Given up on crafting in SSF

To OP Poe2 crafting reflects current itemization from drops also. 99.9% High tier rare items you find and ID are pure crap. Example picked up T5 warstaff. It was utter crap even blue items are most likely better if rolled few good prefixes.

I also tried about week picking whites teleporting over and over to craft and see what i get. Total waste of time. I got one warstaff that was ok for some fresh lvl 70+ but not even close to lvl 90+ players.

Truth is you are better of grinding fast and forget picking up whites its jsut waste of time as it is now. Also ID rares and move on with farming as even T5 items wont be a moment like wow i may get upgrade.

GGG needs to totally look their itemization from scratch in the endgame. T4-T5 items should NEVER roll affixes that are low tier or when exalting should never roll low crap affixes. Thats why we hunt high tier items to tinker them later. All this is pointless for 99.9% players.
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so what really is crafting? i dont think its anything else, its just got an element of gambling, an element of buying and hopefully if its good an element of employing knowledge to get a better/cheaper result.

Agree, that's why for me, so far the best implementation of crafting I've seen in arpg was the crafting Forge in Last Epoch. It has a balance of deterministic crafting of the basic mods in an item, a gambling success rate, & a crafting progression (you start with bases & grow it, or try to the item you desire.)
The PoE2 crap-thing approach is too much leaning on the gambling side, there should atleast some deterministic added to it even if for 1 mod only. I understand the Rune system is supposed to be this factor but the current implementation is too limited.


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Truth is you are better of grinding fast and forget picking up whites its jsut waste of time as it is now. Also ID rares and move on with farming as even T5 items wont be a moment like wow i may get upgrade.

This is also what I realize after reaching high end maps, & gold becomes not an issue. Since I'm using a "general" item filter by Neversink, it was more efficient to just ignore the white & blue gears to look for bases & speedrun the maps. And if I want a gear base for crap-thing I'll just use Alva, since what she gives the same thing with picking up white or blue gears & slamming currency on it.
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
"
"

so what really is crafting? i dont think its anything else, its just got an element of gambling, an element of buying and hopefully if its good an element of employing knowledge to get a better/cheaper result.

Agree, that's why for me, so far the best implementation of crafting I've seen in arpg was the crafting Forge in Last Epoch. It has a balance of deterministic crafting of the basic mods in an item, a gambling success rate, & a crafting progression (you start with bases & grow it, or try to the item you desire.)





yeah for sure, i was so impressed with last epochs crafting system.


i think the crucial element is the crafting potential, thats the genius mechanic that makes the thing. you can mess with the item multiple times, but not infinitely, and how many times is rng so theres a tension and scope for massive joy when you hit that crit craft etc.


poe1/2 with all the currencies and the methods, theories, its really great. but the "you can mess with this endlessly" thing in poe1 was not good. you could go so broke on an item that it would just kill the game for you, and it was so far removed from a gameplay loop of looting gear and then working on it, it was totally detached from gameplay almost.

now with poe2 its like we have so little ability to control the generation of the item and then to tinker with whats on it that i dont feel i have any real control, im just an observer of the rng of 50% of my trans, augs and exalts hitting 2 life regen. its now tied into the gameplay loop of finding items but once ive found them i dont have any control of what happens to them.





"
I understand the Rune system is supposed to be this factor but the current implementation is too limited.



ya its rly bad, we need to be able to resocket those things i dunno why we cant.

id be totally down for not getting the runes back, you socket them, they are destroyed to empty the socket that gives a sink for them and a reason to want to keep looting more runes and means theres some meaning with taking care of expensive soul cores or whatever later.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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You have a completely wrong mentality for SSF.

Stop comparing your items with trade, you'll never be able to get anywhere near what's possible with the hundreds of thousands of players playing and millions and millions of drops happening.
As the SSF player you should understand how insanely rare the top items really are, which works fine in trade, because of the sheer numbers of players and drops and crafts.


Only thing I did was point out the mace im trying to find is worth peanuts in trade, im not trying to craft some insane mace. I know how to play SSF, I went in playing warrior knowing I'd have to play a gem levling scaling skill because its ssf and you can not league start a weapon based build unless you hate yourself.

93 levels later im still playing totems...

1hers stink, I haven't seen any build use them. Without a shield im going to die every other map, so giants blood is currently some weird bandaid for warrior to allow them to use the only useful defensive layer they have access to since armor sucks. Getting 550-636 strength in SSF is extremely hard, so right now im praying for reduced attributes, and only praying because deterministic crafting does not exist.
Yeah, crafting virtually doesn’t exist. Especially in SSF where we are expected to craft to progress, but we have none of the drops.

I’ve been trying to target farm rituals for omens but 300h in and I still only got one meeting with the ritual boss, so no +50% to omen drop rate from the Atlas. And zero omens that would matter, like the ones that target how chaos or annulment orbs behave. And the omens I do get, albeit rarely, are like 50% the type that recovers flasks at low health. Which is oh so useful with Chaos Inoculation.

I’m really disappointed with this crafting… No, let’s call it what it really is - gambling system. To the point I’m considering quitting if they don’t make significant changes.
The first thing for attempting to fix that joke of a system would be to just outright replace it with the other crafting system which is used when you purchase gear from the expedition vendor . That other system got tons of issues as well but is less frustation inducing .
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
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so what really is crafting? i dont think its anything else, its just got an element of gambling, an element of buying and hopefully if its good an element of employing knowledge to get a better/cheaper result.

Agree, that's why for me, so far the best implementation of crafting I've seen in arpg was the crafting Forge in Last Epoch. It has a balance of deterministic crafting of the basic mods in an item, a gambling success rate, & a crafting progression (you start with bases & grow it, or try to the item you desire.)





yeah for sure, i was so impressed with last epochs crafting system.


i think the crucial element is the crafting potential, thats the genius mechanic that makes the thing. you can mess with the item multiple times, but not infinitely, and how many times is rng so theres a tension and scope for massive joy when you hit that crit craft etc.


poe1/2 with all the currencies and the methods, theories, its really great. but the "you can mess with this endlessly" thing in poe1 was not good. you could go so broke on an item that it would just kill the game for you, and it was so far removed from a gameplay loop of looting gear and then working on it, it was totally detached from gameplay almost.

now with poe2 its like we have so little ability to control the generation of the item and then to tinker with whats on it that i dont feel i have any real control, im just an observer of the rng of 50% of my trans, augs and exalts hitting 2 life regen. its now tied into the gameplay loop of finding items but once ive found them i dont have any control of what happens to them.





"
I understand the Rune system is supposed to be this factor but the current implementation is too limited.



ya its rly bad, we need to be able to resocket those things i dunno why we cant.

id be totally down for not getting the runes back, you socket them, they are destroyed to empty the socket that gives a sink for them and a reason to want to keep looting more runes and means theres some meaning with taking care of expensive soul cores or whatever later.

One thing that Last Epochs crafting system is based upon could easily be implemented into PoE2.
Wouldnt solve everything, but be a step in the right direction:

Items dropping identified!

Last Epochs whole loot economy is based upon the simple fact that you can filter the loot that drops in the maps itself for beneficial affixes without having to interact with it.
Imagine LE would force you to identify loot first. You would spent minutes every monolith, trying to search for an exalt that you could need.
Just like we waste our time in PoE2, picking up and identifying items that are 99% trash, just to immediately throw them away (or gather them for 3 to 1 bench if really tryhard)
Last edited by way2stupid#9491 on Jan 7, 2025, 10:43:15 PM
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Last Epochs whole loot economy is based upon the simple fact that you can filter the loot that drops in the maps itself for beneficial affixes without having to interact with it.
Imagine LE would force you to identify loot first. You would spent minutes every monolith, trying to search for an exalt that you could need.
Just like we waste our time in PoE2, picking up and identifying items that are 99% trash, just to immediately throw them away (or gather them for 3 to 1 bench if really tryhard)



As strange as it seems LE crafting and SSF mode is best of all current popular aRPG's. Even GGG couldnt touch it after now played PoE2 EA over 400h. I really miss LE crafting and tinker. Only thing was legendary slamming that was hit or miss but usually average base crafting i had quite good chance to get usable upgrade IF i didnt want highest tier all stats.
Only problem with LE last i played was not able to find good base items to use for legendary slam into it.
GGG has a lot to learn from them.
"
To OP Poe2 crafting reflects current itemization from drops also. 99.9% High tier rare items you find and ID are pure crap. Example picked up T5 warstaff. It was utter crap even blue items are most likely better if rolled few good prefixes.

I also tried about week picking whites teleporting over and over to craft and see what i get. Total waste of time. I got one warstaff that was ok for some fresh lvl 70+ but not even close to lvl 90+ players.

Truth is you are better of grinding fast and forget picking up whites its jsut waste of time as it is now. Also ID rares and move on with farming as even T5 items wont be a moment like wow i may get upgrade.

GGG needs to totally look their itemization from scratch in the endgame. T4-T5 items should NEVER roll affixes that are low tier or when exalting should never roll low crap affixes. Thats why we hunt high tier items to tinker them later. All this is pointless for 99.9% players.


Ya i stopped searching for bases, stopped picking up low currency etc. Game feels signficantly better not worrying about crafting and just relying on rare drops.

Ya its still bad. but at least im not leaving every map 3x, having to pick up tons of garbage and wasting time throwing orbs into the void.

The only thing that seems worthwhile is iding rares maybe slamming them, maybe chaos until brick. And then target farming a slot with alva and using reforge bench on the rares you get.

Everything else is a complete waste of time and effort. Obviously im still picking up white chance bases like stellar amulets and saphire rings, still looking for a low level mace with +7, but picking up stuff with the intention of crafting it up to rare as if it has any chance above even 1% to suceed is over.
Last edited by BossOfThisGym#2062 on Jan 8, 2025, 8:09:06 AM
"
"
To OP Poe2 crafting reflects current itemization from drops also. 99.9% High tier rare items you find and ID are pure crap. Example picked up T5 warstaff. It was utter crap even blue items are most likely better if rolled few good prefixes.

I also tried about week picking whites teleporting over and over to craft and see what i get. Total waste of time. I got one warstaff that was ok for some fresh lvl 70+ but not even close to lvl 90+ players.

Truth is you are better of grinding fast and forget picking up whites its jsut waste of time as it is now. Also ID rares and move on with farming as even T5 items wont be a moment like wow i may get upgrade.

GGG needs to totally look their itemization from scratch in the endgame. T4-T5 items should NEVER roll affixes that are low tier or when exalting should never roll low crap affixes. Thats why we hunt high tier items to tinker them later. All this is pointless for 99.9% players.


Ya i stopped searching for bases, stopped picking up low currency etc. Game feels signficantly better not worrying about crafting and just relying on rare drops.

Ya its still bad. but at least im not leaving every map 3x, having to pick up tons of garbage and wasting time throwing orbs into the void.

The only thing that seems worthwhile is iding rares maybe slamming them, maybe chaos until brick. And then target farming a slot with alva and using reforge bench on the rares you get.

Everything else is a complete waste of time and effort. Obviously im still picking up white chance bases like stellar amulets and saphire rings, still looking for a low level mace with +7, but picking up stuff with the intention of crafting it up to rare as if it has any chance above even 1% to suceed is over.


Please excuse me if i am a little annyoing with my points but:

Imagine the you way you decribe how you play right now, but items drop identified and you can just pick up those rares and sometimes blues that have an already promising combination of mods because they are highlighted by your filter.

And additionally, you could use the atlas to increase difficulty to also increase the drop chances for tiered rare drops (the ones that go from tier1 to tier5 and supposedly have higher rolled mods on them).
Now maybe add the possibility to influence the odds of dropped items to favour certain item slots, either by certain points on the atlas itself or by virtue of choosing endgame activities that favour drops for specific slots.

For me, that would already solve most of my problems with the current item economy, even without introducing methods of deterministic crafting.
Last edited by way2stupid#9491 on Jan 8, 2025, 2:50:33 PM

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