Crafting needs a massive overhaul
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Crafting in POE2 is to be honest a pretty shitty experience. The reason for that is the lack of information the game gives you.
For example when you desecrate an item you simply dont know whta desecration you can get without using a third party site. Or when using a Homogenising Omen. You always need third party sites. That is just a bad experience for the player. You also cant learn by testing. That would get way to expensive. What can be done to improve Crafting. Every time you use Currency or an Omen + Currency you should get an Information what can happen. Furthermore to bring that to the next level would be a dedicated Utility Station in the Hideout. That station has access to your Omens and your Currency and you Essences, and you can also activate them in there. No need to have them in your Inventory. And in there you also get information of what can happen with your next craft. Not the percentage, but just what you can get. Something similar to this. ![]() If you desecrate without Abyss omens it shows both, but when you only have prefix active it shows prefixes and if you have suffix active it shows that. Same for amanamu, Kurgal etc. If you have an Omen of Dextral Exaltation active and a homogenising and have a Lighting Resistance on the item. The item has an item level of 82. So it shows this ![]() Itme level is 82 and if you use a greater Exalt it should also show the range you can get. So in this case 21-45 or it shows the Tier you can get T5-T1. Well details can be worked out, but you get the gist of it. Just give the player way more information when crafting. “The bird of Hermes is my name, eating my wings to make me tame.” Last bumped on Oct 27, 2025, 12:45:52 PM
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I agree with this.
I never understood why mod weights are secret, or why even what mods can exist is a secret. I don't understand why its acceptable to rely on third party sites to provide players with fairly core information about how the game works. I'm not sure it has to have a full crafting simulator, but at least knowing what mods I even could hit on an item seems like bare minimum QoL I would include if I was designing a similar crafting system today. |
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" All they need to do is to add alteration orbs and scouring orbs. |
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Crafting in games is tough - how do you make it so the experience of crafting takes actual skill / effort, and it's not just another currency conversion vendor screen?
There really aren't that many options. You have games like OSRS that solved "crafting" by making it time consuming - so you actually have to put effort in. I don't think that would be a good fit for POE though... Most MMOs make crafting basically a currency conversion / vendor screen - the hard part is getting the currency to craft, after that there is no skill / effort involved, which results in them having to do things to limit crafting like implement cooldowns. I honestly like that POE2 has made crafting "hard" - it is complicated, to get good at it you have to do a ton of research and even math. There is actually a meaningful skill (knowledge) component to crafting in PoE2 and that is pretty damn unique. That being said, I do think they should make the majority of information available in-game. There is no reason players should be forced to use 3rd party sites to learn crafting. Crafting doesn't need to be dumbed down, but it does need to be more transparent in-game. Especially with a growing player base on consoles. |
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" Yep. Same mistakes keep migrating from POE1. |
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" Sure all of that, but the issue still is that you need third party sites to do everything. You cant just start crafting without looking up what you can get. “The bird of Hermes is my name, eating my wings to make me tame.”
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Think this is a case of making things seem too overwhelming. Imagine a new player clicking a button and seeing all the options from an exalted orb.
They have to balance functionality with an interface that doesn't flood you with info, vs missing critical information. Not sure where the best balance is. |
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