Suggest what you would change with Crafting

A lot of people posts about problems with crafting system.
In this thread please make your suggestions what you would change to make it better.

This can be:
- Single change to what we have.
- Adding some specific orbs.
- Adding some recipies or other mechanics.
- All of the above
Last bumped on Jan 8, 2025, 4:03:17 PM
- Remove T1 from ilvl:80+ bases



- make essences more common
- make greater essences slightly more common
- make chaos orbs more common
- make annulment orbs slightly more common
- change recombinator to keep highest ilvl instead of lowest
- maybe some currency or something that guarantees a type of craft during recombination (similar to essence, but when you recombine items, or actually allow placing the essence in the recombinator)
Last edited by kamiknx#1162 on Jan 8, 2025, 8:16:38 AM
"
A lot of people posts about problems with crafting system.
In this thread please make your suggestions what you would change to make it better.

This can be:
- Single change to what we have.
- Adding some specific orbs.
- Adding some recipies or other mechanics.
- All of the above


Crafting, at its base, is ok i guess the way they have it now but the orbs and crafting orbs required need to drop way more frequently than they are now. For instance, annul orbs. I think i might have found two at most.

Guaranteed stat tiers should be added based on item level.

I also think the orbs need to be dropping outside of the rarity stat. Now, i dont even bother crafting because of the crafting orb drop chance. Right now, crafting just isnt fun or worth it to me.
Last edited by bobothewizard#1818 on Jan 8, 2025, 8:16:34 AM
- dice currency (very rare) that allows your slams to be lucky (rolls 2, keep highest mod level)
My biggest issue with crafting is during the campaign/leveling. It feels bad to get a blue with 2 good rolls and then have to regal and slam with 2 to 3 exalts to have a decent probability of getting useless affixes. I could've just used the 2 to 3 exalts to trade and guarantee a good item.

I play HC so life and resistances are crucial. +8 to dex or accuracy don't really help.

The lack of being able to switch out runes also complicates crafting. Having to play 3D chess on what future upgrade you might get that will require rebalancing of resistance is kind of annoying. Destroy the rune, socket, or both, but please let us put new runes into gear to optimize resistances, especially since there is not a deterministic way (i.e., crafting bench) to craft resistances

"
Bowtye#7246 wrote:
My biggest issue with crafting is during the campaign/leveling. It feels bad to get a blue with 2 good rolls and then have to regal and slam with 2 to 3 exalts to have a decent probability of getting useless affixes. I could've just used the 2 to 3 exalts to trade and guarantee a good item.



I feel the same. They should add a crafting bench.
I would add crafting into the game. What we have now one can HARDLY consider to be crafting at all.
Its unsalvagable without accessible determinstic crafting like poe 1.

Slamming rares you find the ground with exalts and chaos orbs is not crafting.
-Bring back Alterations. This allows rerolling of white>blue bases. instead of filling up inventory with white bases..

-SSF currency trade/vendor recipe. SSF needs to be able to convert one currency into another.

-Essences 10x more common. either, see them every map/zone in campaign, or they litterally drop 10x more shards. Essances are worse in poe2 then 1.. how? they add this deterministic crafting idea, then make them so rare, they might as well not exist.

-Omens. same problem. introduce ritual in act 1. we never see it again till maps. theres 17 kinds of omens. Ritual needs to show up throughout the campaign. Omens need to be a guaranteed favor option. 1-2 per. between 17 kinds, and being consumed by use, they would still always be in demand, and not enough. omens would solve much of the problems.. if they were 10x more common.
(also fix the map generation, and unit collision/stun on spawn issues)

-ability to replace runes.
"
Casia#1093 wrote:
-Bring back Alterations. This allows rerolling of white>blue bases. instead of filling up inventory with white bases..

-SSF currency trade/vendor recipe. SSF needs to be able to convert one currency into another.

-Essences 10x more common. either, see them every map/zone in campaign, or they litterally drop 10x more shards. Essances are worse in poe2 then 1.. how? they add this deterministic crafting idea, then make them so rare, they might as well not exist.

-Omens. same problem. introduce ritual in act 1. we never see it again till maps. theres 17 kinds of omens. Ritual needs to show up throughout the campaign. Omens need to be a guaranteed favor option. 1-2 per. between 17 kinds, and being consumed by use, they would still always be in demand, and not enough. omens would solve much of the problems.. if they were 10x more common.
(also fix the map generation, and unit collision/stun on spawn issues)

-ability to replace runes.


This for sure looks like something to look into

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