Modifier weighting on items should probably change.
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It doesn't really make sense for the game to have low drop rates AND low probability of gaining good mods. It works in PoE 1 because of great crafting options and tons of items and currency dropping, it doesn't work in PoE2 where crafting is limited to gambles and hardly anything drops.
Going through two million in gold gambling for rings and getting almost exclusively garbage in return that isn't even worth using a Chaos Orb on because Chaos Orbs are so rare, is bad for gear progression. (Also, I've complained about this before, Chaos Orbs are too rare and don't even need to be because they are a gamble.) Consider making items with higher item levels have a higher probability of rolling higher tier mods, or lower probability of rolling the lowest tiers of mods. Thanks for reading. Last bumped on Apr 22, 2025, 8:52:20 AM
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Yeah and then we're back to grabbing one high ilvl base and spamming chaos orbs on it ad infinitum until something hits.
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i think the whole premise behind this game is just getting by on OK items, and grinding to improve those items. If they make it too easy to get good items then there's no reason to play the game anymore. The chase is better than the catch
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"Should", "probably"... such weak words for such a huge problem.
They need to either do that or just give us back the damned ALTERATION ORB right now crafting is a joke and you don't fix a rigged casino by adding more slot machines (looking at you recombinator) |
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" What? Recombinator is the one saving my SSF char LOL. It is making miracles for me. Any deterministic RNG would be an improvement comparing to those full RNG like chaos spam (without Omen) and exalted slam . Recombinator included. Last edited by DEvil27#6183 on Apr 22, 2025, 8:51:41 AM
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"I agree with this. The journey is the interesting bit. Once you get your items, the game is over. |
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