What would u prefear as crafting system?
1 a reroll bassed one when u can force whatever with enough currency. 2 A deterministic smash (like remove a random mod for this one) 3 A pure RNG system where u just get what u get. (Lets say gamble or old chaos orbs) 4 A metacrafting system where with some knoledge u can get close but not straigh target something (like using craftbench for cutting prefixes or using delve resonators or graveyard crafting...) 5 Those to change affixes for others like change a cold affix to fire. 6 Smash in item with options (like in betrayal with Aisling (now veiled chaos orbs)) 7 Skill trees in items like some in crucible 8 A mix of all of them. 9 Some other (elaborate) Last bumped on Apr 29, 2025, 10:26:10 AM
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anything that isn't designed from the ground up as aversion therapy for gambling addicts. Seriously if we aren't playing 20 hours a day we don't HAVE enough currency to spam slam 140 items at once to MAYBE get lucky one time.
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- You can always force whatever with enough currency. This is a core principle of probabilities. Its not "deterministic" just because you can control some aspect of the probability (see counting cards in blackjack for reference).
- You are already re-rolling. You are just rolling items rather than mods. Alteration orbs were a quality of life and a good thing. And I will die on that hill any day. People that spend all day clicking alteration will do the same with buying 100 white bases and rolling them. Its the same system with extra steps. - A reroll system needs to have more positives than negatives. PoE1 had that. You could iterate in incremental improvements. There were still bricking operations if you were dumb or gambling, but there were a lot of non-destructive systems. - The knowledge depth in PoE1 crafting was a good thing. People claiming it drove out newbies are no better than people asking for an easy mode for bosses and map difficulty. Its a non-argument. Systems with a high degree of depth and knowledge acquisition are awesome in a game. They are a goal, not a problem to be solved. - The crafting bench is a bare minimum to have in PoE1. It is a controlled, single mod, probability inducer (by blocking some mods), low knowledge entry, fully deterministic craft. You don't even need meta mods. PS: Runes are not the answer. Currently, Iron runes are the correct choice 99% of the time. This in inherent to the way resistances and other mods need to be balanced. Runes will never replace the crafting bench because they add instead of replacing. So it will always be more efficient to use "increase by" runes that extend your base mods, rather than replace a mod. |
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" I feel the same with the weapons, but i think that's the problem with Increased Physical damage mod or Increased %Defense mod, they are too good that is almost a no-brainer. |
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D2 runewords.
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Personally, i think the problem lies at the core. Poe2 is using an obsolte gear system, drinking from the blood of D2:
- There are a lot of disparity between mods: Some mods are useless 99.99% of the time, other are mandatory for everyone (Increased physical damage, +X to resistances, +X% increased evasion/armour/ES) - The mod's tiers are RNG weighted, and heavily so: it doesn't matter that you loot a ilvl 80 body armour, you have a tiny little chance to roll high tier mods. - The currency doesn't bring you crafting choices, it just upgrades randomly your item. Some reffers to this as "identifying an item with extra steps". For the first and second points, the game should be reworked to prevent these problems. It's a bit harsh, but removing IPD, increased evasion/armour/ES would be nice for the game (and you would need to rebalance the content for this). For the third, the currency has to work in another way. For example, Exalteds brings you a mod between three choices, to mitigate RNG, or just add mods from a pool (like essences, but better) Last edited by Sulik7#2502 on Apr 20, 2025, 3:50:49 PM
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9 - Other
Make some decent crafting possibilities for SSF league ONLY Trade and strong deterministic crafting are simply polar opposites that don't work togheter well. |
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My take
I think the base system lacks of options... Alterations should be a must. Scouring are a option, but make annul more common is also the same answer. Metacrafting (prefix/suffix) should b implemented, and not just for endgame omens... (I also really dont like rituals myself. not in POE 1, not in POE2) There is not enough corrency drop in general. Essences are still useless. We have a whole conversation about that. The gambling system with gold shouldnt be a thing in mid/endgame at all. The recombinators were far better how them used to be. And if u want an option where u destroy 2 items in the process, at lest, give us a good chance to get an item back, not a 0,5%. In POE 1 there were an interesting crafting method using one of the expedition guys... The hammer bench is a pain in the ass too. Same as being all the time picking up blue items to see if u find the right mod for a base... So I would say. I´d like a system where item level matters to the roll u get. Not only by adding the max tiers, but also by cutting of the lowest ones. I would like to be abble to roll. Maybe using essences or something not as common as alterations were. But at lest roll for the first 2-3 mods. Id like then to have a recombinator like the old ones where u can keep mixing items to upgrade them with some decent chance to get it. I dnt mind if them break sometimes, but please, not everytime... I also would like to have some exalt annul or chaos spam chances with a bit a of metacraft (suffix/affix-Attack/caster) Maybe make them less common if u do that, and find another way to work around maps without using that many exalteds on them. I would also like a way to change resist from one to other. Like remove fire/add cold of the old sacred groove. I would like to have more mods and interesting ones like those we have from Elder/shaper, conquerors, delve, betrayal, etc.. And Id like to have a use for Divines so them dont get that inflationary. Wich would b adding metacrafting options. So: More interesting mods, shorten the tier roll list of them with item level, wich reduce the amount of currency needed but give them more value, more crafting methods, some les rng bassed ones, and more control over crafting to the player. And Id like to have enchants, quality, runes and corruption on top of all that. Thats my take. But Id love to keep hearing ur takes. Last edited by Sarke#5416 on Apr 20, 2025, 12:06:14 PM
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My preferences would be:
1. A more-or-less unified system of crafting where all of the crafts can be done in one interface. 2. I would like two, general, types of crafts available: A. Low to medium power but 100% deterministic crafts. Think of the old PoE1 crafting bench where you could add life or chaos res or a low to mid tier affix to an item B. Powerful but RNG crafting methods. Like "add a fire affix" (of random type or tier. 3. I would like some meta crafting that would give you the ability to better guide the crafting processes (cannot modify prefix, cannot roll attack mods, ...) |
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Diablo 3 Crafting System was pretty nice. I would not be angry if PoE2 had it.
Hell even PoE1's system was nice, and 100 times better than what PoE2 calls crafting. Where you had the different benchs, and there were a certain stats you could craft onto a gear. Not to mention Recipes for rolling a piece of gear with a specific stat, upgrading your flasks. or craftins specific uniques. |
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