100% deterministic carfting
| " "good item will be expensive" that is already the case. |   | 
| https://www.pathofexile.com/forum/view-thread/3304040 This is the only concept I've come up with to solve this issue, its only partly deterministic for a single modifier you are chasing however. determinism comes at a cost, in this case a lot of items have to be sacrirficed, given its been a while i can definitely insert some better mechanisms but i don't see another way. Just like with Omens when i posted that concept, people doubted it now i see them getting used a lot. Innocence forgives you Last edited by SilentSymphony#3358 on Oct 20, 2025, 8:13:20 AM |   | 
| I find deterministic crafting useful. Even if it is limited by the properties of T2. This will allow you to assemble the desired combination of properties specifically for your specific build. There are so few necessary items on the market! |   | 
| The most basline thing that can be said about crafting, is that crafting is supposed to be the bad-luck-protection that allows you to still get what you want if the chance-based systems never provide it. The whole point is to have a way to get what you wanted that doesn't use any rng, so that you can be guaranteed to eventually get what you're after even if rng never cooperates with you. There could just as well be two crafting systems, one that's basically slot machines and one that's chance-free selection; but the choice is to have both or only the latter, not only the former. On a somewhat related note, I think not everyone realizes that for many if not most people, the point of playing a game with such focus on builds is not to eternally work on the build, forever upgrading and replacing your gear. Rather, the point is to finish the build, equipping a final loadout that you'll never need to replace, then get to play using the finished build. I don't want to forever be chasing progress on my build, I want to have finished progressing my build, be done making the character, and have more content to do that I get to do using the finished character. |   | 
| As long as the game continues to drop dog shit rare items 99.99999% of the time. It won't take much for Crafting to be superior. Unless they make crafting equally as bad as the rare item drops. But in a realistic crafting system. You're supposed to be able to craft close to what you want as long as you can acquire the materials (either by farming or trading for them). The better the item you want the more expensive the materials... The best items that can be crafted should cost the bank. Either that or they can make crafting cheap and make it produces nothign of value most of the time. So equally as bad as rare item drops when farming. In which case you have something close to what the recombinator is. Where it's just not going to be utilized. Because time investment to reward is not there. Same way people don't pick rare items up off the ground because wasting time filtering through 2000 items to find one decent item is bad return for time invested. |   | 
| " Yep. It's also the reason gold in these games originally existed. It's your fallback when the RNG hates you. " Unfortunately, being finished is the concept that free to play games are most afraid of and they will do almost anything to prevent that from happening. |   | 



















 
                        