πŸ‘ Add an option to reroll a specific modifier on an item

Are you in charge of game balance now ?
None of those mechanics actually do what I’m suggesting
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Are you in charge of game balance now ?
None of those mechanics actually do what I’m suggesting



dude....they absolutely DO. You are just thinking about it in the wrong order.

What you want is a way to reroll a singular chosen mod (not random) ON A 6-mod finished item.

But that's simply NOT how you craft! What you are asking for is an obscenely rare, obscenely pricey.....redundancy.

You roll the specific mod when you can, until its perfect, using all the methods multiple people told you about.

Divines at the end are mainly used when basically everything else is maximized, and the "cost" of rerolling the mods within a tier cost you like 20 divs max to reroll to max or near-max. And you can potentially completely avoid this step by doing it earlier in the crafting process.


[Removed by Support]
Starting anew....with PoE 2
Last edited by Ayelen_GGG#0000 on Oct 14, 2025, 7:28:23 PM
So what ?
Others talk about global changes, I’m pointing out one specific issue — is that really so hard to get ?

And about this ‘balance breaking’ thing — anyone can say that. Show some proof. You’re not the devs, you just think you know, and that’s not an argument.
You even contradict yourselves:
first it’s Meta-mods already cover that idea, then it’s a single chosen mod would break balance - so which one is it ?
Stop overhyping and arguing for nothing, it leads nowhere...
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Last edited by koszmarnica#7777 on Oct 11, 2025, 8:26:56 PM
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So what ?
Others talk about global changes, I’m pointing out one specific issue — is that really so hard to get ?


Stop overhyping and arguing for nothing, it leads nowhere...


So what? So because what you describe ISN'T an issue.....[Removed by Support]

Refusing to understand is NOT the same as "recognizing an issue". Attacking people telling you its already possible....instead of actually doing the research and learning how to do it is not appropriate, nor warranted.

THAT is what truly leads nowhere. For you.


[Removed by Support]...balance and value in the crafting process are predictable and governed by WHEN and HOW the orbs receive their use. And how that usage relates to similar and/or earlier strategies to achieve the same results. This is how one simple change allowed GGG to change the value of exalts and divs overnight.

Others in this thread understand the crafting process a LOT better than you, and can make predictions with near-100% accuracy on what such an orb you suggest will cost or require. Not only that but the players also understand the HISTORY of crafting evolution in PoE as well. Devs aren't the only ones with this knowledge...and its actually far more realistic to trust PLAYERS over the devs on things like "value" because players actually experience the game far more than the devs do.

[Removed by Support]


Starting anew....with PoE 2
Last edited by Ayelen_GGG#0000 on Oct 14, 2025, 7:29:33 PM
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And about this ‘balance breaking’ thing — anyone can say that. Show some proof. You’re not the devs, you just think you know, and that’s not an argument.

It might surprise you that the devs have discussed the topic a bit regarding Harvest.

It's fair to question how tightly GGG still holds to those views, considering some of the stuff going into PoE2 like Omen of Whittling, Perfect currency, etc--but the design space for that game is a bit different (for example, you can't return an item to normal rarity with an orb of scouring), and not everything is necessarily a permanent addition.

They are also willing to subvert this a bit for mechanics only around for a single league--such as Necropolis and the power it brought to crafting, in exchange for requiring a lot of planning and corpse storage.
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...which is basically what you asked of me, I'm not about to sit here and do that...

Hi there ;)
This is the Feedback and Suggestions section — you don’t ask for things here or request them, you post feedback.
I understand your approach to the game, but our argument is unnecessary. I also get that you think my idea is bad. Ok then...
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Orb of Annulment - Removes a random modifier from an item...


Oh so you mean "a random" modifier, not "all" modifiers like you said.


Here you go:
1) Apply Hinekoras Lock to an Item
2) Right click Orb of Annulment
3) Hover over the item with the applied Hinekoras Lock
4) If the wrong line would be removed, use a Blessed Orb or Chromatic Orb to consume the Hinekoras Lock, and go to step 1
5) when the correct line would be removed, click to apply the Orb of Annulment


With enough currency, you can 100% of the time remove only the exact modifier you want.

There are cheaper methods given different circumstances, but that method works in every case I can immediately think of.


This tracks with their overall philosophy, which as far as I'm aware is largely unchanged from the old manifesto that was linked above. If there was an Orb that removed the random portion of the loop above to let you click any single modifier you want to remove it, it would have to be even more rare than a Hinekoras Lock to fit within their design philosophy. It's simply not intended that casual players can have perfect items, and for the grindiest of grinders methods to craft perfect mirror tier items already exist.

So suggest away. Just know that this is very unlikely to happen as there is already a solution in the game to the problem you are trying to solve that fits within their design philosophy.
Ok actually...
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Last edited by koszmarnica#7777 on Oct 14, 2025, 6:51:15 PM
Ok.
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