Too much crafting is ruining the game

This item sounds incredible overpowered. There are really good uniques with the drawback of having bad stats, but if one can simply steal their unique modifier...
I agree crafting is OP as long as you know what you are doing but uniques in this game are awesome. For example in my build i use 5 uniques right now. Hateforge, Grand Regalia, Verneil, that abyss belt etc. In ultra endgame people prefer t0 uniques with good rolls becuas they are harder to obtain because they are not craftable. But no worries, Genesis tree will make crafting obsolete and SSF finally enjoyable
The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
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I agree crafting is OP as long as you know what you are doing but uniques in this game are awesome. For example in my build i use 5 uniques right now. Hateforge, Grand Regalia, Verneil, that abyss belt etc. In ultra endgame people prefer t0 uniques with good rolls becuas they are harder to obtain because they are not craftable. But no worries, Genesis tree will make crafting obsolete and SSF finally enjoyable


Based on the reveal stream yesterday, genesis tree can only give amulets/rings/belts/currency and then some special crafting for those slots like minion affixes for rings etc. Hard to say yet for sure, but it seemed like the genesis tree is mostly for getting "ok" rings/amulets/belts with completly new implicit modifiers, other than that you cant just easily make 6x T1 rolled amulets/rings. My guess is that alot of endgame gearers going to just get a high level ring/amulet bases with right implicit from genesis tree and then use the already existing crafting system to get to the "6x T1 rolled" items.
Last edited by Taistelija#5483 on May 8, 2026, 4:51:43 PM
Oh really? Genesis tree in poe1 can produce amazing fractured bases so i will be surprise if it will only create belts, rings etc. I was thinking about it and for example Amulets are least fesired tree outcome. Why? Because 90% of characters wants +50 spirit and +3 to skills. So you wanna craft these. For armour pieces, weapons its less "strict" in modifiers.
The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
Last edited by fil0sofen#7545 on May 9, 2026, 12:49:24 AM
Introducing a new crafting slot machine that can produce bases you can't get anywhere else is crazy after saying they want ground loot to have meaning and value. End game it makes more sense to set a loot filter to disable all loot other than high end currency, omens, fragments, etc, and have the highest end exceptional bases be the only gear you can see.

Rares, tiered are not, aren't even worth picking up to ID. That sucks.
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Introducing a new crafting slot machine that can produce bases you can't get anywhere else is crazy after saying they want ground loot to have meaning and value. End game it makes more sense to set a loot filter to disable all loot other than high end currency, omens, fragments, etc, and have the highest end exceptional bases be the only gear you can see.

Rares, tiered are not, aren't even worth picking up to ID. That sucks.


If I can give you some advice: if you are fast enough with the content and everything, for the first two weeks of the league, decent ground loot still sells well. In the trade league, I did all content in 0.4 using only ground loot gear (I even showcased one craft from the ground on Reddit), and this didn't stop me from being a hideout warrior and making 50+ mirrors in sales this league. Sometimes you need to do desecration, random exalt slams, or gamble on essences, but in the first days of the league, you can make a lot of divs.
The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
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Introducing a new crafting slot machine that can produce bases you can't get anywhere else is crazy after saying they want ground loot to have meaning and value. End game it makes more sense to set a loot filter to disable all loot other than high end currency, omens, fragments, etc, and have the highest end exceptional bases be the only gear you can see.

Rares, tiered are not, aren't even worth picking up to ID. That sucks.


If I can give you some advice: if you are fast enough with the content and everything, for the first two weeks of the league, decent ground loot still sells well. In the trade league, I did all content in 0.4 using only ground loot gear (I even showcased one craft from the ground on Reddit), and this didn't stop me from being a hideout warrior and making 50+ mirrors in sales this league. Sometimes you need to do desecration, random exalt slams, or gamble on essences, but in the first days of the league, you can make a lot of divs.


That's what passes for crafting in the game. I mean loot itself having value. "Rare" items actually being rare. Clearing a new zone or map, getting back to town, identifying your loot, and going "Oh shit, that's awesome." about at least one item often enough that it's a regular occurrence. That it's one of the things that keeps pushing you forward. Not to have it be a slot machine token, or something you might be able to patch up. Finding loot that's good. Good loot. As it sits. Finding upgrades for your gear.

It's one of the things they said they wanted with PoE2 since the endless crafting additions destroyed it completely in PoE. And yet they keep walking the same path again.
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Introducing a new crafting slot machine that can produce bases you can't get anywhere else is crazy after saying they want ground loot to have meaning and value. End game it makes more sense to set a loot filter to disable all loot other than high end currency, omens, fragments, etc, and have the highest end exceptional bases be the only gear you can see.

Rares, tiered are not, aren't even worth picking up to ID. That sucks.


If I can give you some advice: if you are fast enough with the content and everything, for the first two weeks of the league, decent ground loot still sells well. In the trade league, I did all content in 0.4 using only ground loot gear (I even showcased one craft from the ground on Reddit), and this didn't stop me from being a hideout warrior and making 50+ mirrors in sales this league. Sometimes you need to do desecration, random exalt slams, or gamble on essences, but in the first days of the league, you can make a lot of divs.


That's what passes for crafting in the game. I mean loot itself having value. "Rare" items actually being rare. Clearing a new zone or map, getting back to town, identifying your loot, and going "Oh shit, that's awesome." about at least one item often enough that it's a regular occurrence. That it's one of the things that keeps pushing you forward. Not to have it be a slot machine token, or something you might be able to patch up. Finding loot that's good. Good loot. As it sits. Finding upgrades for your gear.

It's one of the things they said they wanted with PoE2 since the endless crafting additions destroyed it completely in PoE. And yet they keep walking the same path again.


I've said it from the start: despite what GGG said or says, certain members of this community are doing overtime in making GGG steer the game in the POE 1 direction.

A terrible waste of time and potential with POE 2. If the result is another POE 1, why did they even bother making a new game?

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