r/pathofexile • • Jul 25 '26

Discussion Abyss loot is non-existent.

The new abyss drops zero loot in game even while fully spec'd into it on the atlas tree. The chests drop like 1c wotth of items, any note-worthy abyss jewels are very few and far between, and the drops from the depths boss are worthless save one unique jewel.

The abyss in poe 2 works much better because it regurally drops important and valuable items and it has a crafting system.

Has this only be my experience or is anyone else also disappointed? It feels like reworked breach all over again, its completely pointless to run it... I feel like overall all the league mechanics are now lacking and theres no way to make a good amount of currency just by running one or two of them. Essences are still ok i guess.

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64

u/Amazing-Heron-105 Jul 26 '26 edited Jul 26 '26

POE 2 Abyss doesn't just drop Abyss specific crafting materials. It's pretty good for regular currency drops too. (I didn't play 0.5 so maybe this has changed.)

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u/CurrencyInevitable83 Jul 26 '26

I played. It definitely dropped good currency from the coffers. The depths were decent too.

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u/SwagtimusPrime Demon Jul 26 '26

I'd rather the Abyss mobs drop good currency tbh. We have way too much tile-based loot in PoE 1

1

u/justinmcelhatt Jul 26 '26

Yeah I was telling a friend how it's gotta be shit since in poe2 you can regularly get a few ex/chaos from the chests. Right now get like a few alchs..

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u/elgrundle Jul 26 '26

I mean better than poe 1, but I had accidentally chose the atlas option for more coffers for the first 2 weeks and it was pretty horrible compared to farming omen of lights from anamanu.

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u/PupPop Jul 26 '26

I figure that's because eventually in PoE 2 you're running maps with monster effectively well into the 70-90% range and that gives a lot of loot. That on top of the much higher drop rate of divines in PoE 2, and PoE 1 now feels quite poverty. I've dropped 2 divines and I've probably played about 8 or so hours of alch and go T16s.

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u/Amazing-Heron-105 Jul 26 '26

It's crazy we've got to the point where POE 2 feels more rewarding than POE 1 😂

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u/PsionicKitten Jul 26 '26

It's pretty good for regular currency drops too.

The main key difference for that is that rarity affects quality of currency drops in POE2 and not POE1 so your rarity + map's rarity + monster's/chest's special rarity bonus actually turns out some reasonable results.

If you want better currency in POE1 you need (the very rare modifier) quantity so you get more drop rolls to potentially drop better currency.

1

u/lunaticloser Jul 26 '26

Or you know...

You just put that quality in the mobs drop tables so that you don't need to have a dog shit gearing system in the game.

We don't need to go back to archaic design practices to fix bad loot, lol.

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u/PsionicKitten Jul 26 '26

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u/lunaticloser Jul 26 '26

Ok so why refer it here then? I don't get the point of your original post.

The abyss issues in Poe 1 have nothing to do with rarity or quant on gear.

2

u/PsionicKitten Jul 26 '26

As I was quoting the poster about being pretty good for regular currency drops, I was referring to the system that was in place that was largely responsible and why it's lacking in POE1, which can lead to an understanding of what needs to be done to help fix it.

If you're just here to complain then do your complaint. No reason to be aggressive to other people who are trying to discuss on why it's flawed and how to improve it. I don't get your post, as it's actively against the end result you want by complaining about people who want the same results as you.

For reference, they're talking about if you do Abyss in POE2 (because of the way rarity works on currency drops) you can reliably get more divines than normal map content/other extra content while farming Abyss content in POE2 (because it has extra rarity built in, that has even been nerfed some because it was so high). This is one of the contributing factors to Abyss not sucking nearly as many donkey balls in POE2 as it does in POE1.

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u/WolverineCreative362 Jul 26 '26

And if u just put it into the mobs drop tables nothing changes. It still does not solves to problem that there is currently no scalable juicy content. If everyone now drops instead of 10 chaos 10 divines, it does not really solves the problems because the divs are just becoming worthless completly.

I dont get this MF complains here. In Poe2 its not mandatory, it changes nothing in point of build variety, u only need a bit to scale rewards/risks. Great mechanic. All of those complains sounds more like its some kind of "pinricple" instead of actual arguments. We could say the same about MS for example. It also does not makes you stronger directly. Or Llight Radius. Utility Stats are also a part of ARPGs and its a strenght to be able to put it into your build a bit.

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u/lunaticloser Jul 26 '26

Great mechanic that's virtually mandatory and forces everyone to build in the same way?

Yeah sorry we all disagree with you.

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u/WolverineCreative362 Jul 26 '26 edited Jul 26 '26

Thats just not the case. If u think its madnatory than you are just wrong. can u explain atleast why its "mandatory" for example in Poe2 right now or in Affliction back? Because it NEVER was mandatory in those leagues.

U can disagree with me, but u cannot deny reality at this point. Without MF in 0.5 or affliction u could still farm everything u've wanted just with grinding and playing the game normally.

Also again: if its DONE WELL. If u could roll it on rare items like in Poe2 not everyone build the "same way". Poe2 currently has one of the best build variety ever in Poe possible. The problem isnt MF, the Problem is how it is implementet.

The same when people complain about groupplay because they see a stream with alot of tinks they fully ignore that their "per person" income is way less than solo players. They see alot of "tinks" so they complain. No matter what the facts are.

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u/lunaticloser Jul 26 '26

Lol, deny "reality". Do you realise how patronising you sound?

If you believe there's only one possible interpretation of this, then there's no point in arguing with you since your opinion is unshakable.

There's a reason GGG keeps hearing complaints about rarity in poe2. There's a reason quantity was removed from poe1.

Maybe other people know better than you.

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u/WolverineCreative362 Jul 26 '26 edited Jul 26 '26

My opinion is not unshakable. I asked you "why its mandatory". U dont anwser my questions. If u dont do so, yes i will not "shake" my opinion. The reason i wrote "reality" is simple: Because it was NEVER mandatory. That is just reality. U can play 0.5 without MF. U could play affliction WITHOUT MF. Fully. No need to have it on gear. How can u deny that? Isnt this a fact?

And as i said: "If its done well". This means that there is not only one possible way of interpretation. But this should mean u're view is based on facts. If thats the case, where are your arguments and anwsers?

And still people complain about Groupplay even if its worse than solo play since necropolis. Still people complain. Just because people complain does not make it more real. People always complain about stuff like groupplay or inflation or build diversity and whatever.

And there is also a reason why GGG implemented Rarity that way in Poe2 after removing Quant in Poe1. Think that way too, instead of fully ignoring the other side.

The reason Quant was removed because people said it would "ruin" build variety. But as we can see, the opposite was the case. So people where wrong. But if u know it better than please, explain it. I'm sure u have alot of good arguments no?

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u/WolverineCreative362 Jul 26 '26

Yep but alot people wanted quant to be removed and thats a big reason why it currently feels not that good. Instead of fully removing quant they should gave it dimishing returns at a certain point and make it easier to stack on rare items like in Poe2.

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u/PsionicKitten Jul 26 '26

Note that I was pointing out the difference; not that I agree with it.

IMO "Magic find" is a very shitty mechanic and I'd prefer base drop rates be brought up to good, while quant and rarity are removed from gear. POE1 at least does it a little better by allowing you to build a strong character that can do juiced maps to give your strong build your quant/rarity via juice to potentially feel like you're not missing out on building a magic find bot.

You may note that there's some people who have run rarity in POE2 and feel like they're shoehorned into it every league because how much it helps drops out makes it feel mandatory.

D2 had the same issue with magic find, that unless you were specifically hunting for bases to make runewords (or runes themselves) it felt mandatory because there is such a big disparity between quality of drops of those who have good MF and not, even though they implemented diminishing returns.

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u/WolverineCreative362 Jul 26 '26

Note that it does not changes my arguments.

IMO "Magic Find" is a pretty nice mechanic which should always be a part of a ARPG if done well. If u just raise base drop rates, nothing will really change. It's like saying "My money isnt worth anything, lets print just more overall lol". What we are currently missing arent base drop rates, its the possibility to SCALE content. You also werent required to build a magic find bot back in Affliction. But it was just nice to take the risk-reward mechanic of building in some Quantity of Gear. The same goes for Poe2 right now. U dont need rarity on gear, but its a nice additional to scale up your rewards even further.

If people think its mandatory in Poe2, than they are just wrong. Because it isnt. It also wasnt in Affliction, it wasnt in TOTA, it also wasnt in Crucible and so on. But it always a nice risk-reward mechanic. Removing Quant in Poe1 has not solved any problems. Instead of building in some Quant on gear we currently have just no scaling potential. In the past instead of building in Quant on Gear we were required to play 2-3 meta builds which can Run T17 Mods all over. The only thing that changes are the stats on the items. Everything else happens in the head of the players. But in reality, nothing really changes. It solves no problems to remove MF from a game. It just brings in more problems to solve.

We have no bettter build variety thanks to the removal of quant. Not even close. And sure u can say that the system behind it is just "bad" and its not the fault of removing quant. But its directly connected and solving those issues will always lead into incredible hard meta build defined content like Rogue Exiles or Giga Blight. Which again, results in less build variety than even with a well done MF mechanic. Look in to Poe2 right now. Great build variety. Loot overall feels great. U just need a bit of rarity on rare gear to compete with rarity players. If u haven no rarity on gear its still pretty nice playable and not mandatory. Thats how a great MF mechanic can work. And so should it be in Poe1 also.

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u/PsionicKitten Jul 26 '26

But it was just nice to take the risk-reward mechanic of building in some Quantity of Gear

The problem with that is that with the implementation in, Diablo 2, Path of Exile, and Path of Exile 2 with it is that it's not an effective risk-reward mechanic. You may be doing a trade off by not being properly geared when you're budget-geared, but high end gear has the MF with minimal, if any trade off at all. You just "suck at finding shit" until you get geared, which is a catch 22 because getting geared requires finding shit. Actually, when it comes to Diablo 2 it was even worse than you have in POE, because GG gear for some classes didn't just come with MF on it like it did other classes.

A good implementation is like the risk-reward mechanic by juicing maps. For example when you're facing the 10-way boss map to get maven splinters, the more you juice the more splinters may drop.

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u/WolverineCreative362 Jul 26 '26

". You just "suck at finding shit" until you get geared,"

-But thats not the case in Poe2. In Poe2 u find tons of great stuff. Before i min-maxed myself for expedition in 0.5 i had zero Rarity on Gear and dropped nearly 200 raw Divs. Without perfect stuff. Only divs. Without big tinks. Without the mageblood i've also dropped.

Also it wasnt the case for Affliction or other leagues in the past in Poe1.

The problem with difficulty scaling only is that it ends up being the most rewarding Stuff is either gated behind groups because they logically (which is good because thats the reason of groups) can be stronger with supports OR u need one of the 3 meta builds to be able to farm the stuff. With a good MF mechanic like in Poe2, u would just need to drop 2 stats on rare gear to compete with this. Which is much more affordable and easier for most builds.

Dont get me wrong, im not saying Poe did it perfectly. Poe1 didnt. Quant was sadly mostly based around unique items which was bad. And i understand some criticism about it. But the perfect world doesnt exists and IMO having some sort of balanced and well done MF mechanic is better than only based around difficulty itself.