Multiple active loot filters for cycle builds?

So EHG is leading the way imho with their loot filter and the ability to target requried affixes and affix weights. One of the considerations I am thinking of as we begin to think in cycles is the POE concept of a league starter and then a later farmed build. I would LOVE to be able to cycle both of these loot filters on, perhaps having icons as a way of differentiating them so I can begin hoovering up my later build game affixes and rares. Has this been discussed previously?

I don’t understand what you’re asking for here. If you want your loot filter to show both current and future needs, just set your list of rules to show all of those items.

2 filters active. 1 for a levelling/farming build. 1 for a later gear dependant (let’s say dependant on uniques like a squirrel helm) build. Activate filters 1 and 2. While you’re running the levelling/farming build you’re picking up items for build 2 as well. When you’re ready for build 2 you just use the build 2 filter. No need to keep editing one filter to fit 2 situations. You might then use your farming build to start helping gear for a 3rd build (activate filter 1 and 3)

What you’re describing can be accomplished now with one filter, where some of the rules have level ranges assigned so that they turn off at 55 or whenever you want to stop seeing leveling gear.

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Sounds needlessly complex (from a dev perspective), what options are missing right now to make you feel the need for multiple active filters? If we are able to navigate PoE with only 1 active at a time(and can have infinite more waiting depending on needs), the same should apply here. Sure it may take more time and effort creating, but like @Guurzak said, you should be able to achieve this now.

This was already suggested before in a recent thread and I even described how it could be done. The best use I pointed for this was playing with a friend and you could have both yours and his filter on so you could give him your drops.

I also don’t see the reason for this.

What you are asking for can be done within one loot filter.

Just use different recolor or emphasize rules to differentiate them

The way I saw it would be to be able to see what filter it dropped from. So an item would drop from my friend’s filter, which I imported, it would say: Item Name (Friend’s filter). When I saw it on the ground I would know it was for him.
The way it is now I would have to manually add all the same rules he had and give it a different color from the ones I was using.

Another solution, which would also satisfy this, is if you’re in a party, you also see the drops from their filters, once again, identified so you know who the drop is for.

Basically, it’s just an option to make grouping with friends more fun and so they’re not missing out on loot which dropped for me instead.

I WISH we had more options to mark items. For example I can mark items with a letter X before the item name so I know said items are for my friend and he needs them so i give them to him. Colour only isn’t enough from my point of view.

When I play with 3 more ppl it’s already “hard” (tiresome) enough to setup a filter for their class skills on items because it removes a clour that I had better need for to distinguish my loot more.

While I appreciate a more convoluted option is possible by continually editing one loot filter, I like the idea of being able to completely seperate them. I prefer to incrementally improve my filters not continually change them. Appreciate the various point of views but I still see the suggestion as something I would personally value.

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I do agree that filters could use more ways to differentiate them. Even being able to apply the filter icon markers that you get for the name to rules so you know which rule is being applied would be a step forward.

This is gonna sound random as all hell, but I respect your attitude to those of us who did not necessarily see the point. I was fully expecting attack mode, but that was respectful. That sorta shit just kinda disappeared from online discourse over the past few years it feels like.

As an addendum to my reply, I am never against accessibility options, same goes with QoL. If this is something you and others are passionate about, Im sure somebody on the team would chime in. If the coding necessary doesn’t cannibalize precious time that may have been used on something more glaring, then hell yea give the people what they want!

Regardless, I put my entire net wealth of some twinkies and a 2015 5.0 that even if implemented, it would be far after official launch.

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I dont get it… you can already flip between filters just by selecting a new one in the drop down. I’m not sure what else could be done to make this work, other than make a hotkey for it… but that wouldn’t be very effective since it takes a couple seconds to load a new filter and apply it to the current session.

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To me, the issue isn’t my other filters but rather the filters of friends in the party. Right now I’d have to create a new filter the same as his and then switch back and forth. Or add his rules manually to my filter one by one. And if I grouped with another friend, or that friend changed chars, I’d have to do it all over again.
So all I’d really like is an option so I can see their filter drops as well. It would be an option that would be active when you’re in a group only.

Others wanted to show the results of more than one filter at once, from different characters. So that you’re farming with one character but you can see the loot drop for other characters as well. Even though I suggested this as well in the other thread, this specific option I can (and have) make do with just adding the rules for important items. Although it’s hard to manage them all when you have lots of characters/filters.

Right now, all you can do is kill mobs, stop, change filter to see if anything dropped for that other filter, move on, repeat. It leads to start and stop play when you want it to move fuildly. Being able to set more (in my case I’m mostly concerned with group play when I play with friends) at once will reduce this.

The same as the other thread about having filters for alts active as well.

One additional problem with the idea of running multiple filters is the potential for conflicts. How does the system know what to do when one filter says to show the item and the other says to hide it? If you just make one filter take precedence over the other then the top one would likely override almost everything the bottom one does. If you allow for manual assignment of numeric priorities per rule, so that you can interleave the logic, troubleshooting becomes really complex - and the cpu load of running that interleave algorithm on every dropped item might not be awesome either.

This is a good point and one I hadn’t considered. I’m thinking adding more options to identify different rules (size/colour/icons) is the answer.

I had already tackled that on the other thread and the answer is simple: if one hides and one shows, you show it. After all, that is the whole purpose of this feature. If I’m running my filter I’m hiding the drops that my friend’s filter shows. If I run both, it will hide what both filters hide, and show what any filter shows, with a label like (MyFilter) (FriendsFilter), etc.

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