Basic Crafting Currency and Gear Progression

Im here to discuss my personal opinion and experience when it comes to (Normal seasonal Trade) gear progression & basic crafting currency drops

TLDR: Right now, the lack of basic currency vs level progression forces you to hoard everything until a breakpoint or next upgrade. Boost our potential to craft basic gear during the campaign and lower the friction so we can actually progress our own characters without the need for async trade.
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Discussion

Going into Poe 2 from the start of EA I was under the impression it would be far easier to craft your own gear( on the fly if I recall correctly )

So far this isnt the case, ESPECIALLY on release but has gotten better. I think POE 1's gear progression "feels" better especially after the changes made last season as well as async trade

I hate to compare the two games but POE 1 used to feel like a chore, so there was a sense of relief to hear poe 2 wouldn't follow the same progression.
From my experience the raw basic currency drops are too far and few between. The disenchant system was basically made obsolete with learning the game and knowing gold is king due to vendor, gamble, respec, async trade and Currency exchange

disenchanting 5-10 items ( 10 items typically due to tiers early on) for 1 orb of aug/trans/regal is out of place when we look at progression
Not to mention later on you don't even get greater or perfect shards/orbs. Nor do you get exalted or chaos shards in general.

The only one that seems balanced is when you disenchant Uniques.

You can "get by" with the current drop rate of basic currency. With experience you know what mods to look for an know magics can be totally fine for most the campaign. But there comes a time where it starts to become obvious you didn't get enough upgrades.

I’ll typically drop a Divine or two during the campaign, or at least right when I hit maps. With async trade, that 1 Divine instantly lets me buy a well structured character and skip a bunch of progression. For 99% of players that's perfectly fine, and honestly, it's fine for me too.

BUTTTTTTT I would just much rather be able to actually craft my own character as I go. Since the floodgates are already open with instant async trade anyway, why are we gatekeeping basic crafting early on? I'd rather just get access to basic crafting tools from the start instead of being forced to hoard everything or rely on the market.
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A few questions or observations

Why the 10-to-1 disenchant ratio, and why are shards even in the game?
What harm would it do to make it 3-to-1, or just drop full basic orbs? Right now, vendoring 10 items for a single basic orb feels terrible when gold is far superior. Plus, it doesn’t even scale into late game with greater or perfect shards nor does it give exalted or chaos shards.

The Essence encounters.
Why do we have 20+ lesser essences but find less than a handful during the campaign, only to immediately jump to normal, greater, or perfect ones in maps? Essences were balanced around crafting, but we don't get to use 95% of them. We need more essence encounters in the campaign. Would love a revamped mechanic / other variations as well in the future.

League pacing vs. basic rewards is not balanced.
Why are we showcasing a new league mechanic where we stop and fight for a minimum of 30 seconds just to get a single Orb of Augmentation? The reward doesn't match the time investment at all.

Why does basic crafting currency need to be this scarce?
What harm would it do to double or triple basic crafting drops? Yes, it might affect the async trade market, but it puts the power back in the player's hands for self-progression, which completely trumps market issues since async is already a thing anyway.

The progression curve is a bit off.
It goes from barely finding any basic currency to completely hiding it on your loot filter once you hit maps an skip tiers. It goes from what feels like zero lesser essences to target farming normal - greater - perfect in maps.

Where are the other league mechanics when doing campaign?
Take Ritual for example - we get 1 in act 1 and never again
- we never see breach
- we now get temple in act 3 which will hopefully occur more than once before mapping
- we get one delirium in act 4 and never again
- abyss is also scarce
- essence not technically a league mechanic in poe 2 but it is? - is also scarce.

With such large layouts - why is there no mechanics

probably a ton of other valid reasons for a boost but this is my observation

Also aware this is EA and their focus has NOT been balance so kind of a pointless discussion, just felt like talking i suppose.
Last bumped on May 16, 2026, 3:53:15 AM

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