The Recombinator is an unfunny joke.

I succeeded in getting a seaglass spear with perfect attack speed and near perfect accuracy, don't mind the system at all.
+1
Gambling 2.0 :D
No innovative ideas means just copy paste.
that has been fixed they decided poe1 needed to be just as fucky as poe2 recombinator and if you wanna do it the old way it costs twice as much as it used and still doesnt fuckin work
Last edited by BiffMcfly#5689 on Aug 7, 2025, 8:29:15 PM
+1 The recombinator (AKA shredder) is very lackluster. The idea is great but the execution is very lackluster. The ACTUAL chances of success with any stat level greater than 5 is abysmal. I might as well shard the equipment or just sell it to the vendor.

I don't have any hard proof but it really feels that 25% (for example) is actually 10%.
97 Blood Mage, 96 Gemling, 95 Deadeye, 93 Invoker, 92 Amazon, 92 Stormweaver, 91 Smith of Kitava
"
+1 The recombinator (AKA shredder) is very lackluster. The idea is great but the execution is very lackluster. The ACTUAL chances of success with any stat level greater than 5 is abysmal. I might as well shard the equipment or just sell it to the vendor.

I don't have any hard proof but it really feels that 25% (for example) is actually 10%.


I have the same sense bro. The number are not actually correspond to right percentages + there are no innovative ideas. I think its more like copy paste from Poe1 as always.
"
Todos56#1491 wrote:
I think its more like copy paste from Poe1 as always.


Poe2 version of recomb is a downgrade from poe1, pretty much like every single other system. https://www.poewiki.net/wiki/Recombinator scroll to version history to find out how the original actually used to work in poe1.

Atlas? Less choice, more chores, passive points beyond shit. Agency in what content to buff and which maps to run? Gone.

Essences? Non existent and non usable. Nobody is going to pick up 20 thousand white bases and greater essences are so rare they might as well not exist. This was designed as a crafting mechanic that was supposed to allow you to start crafting an item, which is why it is deterministic in poe1 - somebody must've missed the memo when they were copy pasting it to poe2.

Breach? Only one boss/splinter type. Still a timer that rewards zoom zoom, only now a handful of builds available in the game to reach them. Unique rewards trash, cannot be used for levelling anymore.

Delirium? Less chase items, way more annoying to run with mobs perma pushing/body blocking/stunning you. Simulacrum devoid of good drops and cannot be used to level anymore. The only unchanged aspects here are that it is mandatory and still a visual clusterfuck.

Expedition? 4 distinct vendor mechanics simplified into one and nerfed to the ground in its output. The only reliable source of high ilvl bases, but that is a symptom of a non-functioning atlas system, rather than an actual upside.

Ritual? Relegated to being a band-aid for a non-existent crafting 'system'. Gated behind ridiculously low weightings on anything useful.

Beyond? Not targetable/modifiable via passives and reduced to a few extra rare pack spawns per map, since no other mobs matter for whatever reason.

Ultimatum/sanctum? Rolled into ascendancies and devoid of any actual rewards to chase/ currency to target farm, bar a couple of uniques that most people will never see.

Wisps? Don't even... they've created something even more clunky than tormented spirits - congrats.

Exiles? Don't exist and don't drop anything if you happen to somehow find one in every 15th map.

Did I forget anything? It seems like the blueprint was: let's copy + paste things from poe1, add a new coat of paint on top, but make them much worse for the sake of some misplaced vision that seems to be changing constantly anyway.
Last edited by arandan#3174 on Aug 20, 2025, 2:08:55 PM
Idk, it's kinda funny. I hope they implement more sounds effects for failed recombines. A slide-whistle would be perfect.

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