Item filter editor has to be implemented into the game BEFORE full release

Unlike PoB, CoE and other tools, item filter is essential and the game literally can't be played without one on the later stages, where the whole screen will be cluttered with item labels the moment you un-hide them.

The fact that filterblade (and now poe2filter) made themselves indispensable is the testament to their creators, but a huge L for GGG. You shouldn't rely on third party tools when it comes to very basic stuff that is necessary to play the game.

Hire one of those guys if you have to, and let them work with your team to create user-friendly editor that you can use "on the fly" within the game.
The way campaign should be played by your second and any subsequent characters: https://www.pathofexile.com/forum/view-thread/3772827
Last bumped on Apr 15, 2026, 12:50:02 AM
Although I agree an ingame filter would be good, everyone will still use filterblade anyway because it automatically updates based on economy. Plus many other conveniences that would require a humongous filter made by hand to get anywhere close
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Unlike PoB, CoE and other tools, item filter is essential and the game literally can't be played without one on the later stages, where the whole screen will be cluttered with item labels the moment you un-hide them.


Sometimes i wonder if Jonathan and Mark play from start to "finish" without a loot filter, that's one of the reasons why i wanted to see Jonathan streaming his playthrough at least once

I can't imagine playing poe without a loot filter, thank god that poe2filter exists because i really don't like filterblade

With "readability" being of the main topics about poe 2 rn, i'd be surprised if they didn't include a lootfilter with 1.0 or even before that

Ideally GGG would rework loot and labels from the ground up, i don't think everything having the same format, size or color is good, you can add a little bit of variation without going too crazy, differentiation makes things easier to spot and helps you process information faster too

Also, loot filters literally makes the game easier to play, it can hide low level/tier items by default, a new player who mostly cares about affixes won't notice the difference between a dualstring bow and a twin bow since they look so similar, at endgame both will be shown, and to me that's bad game design, but thankfully we can at least hide these things by ourselves
Last edited by Vyend#2601 on Apr 13, 2026, 9:22:50 AM
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Unlike PoB, CoE and other tools, item filter is essential and the game literally can't be played without one on the later stages, where the whole screen will be cluttered with item labels the moment you un-hide them.

The fact that filterblade (and now poe2filter) made themselves indispensable is the testament to their creators, but a huge L for GGG. You shouldn't rely on third party tools when it comes to very basic stuff that is necessary to play the game.

Hire one of those guys if you have to, and let them work with your team to create user-friendly editor that you can use "on the fly" within the game.


To be fair neversink has stated multiple times ggg did offer him a job, he declined though due having to move away.

Buttttt this shouldnt stop them from adding an ingame filter.

So many adjustments are made on the go as a league progresses and needing to alt out of the game for so many things should be reduced as much as possible.

Forgive me, but especially when it comes to console players.

because making the loot drop via a mechanism that isn't completely stupid and lazy is just too much to ask so instead we're going to cover our eyes and shout I"M NOT LOOKING and the giant garbage tsuanmi and then we're going to pretend that you need a 9800x3d to run this when like you could just not make loot drops work that way and you could add annother item slot for a loot filtering system that actually tunes what loot drops based on what loot chamr you're wearing to stop the dumbest system in the history of arpgs from flooding you with a billion things you don't need. leading to there being an actual consequence for a loadaout that isn't how fast armour and evasion doesn't do anything or how much rock paper of siccors resistance you have....

like and this is just me coming up with this idea in another post this morning after thinking for half a second so imagine what the devs could come up with if they actually put some effort into this.

you could literally have a dimensional shift to find loot types in other aspects of reality in a way that cost you something but instead, nah, here is every item in the loot table in the worst interface make sure you list all the items 8 rooms away on this screen specifically so you know it's there but can never ever find it.....

but we want to filter it so that ??????? underpants, profit. it's a bad system filtering it is even worse reactionism to a problem that shouldn't exist and at the very worst having something that doesn't just go oh you get every item in the game might be worthwhile so whatever's going on with this notion that this is like ''fine'' is just... it starts with a rockstar logo.

so unless you have some rotating window that actually stops loot from filling up the entire floor in a way that it is literally not even possible to get any of it but you still have to look at and process it you haven't done anything to solve the issue, you can totally have the game drop all the stuff and then have some kind of moire effect that'll only let drops that interact with thresholds in the moire multiplication that allow the items to actually be interactable and be ''dropped'' but having to fall back on this is just a fundamental issue with how the entire loot reward system is handled.

So unless you actually do something interesting with the filter you're pointlessly dropping more than is accessible anyhow and that's just shoddy up and down. Again the whole tak they had about how loot is dropped doesn't have anything in it that they said that was expressly wrong but it's still not a solution. So coming up with something actually creative and engaging and interesting that has some playfulness to it that's worth integrating is a lot better than an ''i don't want to see X or Y'' especailly when the whole game already has relics and items and loot in it that you don't choose, you get given and work with what you get from there so why would you then just put a hard filter in in an arbitrary location to cover up an incompletely implemented idea when you've got an entire infinity of other options on how you could handle delivering loot? It doesn't make any sense that suddenly the gaminess of the game ended here and it's a programmatic spreadsheet tool that links to a file on a website. Does the ziggurat run windows explorer or something?

why would you not integrate a superior solution to this in a way that fits in with the rest of the game and how everyine else has been handled? You already have all the elements you need to handle this and you can just add directed loot charms that slot into an amulet or ring for this and suddenly the loot filter looks completely contrived and uninsteresting. if rng was fine for all the other things why does it suddenly end up not fine if you can interact with it through the lens of the way everything else in the game works?

there's an entire multiverse of time travel and magical lore and all these other systems you have in here that would then additively allow the charms you create to be crafted too so it's not like i'm trying to stop people from having a gajillion items, they should just have a game-interaction for it and if they really want to break the game it should break it for them and only them, if they want every item in the world on their screen then sure let them craft their way to that, but it's rather have charms that do what i want my loot to be doing so that my guy gets what i want him to get and the consequences of that are on me not on looty mc gamebreaker who i then have to filter out just to be able to see where I am standing.
Last edited by 8087H3#2006 on Apr 14, 2026, 11:20:21 AM
TOP PRIORITY THINGS TO DO for PoE2
====================================
1. ingame Loot Filter
2. video adapter crashes to be fixed (aka rotating cogs crash)
3. gamepad / kbm switching on fly

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