Crafting, should it be nerfed?

Fubgun stated he thinks it'll get nerfed. "It's so powerful".

What about for the 95% of players where it is unattainable? Sure some folks craft all their slots, others craft like 80 pieces of gear just to resell. The rest of us can't afford a single craft.

Can we not make adjustments based on people who play 40-80 hours a week? Are the rest of us just supposed to hope we get a lucky drop? Or stop playing post-campaign because there isn't a point?

Maybe this will change with a remake to endgame, which is such a strain to play I don't know how people do it for 8 hours a day. But I don't see how any of that will change this as it is an economy problem.

I'd love to play SSF and just craft my own stuff, but I'm 91 and have 1 omen of light and zero perfect exalt, like 15 divines(14 from trading), and no essence of horror/etc even though I've corrupted every essence rare for like 80 maps.

I would love to enjoy the new crafting changes but I can't.
Last edited by FruitLord#0833 on Sep 11, 2025, 1:32:09 PM
Last bumped on Sep 12, 2025, 7:15:30 AM
The high end crafting materials need to be incredibly rare or else crafting "close to perfect" items would become trivial.

And you dont need to use high end crafting materials to make decent items to progress trough the game. The game currently gives you a ton of options, you just need to know how to use the tools they give you.

The current crafting system is so good, ive crafted every item ive ever worn.
Fubgun lives in his 0.000001% world.

I saw his video & I do agree with most of what he mentioned but specifically his crafting comment was a HUGE question mark.

The required materials for high end crafting are already on multiple divines. If GGG look at the actual data of their players and look at how many players ever used a whittling, or one of these materials, or hell, even reach 10d+ bank worth, I'm SURE the VAST majority of the player base doesn't get to even try and engage in these systems.

If they want to alienate the player base like they did in PoE1, sure, nerf away and over time they'll simply lose the players who won't have access to the vast majority of the game's experience.

This is a systemic problem, though. Just because the 0.000001% of players who play 250h at maximum efficiency in the first 2 weeks of a league have good items does NOT mean they should nerf whatever they're doing with Crafting.

Any normal player would take at least 1000h+ to do what Fubgun does in 250h.

What they should do is look at how the 99.99% of their player base is engaging with the game, what they can do, how much of the current systems they are able to engage with and buff/nerf accordingly.

If they have the most minimal sense of logic or business perspective, the answer is pretty clear.
Last edited by DavexGG#0471 on Sep 11, 2025, 1:55:43 PM
No, if it gets nerfed its just shafting the ssf players. That's why they need to separate some of the powerful crafting from ssf and trade league and make those items, or items effected by those systems soulbound.
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Crafting, should it be nerfed?

Crafting should be created from the scratch ...I played a lot of ARPG and this one in PoE2 is like slot machine....the worst one. Anti User especially for casual players.
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Crafting, should it be nerfed?

Crafting should be created from the scratch ...I played a lot of ARPG and this one in PoE2 is like slot machine....the worst one. Anti User especially for casual players.

There was a lot of fixing of this with the new patch. Have you played or seen videos of crafting? There is still some rng, but with enough currency you can get exactly what you want.

I'd be happy getting decent. If I got all mods I wanted but they were t3/t4 that'd still be great. It just feels like the disparity between the best craft and what is affordable is massive because certain currencies are too rare and are used in every craft.

Right now you are probably better off getting a failed craft item through trade, but even those can be quite expensive.
Last edited by FruitLord#0833 on Sep 11, 2025, 2:39:26 PM
Abyss currency will be more rare next patch. 3 mod fractures will get removed most likely. More mods and tags will get added to the affix pool, making deterministic crafting less prevalent.

With those changes, and a fossil crafting equivalent, I think crafting will be in a very good spot.

I don't know if it should be nerfed but I will say...crafting great pieces is non existant for me b/c I just don't have the currency/cant afford it.

Even to buy the omen just to reroll a desecrated mod is like 35+ ex.
With the RNG, 1 mistake costs me every mat/currency I had used on it & I just can't afford that. Meanwhile I see some content creators chewing through Orb of Annulments like candy while I'm sitting with 4 to my name at lvl88.

I do wish I could practice making some amazing pieces but right now (and probably for a long time) I won't be able to.
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Crafting, should it be nerfed?

Crafting should be created from the scratch ...I played a lot of ARPG and this one in PoE2 is like slot machine....the worst one. Anti User especially for casual players.

Have you seen the passive skill tree? You really think casual players are like: "Amazing, 1 bazillion skills, that's a game for me, and not CoD"?
It will probably get nerfed from its current state because it makes selling gear in the market almost impossible. I've sold more pieces of decent gear for vendor gold than I've been able to sell to players. But more than that GGG seems to think player retention sinks like a stone whenever powerful and accessible crafting makes its way into their game (see: Harvest) so they'll turn it into more of a virtual casino no matter what.

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