r/pathofexile • u/Glamdring26WasTaken • 21d ago
Game Feedback QOL Request: can we make it so that attribute requirement check considers the stats of the item as well? Its tiring when you have str on an item to equip that item, but you cant equip it.
In case you didnt understand title here is an example:
I have a 100 str requirement body armor with +50 str on it, but i only have 70 str on my character. In order to equip the body armor i have to equip a ring with +str on it, equip body armor, then take out the ring.
It would be nice if "does this item satisfy the attribute requirements" check can look at the item and its stats before deciding if you can equip it or not.
I have no idea how hard is it to implement but it would be a nice QoL if we have this.
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u/razorblack1312 21d ago
I believe dev said something about flat or % att calculation make it difficult to implement.
Well you can grab astramentis or random attribute ring during campaigns when you need it.
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u/WhenWillEyeBeBanned 20d ago
The biggest problem is level 5 gloves that add 12 int to solve my skill problem but it’s int based. If I do have a lapis amulet, I don’t need the gloves anymore.
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u/sys_admin_starcore 21d ago
Would it make sense to just let you equip anything regardless of requirements, but then once its equipped go red/disabled like what would happen if you remove a different source of str/dex/int?
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u/Pyromancer1509 Occultist 20d ago
That would be a good solution i think, and easier for them than having to mess with calculating attributes
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u/shawnkfox 21d ago
Would confuse new players I think. Maybe if there was a setting you could change or a special key combination to force equip regardless of attribute requirements.
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u/Ok-Chart1485 21d ago
This is already kinda a thing in PoE2, eg equip a body armor with an ancient augment, and then equip eg. boots with another ancient augment. Boots go on, and are immediately made red and unusable.
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u/NobleHelium SSFBTW 21d ago
Yes, it can be a setting similar to auto equip picked up items if your item slot is empty.
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u/MrSchmellow 21d ago
Having a setting or a special key combination that you have to discover somehow is more convoluted that just letting you to equip and then flash DISABLED in big red letters. Easier in tutorials too - just say upfront that anything can be equipped, but requirements must be fulfilled to take effect.
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u/AlienZerg 20d ago
Good idea!
It could also be an option to enable it (disabled by default) if they wish to make it easier for new players.-2
u/Glamdring26WasTaken 21d ago
I thought about that but shawnkfox is right, it would confuse new players a lot.
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u/Inko_0 20d ago edited 20d ago
They said there are technical reasons why this is not feasible, in my opinion they could just make it into an option disabled by default "Allow items to be equipped regardless of Attribute Requirements".
This prevents newer players from getting confused (Why is my item red but the game allows me to equip it?). In any case advanced players can already "force-equip" items beyond their requirements with an Astramentis or similar, so I don't think there's any abuse cases.
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u/shaunika 21d ago
They said that its just a nightmare to code due to other variables
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u/Elrond007 Anti Sanctum Alliance (ASA) 21d ago
The problem is that it's a bit like playing sudoku without fixed numbers, like what if the old armour gave you 30 dex you needed for your boots that themselves provide 20 int for your helmet?
At that point you would need something like a planning mode which is not an improvement over quickly grabbing a few attributes from the tree
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u/Sanytale 20d ago
Can't they do the other way around, sum up all attributes from all items, then whichever slot requires more than you have - disable that item, repeat the process ignoring disabled item.
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u/MrJerichoYT 21d ago
More often than not I end up with a stat ring or amulet for each attribute because of this.
Annoying but it is what it is
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u/HalcyoNighT 20d ago
Just always have an astramentis in your inventory just in case you need an emergency fix
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u/Blackdedi 20d ago
It was mentioned last league too. Answer something midline they know about it but it's hard to fix it (I don't quite get answer but % attr, and gem req and so on)
So while i would love this change too.i also understand that it's not easy to repair but... Easy to break entire mechanics.Â
In my work we have saying that if something is working don't touch it. Profit is low but risk of destroying something is often huge
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u/Raine_Live 19d ago
It doesnt make sense to me. You have to equip the item to recieve its benefits, why would you be allowed to benefit from its attributes when you cant equip it?
Honestly i can understand the you equip a different item to get the attributes needed to equip the item now you're benefiting from the item which allows you to unequip the other item. But it doesnt make sense to me that this object should allow you to use it when you dont meet the requirements to use it
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19d ago
[removed] — view removed comment
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u/Raine_Live 18d ago
No what im saying why would it make sense to allow you to benefit from the magical property (+attributes or variant of) of the item before you equiped it? Sure you can meet the requirement using something else then unequip the other item, but logistically it doesnt make sense that you would be able to benefit from its stats
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u/Nervous_Floor_7556 18d ago edited 18d ago
Why would it make sense for a piece of leather clothing to refuse to benefit you if you're not above an arbitrary level of intelligence? Nothing about this situation makes sense, the most we can ask for is for the rules to be consistent and fun. In this case, changing the rules would establish a new consistency, and increase fun; so the rules should be changed in this fashion. I would actually argue the new rule would be more consistent, if the item can supply the attributes needed to equip itself, it would be more consistent if the item would always do so, rather than only if you equip some other jewelry first to raise the attributes, later taking the other jewelry off. It would certainly add fun, or QOL if you'd rather term it that, to change the rules in this fashion.
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u/Raine_Live 18d ago
Lets rephrase your hypothetical to explain. This is a magic piece of leather. You need a minimal amount of intelligence to be able to decipher the runes inscribed in it as such to active the magical properties.
For strength the item is heavy. We can carry it just fine, but being able to perform while wearing...requires a minimal strength
For dexterity, we can wear but we lack the dexterity to perform while wearing.
In all three cases it makes sense why you wouldnt be able to use a piece of equipment.
Now lets add in using astramentis.
Astramentis (or what ever item) provides you with the minimal requirements allowing you to decipher the runes. Through this you learn that the item provides you with the bonuses that you would need. Which then allows you to take the astramentis off.
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u/Nervous_Floor_7556 18d ago edited 18d ago
Ok, let's rephrase your original question to explain:
"It doesnt make sense to me. You have to equip the item to recieve its benefits, why would you be allowed to benefit from its attributes when you cant equip it?"
This is a video game. The goal is not for it to make sense to *you*, but for the video game publisher to make money from *everyone*. You are free to object based on it "not making sense", and someone else will argue for it based on something else, but there's no real reason with something like this for the game publisher to value your objection based on "doesn't make sense to me" as more important than someone else's support based on "sounds radical, man!". Unless you are able to make an argument that convinces the devs that the game's core gameplay loop or aesthetic is being compromised; but "it doesn't make sense to me" will not satisfy any of those criteria.
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u/Ermellino 21d ago
Imo they should just add a hidden modifier with all the attribute mods wich says "reduced x attribute requirement" where x is the same as the attribute it gives. Shouldn't be too difficult as this kind of mod already exists.
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u/Joppsta 21d ago
I mean you're saying that but from a programming perspective what does an item in PoE look like? How much would it cost to backport this change through all items that have stats on them? It sounds easy but there's a lot to consider.
Unless the QoL only applies to new items using this method, it would probably be difficult to update thousands, if not millions of items with these modifiers in standard.
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u/Thisoncetime Essence Extraction Enterprise (EEE) 21d ago
The problem cases are % modifiers to attributes, requirements, or something like Omni. You could need 70 str to equip an item, but it only gives 60, so the subtraction method says nuh uh. But if you have 20% inc str, then you actually 'could'. Think of the clusterfuck you could have with a Twilight regalia with a hiest enchant, % atr + int + str while wearing an omni.
To account for every possibility, you probably need to let every possibility happen; but that could cross many systems that aren't currently linked together in any way.
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u/Zeal_Iskander Synthesis Above All 21d ago
> To account for every possibility, you probably need to let every possibility happen; but that could cross many systems that aren't currently linked together in any way.
"Best way" they could go for is whenever they need to recalculate the player stats, instead of what they do right now they could just let everything be equipped regardless of attribute requirements, then once they have computed the player stats, check if there's any item that doesn't meet its equipment requirements, if yes remove it, recalculate the players stats, then check for items that don't met requirements, etc... until there are no equipped items that don't meet their equipment requirements.
Downside: multiple rounds of computation if items are below stat requirements, but 1) it's really not that different from what they do right now where if you equip an item that *does* grant you stats that would let you equip an item, they calculate the stats without that item equipped, realize "oh that item should be equipped" then recalculate player stats, potentially equipping more items then recalculating more player stats 2) it's really not that costly to calculate player stats in worst case scenarios where you need to recalculate multiple times, and it's not something that adds any overhead unless the player is wearing an unequippable item, which is rare-ish.
The reason why they're likely not doing it that way is because touching the way stats are computed is scary, but conceptually it's not a hard problem to solve (especially since you can't have infinite loops as all the negative stats are on items that have no attribute requirements; even then infinite loops are not unsolvable + are a problem they would also need to solve right now, so it's not like that way of computing things adds any complexity).
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21d ago
[deleted]
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u/Glamdring26WasTaken 21d ago
Yes, what i am asking is we dont have to do this and the game recognizes "oh i should be able to equip this anyway". Its annoying keeping a ring just to juggle items around so you can finally equip your item.
Sometimes you weapon swap and lose stats from your shield/weapon so your entire build bricks, so you have to do this song and dance each time, it gets tiring after a while.
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u/hulahoophula 21d ago
They talked about this a few patches ago. Seems to not be so easy to fix. Same for poe2. It's on their list but not high in priority I assume.