Crafting needs a rework

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The rest of it doesn't really address any of the issues so I can't really comment on it.


That's because you and I don't agree on what the issues is. I said it's an issue with expectation and gave you an example of my expectation and experience.

You believe that the sole existence of bad modifiers is good enough reason to rework craftin all together. I know you started another thread to vent about Reduced Attribute Requirement and thats fine. I don't like it when it ruins a craft either, but bad RNG isn't a reason to not interact with a system or claim that's true for everyone.
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Cicsero#2961 wrote:
Not picking up even Tier 2-4 items, quickly identifying them, and deciding to toss or keep them in that moment is fundamentally a skill issue.


How on Earth is picking up something, IDing it, and keeping or tossing it a "skill" issue?


Because I specified "quickly". Cognitive processing is a skill and it doesn't matter if you think motor skills are more important. They both are legitimate skills.
i am not a clever person

crafting gives me a brainache

yes brain doesn't feel pain

but it does when poe 2 crafting is happening
Last edited by arkanie#2558 on May 11, 2026, 3:09:27 AM
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I've played POE for well over 10 years now, and for most of that time I've tried to be patient with the crafting system. But with POE2 in EA, I think it's time for the devs to look at reworking the crafting system.

Without delving into the numerous issues (tiered currency, floor drops being 99% worthless, RNG playing way too much a role, etc) I'm curious WHY crafting is unnecessarily complex? I've got a few friends who play the game casually, and I've spent multiple hours explaining how to craft items to them. I'd venture to guess that most casual players are NEVER going to fully grasp crafting. In fact, I'd be willing to bet that most devs do not fully grasp the crafting system.

Is there a reason crafting has been made so needlessly difficult to understand?

I don't know anyone who thinks crafting in POE/POE2 is fun. And it's certainly far more difficult than necessary, with most serious players investing a ton of time, effort, and money into squirreling away gear into dozens or hundreds of stash tabs. Not to mention spending dozens of hours finding crafting materials (Omen of Light, Echoes, Greater or Perfect Exalts, etc) only to get terrible RNG. Does it really sound fun to waste hours and hours finding these mats only to get trash rolls?

Easy solution: ditch useless affixes like "light radius" and the dreaded "lower attribute requirements", and maybe link/weight certain affixes to certain items (for example: hp more likely on armor, +melee damage more likely to appear alongside flat damage on gloves)

More complicated solution: rework crafting altogether so floor drops are more useful and crafting doesn't require hours of watching videos or reading guides.

The greatest games (Mario, Tetris, etc) are great because woven into their simplicity is a gradual ramping up of difficulty that teaches the player how to master the game. So much of POE is already complex. Why make crafting so byzantine and miserable? As an HCSSF/SSF player, the game is fun and playable, but crafting is an aggravating slog that often takes a lot of enjoyment out of the game.

Thanks for reading.

PS. I'd also recommend an update to the tier system for floor drops. I can't count how many hours a season I spend simply look through floor drops in hopes of finding something other than trash. It's sad to ID a tier 5 floor drop only to find max lower attributes or some other trash. I'd recommend a system that weighs synergies between modifiers to rate gear. For example, if a quarterstaff drops with % phys and +phys (both high tier) give it an A rating or something. The current tiering system is a joke.


I do agree for the most part, crafting is messy and is clearly an entropy point creating unnecessary friction for the most of the player base. One could even believe that current crafting is more of a system to incentive ToS breaking/RMT than actually serve any other purpose.
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The depth of crafting is literally the only reason I started playing PoE to begin with. I love it. Not sold on the socketables stuff in 2 yet, but overall still love the crafting complexity. It is actively fun for me, that's why I'm usually mostly a hideout warrior.


So basically they should rebrand to a crafting simulator and not an ARPG.
I respect your opinion, but at the end of the day, it doesn't need to be the way it is.
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Cicsero#2961 wrote:

That's because you and I don't agree on what the issues is. I said it's an issue with expectation and gave you an example of my expectation and experience.

I don't think it's an issue with expectation. The system is convoluted, that's a fact. How many games get away with not explaining their systems in-game forcing the player to alt+tab and visit the wiki to read whatever mod pool kurgal modifiers have?

I can't comment on your personal ways to work around this systems or your anecdotes. If you like it you like it and it's fine. But when you work with extremes like "I got lucky" or "my experience was miserable" in a game like this it's inevitable to get friction in the playerbase.

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You believe that the sole existence of bad modifiers is good enough reason to rework craftin all together. I know you started another thread to vent about Reduced Attribute Requirement and thats fine. I don't like it when it ruins a craft either, but bad RNG isn't a reason to not interact with a system or claim that's true for everyone.

I think you're putting me in a box or something because my only point in this thread so far has been that it's unrealistic to ask for a crafting rework.
I did criticize the systems but I didn't suggest that there was a chance of any of it changing in a meaningful way.
First, because the devs are already committed to using currencies and multiple crafting systems.
Secondly, because a fairer (and more feat-based rather than RNG) system would shorten the life of the leagues most likely.

And finally, regarding the thread that you reference, I don't ask for a rework there either. I ask for that particular mod to be moved to a rune. Not because it's a bad mod per se (which it is, at the very least it's ultra-niche), but rather because the mod is way too prevalent. You find it everywhere. Every single piece of tiered gear I find has that mod. Half of the tiered exalts that I use roll that mod. And I rolled that exact mod twice wasting 90d in the process. Even if the mod has to stay it shouldn't have such an affinity with high tier currency/mods.

Cheers.
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scaeva_#9735 wrote:
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The depth of crafting is literally the only reason I started playing PoE to begin with. I love it. Not sold on the socketables stuff in 2 yet, but overall still love the crafting complexity. It is actively fun for me, that's why I'm usually mostly a hideout warrior.


So basically they should rebrand to a crafting simulator and not an ARPG.
I respect your opinion, but at the end of the day, it doesn't need to be the way it is.

Tbh, they've spent over 10 years making the game into a crafting simulator, so... yes? It's obviously also still an ARPG though so no reason to rebrand. It certainly doesn't need to be that way sure, and ARPGs don't have to have simplified crafting either. Stardew Valley doesn't need to be a farming game either. But the fact is the devs of those games made their intentions pretty clear. It's always weird to me that GGG gets this kind of feedback to completely overhaul the core of their game and other games don't. 😛

I do completely agree with comments that requiring this party tools to understand the crafting is a deep problem. Unfortunately it's one they've explicitly been happy to embrace several times, and they like their hidden information, so I don't expect much here unfortunately.

If this game ends up not for you though, I hope you find the one that is. I respect your opinion too; I just wouldn't recommend holding your breath for anything to ever change in this direction given the totality of history of the company and games. :)
Last edited by KaosuRyoko#1633 on May 11, 2026, 11:26:52 AM
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Cicsero#2961 wrote:
Not picking up even Tier 2-4 items, quickly identifying them, and deciding to toss or keep them in that moment is fundamentally a skill issue.


How on Earth is picking up something, IDing it, and keeping or tossing it a "skill" issue? It's fundamentally a time issue, namely busywork for the sake of busywork with a statistically tiny chance of that item being worthwhile. That isn't skill. Or fun. It's a massive timesink, and one of the fundamental problems with crafting. Ground loot is nearly always worthless. And the time needed to verify that fact doesn't add to the game. It's simply a waste of time.

And to the gentleman above who said that easier crafting would make trade worthless. That's mind-boggling. POE was initially designed without trade. The trade system was essentially created by players. GGG taking over 10 years to add a semi-functional trade system is testament to this fact. POE isn't a trade simulator with an ARPG tacked on. It's the opposite.


I'd have to slightly correct you on the trade issue. From the start, back when Chris was in charge, GGG has stated numerous times that trade is a non negotiable factor in POE. Over and over GGG made it clear that trade is a core part of POE. Players simply got hooked on abusing the system and getting instant power for almost no work.
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I'd have to slightly correct you on the trade issue. From the start, back when Chris was in charge, GGG has stated numerous times that trade is a non negotiable factor in POE. Over and over GGG made it clear that trade is a core part of POE. Players simply got hooked on abusing the system and getting instant power for almost no work.



Yeah this is true. Just because they didn't plan all the current features of in game trade from day 1, doesn't mean they didn't design the game around trade. They just always envisioned the rose-tinted glory days of D2forum trading. Which they had for a good while, until community standards changed over time and they've adapted to it. But at no point was the game ever intended to not be centered around trade. You can even look at when they announced SSF to see how even with that mixer they heavily emphasized trade and weren't going to balance anything differently for SSF.
Last edited by KaosuRyoko#1633 on May 11, 2026, 11:59:03 AM
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I'd have to slightly correct you on the trade issue. From the start, back when Chris was in charge, GGG has stated numerous times that trade is a non negotiable factor in POE. Over and over GGG made it clear that trade is a core part of POE. Players simply got hooked on abusing the system and getting instant power for almost no work.


I totally agree. No issue there. But the idea that easier crafting would make trade useless is plain dumb. My point, which I poorly made, is that crafting is a deeper, more fundamental part of the game than trade. And the idea that we need a convoluted crafting system in order to push players toward trade is downright foolish.
Last edited by Mizenkailash#2794 on May 11, 2026, 12:16:34 PM

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