Crafting System

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Kotrr#0849 wrote:
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I don't know what they were thinking, the intricate crafting system in POE was the cornerstone of the game and franchise. This new 'system' is just trash. Its beyond regressive. No deterministic crafting just slamming in sequence. Way to reduce the entire game to an RNG loot simulator. POE without crafting and interesting orb combinations (I don't say currency because its competing for that title now) is a game that has lost its identity. When ever developers start removing player agency citing it as increasing accessibility you know the design culture is moving in an 'interesting' direction.


yes going on craftofexile and simulating the most efficient way to get what you want because there are literally millions of possibilities which are impossible to even begin to calculate or mentally process without these advanced 3rd party tools was so engaging and fun and meaningful to the actual gameplay and it was also very appealing to the other 99% of gamers (just looking at the overall numbers and the volume of console players, poe 2 in its beta stage has already reached a VASTLY larger and broader audience than poe 1 ever did in over a decade) who refuse to touch PoE because of its genuinely unnecessary oversaturation (probably over 100 diff orbs/craft items/league systems at this point) and time-wasting complexity. there's nothing challenging about it you just have to waste your time studying wikis and youtube videos in your hideout like its some sort of a university course.

and the end result? same as any other game. better character, more power. and what's that for? so you can go around 1 shotting monsters that were already getting 1 shot when your character was 200 divines less geared anyway. lol.

truly revolutionary gameplay.


These aren't mutually exclusive concerns. The game can be simultaneously accessible and have complex systems for the large portion of players that enjoy the theory crafting elements of the game. I think the entire point and the reason for us posting feedback is so that its not the same as other ARPG's.
Haven't GGG said somewhere that they want players to engage with crafting? So please tell me, when was the last time anyone used Divine Orb to re-roll a stat on an item? Let's not kid ourselves, I think GGG forgot that previously young POE1 players from back in the day have grown up since, got married and got children, and are not quite so easily fooled anymore with these type of statements, which go against what smacks you in the face when you're in the game. Not to mention how the game goes out of its way to not respect the players' time with combination of on death effects, one portal, horrendous ascendancy trials etc. Keep the game difficult, make it even more difficult but allow me to attempt it a few times and when I overcome it, reward me with MEANINGFUL loot.
i would prefer if they ditched the orbs altogether and implemented quality loot instead, so we would finally get excited when a suitable and rare basetype drops
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Haven't GGG said somewhere that they want players to engage with crafting?

Well, they would have to implement crafting in PoE2 first.
So far, all that exists for players to engage with is a Slot Machine simulator.
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This game's crafting is tuned to require mass production. You Transmute 50 pairs of boots and maybe 30 of them will get a good enough affix worth keeping. Aug these 30 and maybe 15 will be worth keeping. Then you Regal them and maybe 5-8 will be worth keeping. Then you start Exalting and you may even end up with 0 that are better than what you have.

But you can't do that during the campaign because you don't have the currency.


This, very much so. You collect all the items of the best base you can use to give you the most rolls of the dice possible while trying to be efficient with your mats, even the common ones as if you literally gave them no thought you might still run out.

For me there are 2 types of item. Ones where I need X affix and without it the item is trash - e.g. move speed on boots, +Defense on Body armour and charm slots on belts. And ones where you need 2 good affixes for example weapons - you need to get 2 of maybe 3-4 good affixes like +Phys%, +Phys, Attack Speed and +Skills.

On the former I will always trans and aug because if it has decent Move speed even if the other affix is useless it might still be an upgrade just because MS is better.

On the latter if the trans is trash it's going straight to reforge.

Assuming I then have a useable base it's worth a regal and maybe 1 Exalt. If at that point 2-3 of the 4-5 affixes are 'meh' and it's not already looking like a surefire upgrade I use a Chaos as the odds are decent to get rid of a trash mod and keep the 1-2 good ones. If you whiff the item is trash. If you get lucky, continue exalts. If somewhere in between it depends how rich I'm feeling.

If still no upgrades, reforge all the failed Rares and hope to get lucky. As reforging items with 3 mods can apparently still roll a 6 mod rare this is actually potentially quite good.

I have had this process work out well a few times. Turning a 2/4 item into a 3/4 then slamming it up to become a 5/6 item feels good.

But it is all RNG. I have come out after 30 minutes of this with no bases left, no exalts, no chaos, and no upgrade.

I would like to figure out how to use Essences. But it seems like it will almost certainly be wasted to put it on some random white base. But as that's all they are good for, I'm not sure what else to do with them. I am coming to the conclusion that if your current base item is way behind the curve (low requirements) and you started finding ones that are right on your ability limit, then even just getting the first mod be useful gives a decent chance of an upgrade. But if you're only going up a few item levels, you need to hit many good mods and the essence will likely be wasted.

So far, I haven't used a single one. As it seems a long shot and I don't have very many.
Last edited by Orion_3T#9801 on Jan 8, 2025, 9:43:43 AM
I love POE 2 but since when does it have crafting system? I know there is a gatcha when you use currency, but that is all Ive seen so far :(
Last edited by Waiden#9514 on Jan 8, 2025, 10:21:23 AM
i think part of the crafting design is to force you buy alot of extra stash tabs
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i think part of the crafting design is to force you buy alot of extra stash tabs


Sadly I think this is true. Will be interesting to see how widespread it is in terms of all the resources that don't have tabs atm.

The annoying thing is I'm happy to give them money, far more so on the basis of the game being good. Less so if all the systems are made obtuse to force purchases.

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