Crafting System

u asked too much!! they cant even update the official poe2 trade site for weeks its 1div= 6 exalted ratio, You want them the monitorize the every forum posts.
The PoE 1 "crafting" system was bad already, PoE 2's is just BS. The only thing that can make sense is to slam an ex or two on an already good rare that you found or bought and even that often ends up with a useless modifier or with a useful modifier with a low tier roll.
It's like listening to the discussion of a taste of oysters between people who never tried them.

Go back to the game and craft at least 30 divines worth of items from white items you drop and comeback to leave what would be a FEEDBACK. If you don't understand how to craft and unwilling to learn or try, then it's not really a feedback, is it?
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It's like listening to the discussion of a taste of oysters between people who never tried them.

Go back to the game and craft at least 30 divines worth of items from white items you drop and comeback to leave what would be a FEEDBACK. If you don't understand how to craft and unwilling to learn or try, then it's not really a feedback, is it?


Ok, here's some feedback: I haven't found the amount of currency that would be necessary to "craft" even one item worth a divine in 170hrs, not even close.

The reason is simply that you need a lot of exalts for that and as the game is now, it is a complete waste to use them for crafting apart from slamming them on rare items that are already good.

If ex start dropping as much as augments and the possible outcomes of slamming an ex on an item are improved, I'm certainly willing to give it a try. Until then, I'll use that shit for trading and maybe the occasional improvement of rares to be able to get through acts comfortably, but not for trying to turn white items into something useful.

The crafting system is absolute crap the way it currently is and no amount of elitist jibber-jabber will change that.
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C4Guy#0918 wrote:
"
It's like listening to the discussion of a taste of oysters between people who never tried them.

Go back to the game and craft at least 30 divines worth of items from white items you drop and comeback to leave what would be a FEEDBACK. If you don't understand how to craft and unwilling to learn or try, then it's not really a feedback, is it?


Ok, here's some feedback: I haven't found the amount of currency that would be necessary to "craft" even one item worth a divine in 170hrs, not even close.

The reason is simply that you need a lot of exalts for that and as the game is now, it is a complete waste to use them for crafting apart from slamming them on rare items that are already good.

If ex start dropping as much as augments and the possible outcomes of slamming an ex on an item are improved, I'm certainly willing to give it a try. Until then, I'll use that shit for trading and maybe the occasional improvement of rares to be able to get through acts comfortably, but not for trying to turn white items into something useful.

The crafting system is absolute crap the way it currently is and no amount of elitist jibber-jabber will change that.


You haven't found enough transmutes and augment orbs? I highly doubt that.
That's actually a perfect illustration to my point - the vocal minority are the people who just refuse to use what game gives to them, and then complain on forums that game doesn't give them anything to use.
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OfficerK#4986 wrote:
Misters GGG,

Current Crafting System cannot be called rightfully crafting system, as it's obviuosly too chaotical in its nature. Game evolved all around, but crafting system remained chaotical and gambly, with just some new true crafting layers of top of it. there's no reason for good game, to have such chaotical mechanics, unless game forces player to bind to pure and essential game mechanics to grinding, game evolved to true action rpg, but game still posses gambly crafting system which doesn't allign with its development progress. so please see truth in these words and recondition current crafting system.


Being very random isn't the problem, the problem is that the orbs to roll rare itens (regal/axaulted) are too rare, so it's literally more worth your time getting that 1 exaulted and using to buy an item from another person with the roll you want.

If regal and exaulted orbs were more common, way more common to drop, then trading would be an option, instead of being the obvious superior choice as it is right now.
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You haven't found enough transmutes and augment orbs? I highly doubt that.
That's actually a perfect illustration to my point - the vocal minority are the people who just refuse to use what game gives to them, and then complain on forums that game doesn't give them anything to use.

Don't bore me with such bullshit strawman arguments. Nobody is "crafting" items that are worth more than spit using only transmutes and augments, and you fucking know it.
The only thing you can regularly use those for is for chancing flasks, charms and low-tier waystones. Other than that, you can of course throw them on any good whites you find, but more often than not the results are not even worth throwing a regal on it. It's just bullshit gambling, nothing else...
It's true that the fledgling PoE 2 is hallmarked by twin dearths of player agency and of crafting determinism. Randomness is at the fore, not to mention a mostly-fleshless skeleton of mechanic/equipment interactions that constitute the meat of PoE 1's appeal. These things, all, go hand-in-hand with any new game that is taken seriously by its developers, with respect to a goal of a successful long-term existence...likely in the neighborhood of a decade. There is a fine line before one (as a company) steps over into attempting too much at once, and from the start, there are going to be a lot of bugs and unintended interactions that will need to be changed, even in the very simple environment of PoE 2 as it is right now.

In accordance, with respect to crafting, I have an optimistic suspicion: This game is a fresh start at implementation of basic ARPG mechanics, including that of item crafting; As such, it is, at least initially, free of unwanted baggage. The "baggage" here would be mechanics that are overly-deterministic, and the smart way to ease into this aspect of a new game is to be extremely conservative with determinism from the start, then to gradually...carefully...integrate deterministic mechanics, and observe how they flesh out in practice, in-game, with 100,000+ players attempting to utilize them to the utmost.

The same basic principle of slow steps, starting out conservatively, applies to player agency in general (and is rather implied by a simplistic end-game offering, to start), and also applies to interaction complexities of skills, support, passive tree, and atlas passive tree interactions.

I expect that the game will open up in terms of all of the above aspects, but it will take time and care for that to happen in a healthy and sustainable way.
Last edited by MoonPeace#1394 on Jan 3, 2025, 2:33:49 PM
It's not crafting, it's gambling and if I wanted to gamble, I'd gamble.

Who came up with this idea of a "crafting" mechanic.

And it smells very mobile-gamey.
I wrote a post today about crafting idea.
https://www.pathofexile.com/forum/view-thread/3682825

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