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Cause this is the reason people use it in the first place.
The idea behind rarity is the tradeoff in combat stats. Which some builds almost fully ignore.
Once this balance is brought back to place rarity will be in a much better spot.
Rarity Stat on Gear affects quantity too.
I can speculate this, because I had around 100, then got another 200 rarity from a shield. Basically, I can't tell any difference between running 300 vs 100. The rarity you get on waystones is a separate stat (different wording), which is multiplicative, and it does make a difference.
If you want to see stuff like divine orbs drop, run around 80-100 rarity on gear, and then run waystones with 100+ rarity. And no, you will not see them drop every run, but you will see them drop periodically.
Rarity doesn't need to be nerfed because there's already no point in stacking very high amounts of it, and it's easy enough to get 80-100 without gimping your build in any way.
I got the shield (corrupted) with 30% rarity, and like 600% boost to soul cores, and I also got the 5 socket armor with azcapa's in it too. Those are the 2 best pieces of rarity gear, and to be honest they're nearly useless items IMO. You can already spread the rarity increases out over multiple pieces without making any stat cuts and hit the soft cap without those items. I tried the armor too, just messing around, but it's a tremendous cut to my ES, enough to where I might actually be at risk of dying and at level 96 that's not really an option for me. I like being able to just not pay attention to all that exploding volatile stuff because I got such a huge and comfy ES pool.
and besides rarity has been a bit broken since it was changed to affect currency so a nerf is bound to happen.
a decent balance if you ask me would be to add a hidden 50% magic find to all, then reduce the effect of the stat from gear by 75%.
pretty much a win/win balance.
oh man thanks its so good to finally see smb with brain in this "debate"