Gambling Simulator rather than ARPG
Item Recombination just needs to be 'fixed'. Allow players to add whatever stats they want via choosing 6 mods.
Then players hunt for 6 items to break and recombine with 100% chance. The weirder the item, the higher the costs. You can invent new Expedition currency or boss currency to make it more difficult to acquire, +spirit, + melee skills, +health regeneration, +minion, + projectile, +100 all attributes. on a chest piece. Dont see why it matters that this broken chest cannot be used in a single player game with emphasis on broken build on top of random corruption. Maybe make this item a forced you can only have 1 player made item equipped. Targeted farming would immensely help to alleviate non progression and RNG. |
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I personally think the recomb would be better if it just rolled a random rare on fail. Like give me something in return even if it's bad. Bonus points if the rare's mods are weighted based on the input. I can also see the expedition cost thing being sucky. I personally like expedition so I never noticed but recomb seems core enough to crafting that it should probably not be gated by something you get the most rewards from external to maps themselves. So making it a gold cost or in some way making it not push people into a league they dislike does make sense to me.
OR, if recomb does remain the expedition crafting thing, make sure each league has something cool for crafting so that players can choose the leagues they enjoy and still have an arsenal of crafting options to reach for what they want, even if they don't obtain it. The latter bit sounds way cooler, but also significantly more difficult to accomplish without creating some top 5% money printing machine that constantly happened in 1. But idea of there being 5 different ways to craft items of roughly the same viability based on people preference is as appealing as it is improbable to achieve. |
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" Pleasant suggestions. Nonetheless, what do you think about my original proposed improvements? Will it break the game? Or bring back the desire to play? |
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Amazing post. Exactly what i have been experiencing and thinking. I hope they read you post. The randomness in everything sucks so bad....
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" Hey thanks! Glad to see more players with similar sufferings/issues from this potentially awesome game. Well, according to Kieran / Will manning support@grindinggear.com, the dev team will read this. But when? And how will they take it? What are my choices? So many streamers out there pointing out issues and the movement speed on the boots still nothing yet. Another is to switch my steam review to carry this very long post. Or, whistle-blow to Tencent for incompetency, or stubbornness and hard-headed against positive improvements? I dunno man... |
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I can live with rng for mods on items. I don't deny it's annoying but I can get over it. Eventually something somewhere drops. Be that actual drop from mob or maybe vendor will have it or gambling goes your way or expedition crafting will all be great. Maybe even stars align and Incinerator will roll what you want that one time :)
What I get annoyed by the most when it comes to rng are trials. I know, I know: relics for sekhemas and always select floor circles in chaos and you are golden. But still there is so much rng involved and they take so much time that failure feels like kick in da balls. Especially sekhemas are nasty this way because at least in chaos you have max 10 rooms so there's a chance you won't get trial breaking mods. But sekhemas have 4 floors, each with 10 rooms or sth like that? So that's like 40 possible points where you can get bricked run. I don't mind dying, even on higher levels where you lose exp. That is fine but time wasted on frikking platformer-like rooms drives me crazy. Trials should be dps / gear check, traps don't check my dps / gear, they check my fingers. Trials is where my biggest gripe with rng in POE2 is. Sorry for hijacking the thread :) Last edited by grapkulec#4892 on Jun 9, 2025, 7:54:57 AM
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Do you actually expect a chaos orb to have any deterministic flavor in it? I don't understand why would you want determinism in that orb, it defies the notion itself.
Adding too much determinism (talking about your proposed solutions) would make the game feel dull after some time (which will be short, no doubt). Most of the outcomes will be solved with addition of new crafting methods, which will surely come in next releases, which will bring the player more control. What's the excitement if you always know what will happen next? At the eve of the end
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" If you had the runes. And I doubt the Mirror is nearly as rare as a Zef rune. |
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" Probably a whole lot more exciting to create something good the first time than being deceived countless time by RNG to the point that even a success doesn't bring you happiness |
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Totally agree about too much determinism. Players shouldn't be able to just craft whatever they want.
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