Crafting, should it be nerfed?

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Moerlin#4140 wrote:
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.


Trade cuck ruining the game so he can profit again.

Designing for the 0.01% is a mistake, crafting is fine as is what is a problem is that gear is too overpowered, things like +level should simply not exist since players get too much scaling from gear, crafting now merely highlights the problem of the power scaling and how overpowered players are. We need multiple hundreds of % of damage nerfs on everything still pretty much.
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BK2710#6123 wrote:

Trade cuck ruining the game so he can profit again.

Designing for the 0.01% is a mistake ...


IDK where you got "This person is a 0.01% trade god" from my post but I was talking about middle tier rare drops. Things you can find if you went and played the game, beat the campaign, and did red tier maps with whatever juice you felt like taking.
Last edited by Moerlin#4140 on Sep 11, 2025, 5:49:50 PM
Hmm i feel like you over-react about too strong crafting, the thing is : with a perfect essence of battle and some currencys you found in abyss/depth, you can craft insane weapon that trivialise the game. For way less than 10div (i didn't bought anything for craft my weapon, and it was around T8 - 10 maps).

So, it's overtune for now.

But yes, if you don't know how to craft with efficiency and you refuse to check some guide about it, you will feel like it's a slot machine and that need 300 div to craft something good.



(and you can learn without spending or guide with things like : https://www.craftofexile.com/ , https://poe2db.tw/us/Modifiers )
Last edited by MykroPsykoz#6286 on Sep 11, 2025, 5:58:03 PM
The thing about crafting is that if it's not deterministic, it isn't crafting, and if it isn't accessible, there's no point in having it.

Crafting, as in being able to deterministically force the game to provide the desired result, should be an accessible thing the average player can do during the campaign, let alone during the endgame.
Crafting is fine, I would even de-convolute it by just allowing to target particular mods on crafting bench rather than force people to do this weird affix/suffix dance where they fill the slots, desacrate and do other weird mumbo jumbo to achieve determinism.

If players are already able to achieve determinism, then I see no reason to make it so awkward. Just let us target mods for reroll/replace/whatever with particular currencies and that's it. Even casuals would then use currency to check if they roll something nice, right now currency is only to trade for items because barely anybody dares to use it for something else than consumables like Waystones or so.

This way I would gladly smash some exalts on my fav weapon that has +10 accuracy mod or something like that so I can replace it with something useful. Currently you need to start from blue item and cannot really modify your weapon too much. And I would really like to be able to tinker with rares found on the ground that are good but can be better if we reroll few particular mods that were bad.
Last edited by Granathar#7992 on Sep 11, 2025, 6:19:03 PM
A craft bench would be nice. Where you access everything from one screen(including the Well reveal). Modifying target mods would also be nice instead of the triple checking of affix tags and doing the pre/suf dance.

As for it hurting trading, I don't think it has at all. More currency is definitely being traded. But items themselves are different. While you can't just post trash and hope someone settles for it, you can now get a 6-affix rare with a singular T1(evasion or something) and folks want to buy it for recomb to go craft. Trading has simply changed to needing knowledge of how crafting works. And as always, knowing what is in demand.
My experience is now that everyone is crafting I was able to buy my gear for 1 exalt a piece and I've got my greatest character yet
If you're having that much trouble getting gear it's probably because of one or multiple of the following:

You're not picking up white/blue items and crafting on them.

You're not recombinating. This means you also keep items that aren't good but hold onto items that have just 1 valuable modifier on each item worth slamming together.

You're not using omens, abyssal and otherwise, together for multiple attempts at good affixes.

You're not using greater exalts, greater regals, greater transmutations, and greater augmentations enough. They make landing usable modifiers much more likely and they're dirt cheap. You don't need perfect exalts and crazy high value omens.

You're not using essences which are easy to farm and also dirt cheap.

I may have left some things out but the above is almost a fool proof way to make sure you get geared. If you're playing trade it's worth it to figure out how to gear multiple classes and builds so you know how to identify if something is worth crafting on to sell. SSF is also much easier in this game than it is in the first game because of all the deterministic modifiers on crafting currency and how easy it is to get it.

If you don't have 40 hours a week to play that's fine. Maybe you don't get geared up super fast, but you have 4 months to get somewhere. And some people are really busy and can't find enough time to make progress in that 4 months. That's fine, catch the next league or whatever. It's okay to not have time to play.

That said, no I don't think it needs to be nerfed. Crafting gear is fun and accessible in this game. I enjoy in the first game but I appreciate how it is in this game and look forward to more additions to the system.
Last edited by Saf3tyhazard#3440 on Sep 11, 2025, 8:03:44 PM
If anything, it should be buffed further by making those currencies and omens much much more common or reworking itemization to cull lower tier mods in high ilvl items. Make players to actually plan and consume those items, instead of balancing everything around trade.

Stop designing the game around trade / itemization / randomization, and start focusing to design the game on action and combat, that means streamlining gearing progression. We already have the version that designed around trading, its PoE 1.
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If anything, it should be buffed further by making those currencies and omens much much more common or reworking itemization to cull lower tier mods in high ilvl items.


This is what greater currencies are for and they work very well to do just that. They're incredibly common.

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