The current state of "Crafting" Is killing my enjoyment in this otherwise amazing game that I love
on the one hand the present system keeps you looking at items on the ground and thats a win.
On the other hand classic suffix bloat and lack of agency keep you bricking items with 2 regen or light radius and lets face it rarity when they nerf it will be added to this lol. Thing is with too much player agency in crafting there's no scenario that keeps ground loot relevant. IMO ground loot is the most important factor in an APRG by miles. Once they give us "item editor" we stop giving a shit about the stuff that monsters drop. That means half the ARPG gameplay loop has been deleted. Once you stop caring about what the monsters drop besides currency; we're back to POE1 hourly orb wage and go shopping simulator. its a tough problem. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
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" Tell that to EHG, the devs of Last Epoch. |
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" The game should never have 100% deterministic crafting. The crafting in POE1 is almost perfect, you have some deterministic steps but the more guaranteed mods you want on your gear piece the more rng it gets. Which is how it should work. The problem is that in POE2 its just pure rng from the first step. In poe1 you can: -Buy fractured base (1 mod guaranteed) -Use essence (2 mods guaranteed) -Either craft on a mod (3mods guaranteed), or you can keep using essence until you get one more mod that you want, which is rng but your likely to atleast get one good mod after not too many uses. So you can easily get 3 mods guaranteed, and 4 mods fairly guaranteed. And after that you can use harvest, veiled orbs, prefixes/suffixes cant be changed, beastcrafting, eldritch crafting, block mods with crafting bench before exalt spamming, to heavily skew the results in your favor for the last 2 mods. The problem is that POE2 has none of these tools yet. So its just 100% gambling from first to last mod. | |
Thanks for the constructive replies everyone.
I do understand that most ARPGs don't have outright crafting, but most have very close to what is needed to at least be able to come out on the other end of the grind with some useful items. Most people will agree that while POE1 does not have full blown crafting, there is the ability to swap around stats here and there in order to make your item usable in the end. I am not a long term poe vet but I have over 300+ hours in poe settlers, and now over 250+ hours in poe2... with that knowledge and experience I can say that I Was mostly happy with the way "crafting" was done in poe1.. Sure, it was stil mostly rng and gambling, But we had the ability to make items we found through RNG into something that resembled our final needs and something we could use.. What we currently have in POE2 is the worst i've seen in any game ever, and while I will agree I don't have a wide range of experiences, I did play d2 from launch, d4, and many other ARPG's and MMO's over the past 15+ years... Right now POE2 feels like nothing more than a gacha system with less than a 10% chance at getting the stats you are looking for in order to come out with an item that satisfies the players needs... After 250+ hours of gameplay and at least 150+ of that at endgame, it feels to me personally like there is no other way to get upgrades other than the trade site... And while that is OK for Trade League players, I feel bad for SSF players... I couldn't even imagine being SSF with POE2s current iteration of item finding / "Crafting" Please just give us something similar back from POE1, Being able to acquire items for my builds is not going to make me quit sooner, it will just allow me to do end-game better and maybe make some new characters. If anything, not being able to get better gear is actually holding me back from playing MORE! |
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100% agree. Currently the lack of viable and rewarding crafting is what bothers me most about the game.
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"crafting" and endgame of poe2 made me go play poe1 again. Unironically.
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The problem with PoE 1 crafting is that filter out 99% of ground loot.
You get 1 base and spam orbs/bestiary/essence on it ad infinitum. You CANNOT have PoE 1 crafting and expect people to pick up ground loot. They want you to pick up ground loot in PoE 2. They want you to actually look at the ground and be excited for white/blue/rare bases. This is not the case in PoE 1. So what do you want. Filter out 99% of ground loot (PoE 1) or for ground loot to be an inherent part of the game no matter what stage you're at(PoE 2)? |
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" Odd, cuz I am not excited at all for good bases. This is my "excitement" atm. Pick up base, toss xmute and Aug, nothing hit toss loot. If good regal it, no hit toss. Did hit? Is it a high tier rolls? No, toss. Maybe 1 out of every 200 items is worth exalting and they end up bricking too. Save every exalt/divne, trade for items on trade site to get my exciting item. |
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Harvest broke the game and now everyone expects to be able to just mastercraft mirror worthy items left and right. Horrible mistake of a league mechanic.
Theres certainly better ways to do loot but the "crafting" mechanics theyve introduced in recent years have been nothing but problematic. Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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" No. The so call crafting is fine but can be improved slightly. Its RNG and luck. Just like real life. Some people worked hard and do honest work for their entire lives and they don't end up as rich as Bill Gates or Elon Musk. And no, it is not going to kill the game. There are lots of mechanics in POE2 that is killing the game and crafting is not one of them. Rampage IGN : Cool_Hamster
Standard IGN : Hamsterbaby Standard IGN : HamsterMfer Please do not hesitate to contact me in game if you have posted or offered on my items. Regards |
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