or effort.

Suggestion:

Consider adjusting how item rarity/quantity scales in parties.

Review the unique items or mechanics that allow one player to claim credit for kills they didn’t make.

Revisit loot sharing rules so that party drops feel fair and rewarding for all participants.

I really enjoyed the game before encountering this loophole, and I hope to see it addressed so that the experience stays fun and balanced for everyone.
แก้ไขล่าสุดโดย sinoniumx#3586 เมื่อ 18 มิ.ย. 2025 04:51:19
ขุดครั้งสุดท้าย เมื่อ 21 มิ.ย. 2025 02:43:54
Stuff like this is why semi-ssf is my preferred play style. Keep my head down, focus on my own goals and mostly ignore the market (I use Alva exchange and buy 1div items once in a while).

I think its neat that juicing can get that insane. A team of 6 players coordinating should out perform my meme-build. But also remember the same disheartening feeling when I was new to poe and grouped with a veteran. realised we were playing 2 very different games.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
Very much agreed. It's clear that this isn't the way the game was intended to be played.
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sinoniumx#3586 เขียน:
I’d like to share feedback based on my early access experience with Path of Exile 2.

Currently, there is a party setup where one player (the "rarity bot") equips maximum item rarity gear and a unique that credits nearby kills as their own. This player does not participate in combat but drastically increases the rarity of all drops. The rest of the party either clears the map or simply fills party slots to increase item quantity, without access to loot themselves.

Why this is problematic:

The loot output is massively disproportionate, producing multiple high-tier items (e.g. Divine Orbs) per map in just minutes.

It trivializes solo and small-party farming efforts.

It floods the economy and undermines player progression, as solo or honest players cannot compete with this efficiency.

It creates an unhealthy gameplay pattern where success is tied to abusing mechanics, not skill or effort.

Suggestion:

Consider adjusting how item rarity/quantity scales in parties.

Review the unique items or mechanics that allow one player to claim credit for kills they didn’t make.

Revisit loot sharing rules so that party drops feel fair and rewarding for all participants.

I really enjoyed the game before encountering this loophole, and I hope to see it addressed so that the experience stays fun and balanced for everyone.


They probably won't do anything about the loot quant scaling. If they kill party loot then people who play and bring friends into the game suddenly quit.

If anything they will rework the killed by aura item.

I'm pretty sure this is how RMT companies are making their drops profitable. They let people join to exp leech because exp is a commodity, then they sell the extra quant drops to players via rmt.... it's a shame. I hope they crack down on the RMT.

It would be nice if currency drops went straight into a currency inventory for you so they couldn't abuse this mechanic.

"
LargeHairyMan#4219 เขียน:
Very much agreed. It's clear that this isn't the way the game was intended to be played.


They literally created an item for this to work. The game was absolutely designed to be played this way.

Remember that the game is now owned by Tencent, that's all you need to know.
Just disable trade for this game.

Or make it more dangerous to party play.
Give every single mob a +1000% damage for full parties.
Give bosses +1000% damage and 500% damage resist with full immunity to all CC.

The game should be harder and rewarding.
Not nerfed.

I only play HC SSF and don't care about any of this. It is a mode where this is inapplicable. I don't mind some other sandbox league mode being light years ahead... ROFL
HC SSF. What else? Ruthless when?
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Oinkaments#6390 เขียน:
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LargeHairyMan#4219 เขียน:
Very much agreed. It's clear that this isn't the way the game was intended to be played.


They literally created an item for this to work. The game was absolutely designed to be played this way.

Remember that the game is now owned by Tencent, that's all you need to know.


That's definitely a reach there. We'll see in the next patch if it gets changed or nerfed.
"
They literally created an item for this to work. The game was absolutely designed to be played this way.

Remember that the game is now owned by Tencent, that's all you need to know.

I really doubt the intended result was for one party setup to generate this much loot this fast. Sure, the item exists, but when entire maps are dropping multiple Divines in minutes — that feels way beyond what should be possible, or at least healthy for the game. I think there’s a difference between enabling a strategy and it completely breaking the balance.
แก้ไขล่าสุดโดย sinoniumx#3586 เมื่อ 17 มิ.ย. 2025 02:04:10
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sinoniumx#3586 เขียน:
"
They literally created an item for this to work. The game was absolutely designed to be played this way.

Remember that the game is now owned by Tencent, that's all you need to know.

I really doubt the intended result was for one party setup to generate this much loot this fast. Sure, the item exists, but when entire maps are dropping multiple Divines in minutes — that feels way beyond what should be possible, or at least healthy for the game. I think there’s a difference between enabling a strategy and it completely breaking the balance.


Right, simply because they created an item that players figured out how to abuse, doesn't mean they created the item with the intent for it to be abused.

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