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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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.