New tier of currency items is an awful idea imo and thats why

"
Lobo#4398 wrote:

"
Lobo#4398 wrote:
I'm also surprised by how unnecessarily complicated solution GGG came up with just to avoid making more deterministic crafting accessible to a wider audience.

Introducing currency tiers will only add to inventory clutter and make things even more convoluted.

It seems like they're trying to address the following issues, but I'm not convinced it's a good solution:

1. Reducing the amount of RNG in crafting.
2. Creating a sink for underutilized currency.

Why not define a range of mod tiers for each item tier? I'm surprised this hasn't been implemented already.

And what about giving underutilized currency a new purpose or making it useful in a different way?

Perhaps GGG is just experimenting with new ideas. It's EA, after all.


Of course, I don't want to play the game through the inventory. But how is frequently interrupting the flow of combat to pick up a base item and do the crafting attempt any better? And if you don’t do that, you’re missing out. Currency tiers improves the situation by making crafting slightly more deterministic, but I just don't understand why the solution has to be so complicated.


if you just introduced what is essentially tiered bases then the issue of currency inflation gets worse. in that scenario you now need less currency to make an item of whatever percentile passes the bar, and their utilization is still limited by item bases.

if you consider that in PoE1 the currency to base ratio is like 99:1 (in terms of value and importance in the process of crafting a desirable item), in PoE2 it's basically inverted so that the ratio is like 2:98.

introducing tiered bases would reduce the relative value of the average outcome on non-tiered bases such that an average player would now need to use MORE bases to produce items of the same relative value. and since bases are the bottleneck to use these currencies nothing is resolved.

planned obsolescence doesn't sound so bad in comparison.
Last edited by Dak01#7115 on Aug 22, 2025, 7:43:02 AM
"
Dak01#7115 wrote:


if you just introduced what is essentially tiered bases then the issue of currency inflation gets worse. in that scenario you now need less currency to make an item of whatever percentile passes the bar, and their utilization is still limited by item bases.

if you consider that in PoE1 the currency to base ratio is like 99:1 (in terms of value and importance in the process of crafting a desirable item), in PoE2 it's basically inverted so that the ratio is like 2:98.

introducing tiered bases would reduce the relative value of the average outcome on non-tiered bases such that an average player would now need to use MORE bases to produce items of the same relative value. and since bases are the bottleneck to use these currencies nothing is resolved.

planned obsolescence doesn't sound so bad in comparison.


Honestly, I'm not sure what you're referring to. Tiered bases (based on item level) already exist. My suggestion was simply to define a mod tier range for the crafting outcome of each item tier.

For example, a level 5 body armor would allow you to roll T1 and T2 life mods - that’s how it currently works. However, level 64 body armor would only allow you to roll life mods for example from T7 to T10. Currently, you can roll life mods from T1 to T10 on level 64 body armor.
By the way, there were some chance improvements in version 0.2. So it's probably less then 1/10 to roll T1 life mod.

Anyway, this suggestion was aimed at addressing the RNG aspect of crafting. It does similar thing as currency tiers, but it's based on the item level and the chances are same for all - not limited to rich or life-invested individuals. And it doesn't create extra mess.

I'd like to add one more point: if item drops or crafting outcomes were more consistent, it would make balancing the game much easier. It would also reduce the need for excessive loot, since each item drop would feel more meaningful.

As a solution to currency inflation, I suggested giving those currencies an additional function or purpose to increase their value. If no new system is introduced for utilizing these currencies, a simple alternative could be allowing players to trade them for different types at a fixed rate via NPC vendors. Also, the drop rates could always be adjusted.
Last edited by Lobo#4398 on Aug 22, 2025, 8:39:29 AM
"
Lobo#4398 wrote:


Honestly, I'm not sure what you're referring to. Tiered bases (based on item level) already exist. My suggestion was simply to define a mod tier range for the crafting outcome of each item tier.


we're talking about the same thing, I was just comparing to the drop tier system because it's essentially applying that principle to the item bases and not just the rolls that generated on the dropped magic or rare item.

"
Lobo#4398 wrote:


Anyway, this suggestion was aimed at addressing the RNG aspect of crafting. It does similar thing as currency tiers, but it's based on the item level and the chances are same for all - not limited to rich or life-invested individuals.



oh, but it's still the same RNG process. you would just need to pull the lever less times for the same outcome? presumably they want the economy to scale at a certain rate, if the average player now has 87th percentile rares on day 4 I don't think they'd find that acceptable.


"
Lobo#4398 wrote:

As a solution to currency inflation, I suggested giving those currencies an additional function or purpose to increase their value. If no new system is introduced for utilizing these currencies, a simple alternative could be allowing players to trade them for different types at a fixed rate via NPC vendors. Also, the drop rates could always be adjusted.


well here's their issue.

they want ground loot to matter, but they can't just throw endless ground loot at you because it's cumbersome to deal with. so they either need to change some sacred cows such as item size (tetris), or they would need to sell you adequate bases to use your currency on, but then that undermines their intentions of ground loot mattering.

I suggested just being able to buy waystones from the vendor, that way players can dump their currency into getting the best map rolls.

I just find their crusade to make ground loot matter again so arbitrary... it's the worse thing about the arpg genre and they solved it to basically everyone's satisfaction in PoE1... was their solution without trade-offs ofc not, but they should be focused on refining it in PoE2 where it doesn't yet have deep roots.
"
Dak01#7115 wrote:

oh, but it's still the same RNG process. you would just need to pull the lever less times for the same outcome?

It would give you a much higher chance of getting something useful. It would also reduce the risk of completely bricking the item during the crafting session. Additionally, it would narrow the gap between power levels caused by RNG, which has many implications. Perfecting an item would become more about min-maxing rather than creating extreme power disparities, making game balancing easier and the intended player experience more consistent.

"
Dak01#7115 wrote:

I just find their crusade to make ground loot matter again so arbitrary...


Same... maybe they're just testing stuff.
Last edited by Lobo#4398 on Aug 22, 2025, 9:15:52 AM
"
Lobo#4398 wrote:


Same... maybe they're just testing stuff.


it's something they really dislike in PoE1, but they still found interesting ways of making ground loot matter, like making fractured items part of the core drop pool and reintroducing synth mods on rares.

they've said rerolling an item 1000s of times in your h/o is degenerate, but it's simply offsetting the process of handling ground loot, IDing, appraising, slamming, dropping, stashing, trading etc. to someone who enjoys and is willing to undertake that process.

and you can do that because in PoE1 an alchemy orb (for example) represents 99.5% of a rare item that dropped on the ground, almost a 1:1 abstraction.

in PoE2 EVERYONE needs to go through this process to increase their opportunities. that ISN'T better. homogenizing the core gameplay loop in this way is NOT better.
Last edited by Dak01#7115 on Aug 22, 2025, 9:36:27 AM
Why not just just have another NPC that can Add higher tier modifiers for a larger currency cost of what we already have. For example I can Chaos to save and hope to get T1 or use 5x Chaos (example) to Guarantee a T5 or higher. Adding in extra currency is just bloat
Last edited by xpose#1651 on Aug 22, 2025, 9:58:29 AM
"
xpose#1651 wrote:
Why not just just have another NPC that can Add higher tier modifiers for a larger currency cost of what we already have. For example I can Chaos to save and hope to get T1 or use 5x Chaos (example) to Guarantee a T5 or higher. Adding in extra currency is just bloat


You completely miss the biggest benefit of adding in additional currency - separating out the markets for the two. GGG's proposed solution is going to result in the lesser currencies being SIGNIFICANTLY cheaper than the high tier currencies. This is what is going to make early/mid crafting significantly more accessible.

Their proposed solution results in early/mid crafting being more accessible AND late game crafting being improved by reducing RNG (in return for higher cost/value of the high tier currency).

Your solution just improves late game crafting by reducing RNG, but does nothing to improve early/mid crafting accessibility (which I honestly think is the bigger problem right now).
What happens to the currency we have in our Standard stash? How will they be sorted into these new tiers?

Report Forum Post

Report Account:

Report Type

Additional Info