CRAFTING SHOULD NOT BE RNG, OTHERWISE IT'S NOT CRAFTING
"That's just fabricating an edge case to make this narrative work. If you have another ring that does not make you weaker, but instead has a different res type to adapt, your argument falls apart. "It's not about Elden Ring, it's about - games not being hard. "That's not an option, it's a different alternative. An option would be "you could adapt to an issue with more tools to choose". What you propose is an alternative game version, which would exclude everyone selecting it from the ppl who don't. [Removed by Support]
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Sorry, I'll have to disagree with what OP said: I like RNG rolls, and I like the simplicity of it where we get one result with one click. Granted, I don't like our chaos, for there should exist ways to alter the odds, like Essences and Omens.
Is the current crafting system good enough? No, it needs some work so we can get higher mod tiers from crafts. It's not working as fine as in PoE1, but well just have to figure out how to do without rerolls. And that was good thinking from GGG, because the rerolls in PoE1 was a problem. We were really expected to do 100s of Exalt slams and such to get the gear, and it was quite tiresome with that large numbers. | |
" Totally fair if you enjoy RNG rolls, some players do, and I respect that. But for me personally, I prefer no RNG in crafting at all. If I’m investing my time and resources, I want to build something, not just hope the dice roll in my favor. In my original post, I actually laid out two options for how crafting could work better: 1. Some control – where tools like Chaos or Divine Orbs allow targeted rerolls (choosing which prefix/suffix or specific stat to modify). 2. Full control – where each orb plays a clear role in a step-by-step, deterministic crafting process. Neither of these removes the grind or effort, but they give players meaningful decisions and progression. That’s the heart of it: crafting should feel like you're building something intentionally, not just clicking and praying over your gear. Essences and Omens help a bit, sure, but they’re still mostly RNG with slightly better odds. We need deeper systems that respect player time and give us agency over our builds. Removing rerolls without offering an alternative path to progression just swaps one frustration for another. There’s a sweet spot between randomness and control, and PoE2 hasn’t hit it yet. Последняя редакция: Twelten#1961. Время: 21 апр. 2025 г., 03:16:09
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" Yeah, I feel this 100%. The gap between what average players can realistically do and what top creators showcase is massive. I’m not asking for handouts or item editors either, just a system that respects time and gives some level of control without needing to gamble half my stash. In PoE1, even basic gear progression felt satisfying and doable. In PoE2, slamming chaos and praying feels like the only option, unless you're sitting on stacks of rare omens and divs. I prefer crafting without RNG, or at least having some control. It doesn’t have to be full deterministic, but right now it’s almost pure chaos. Give us tools to make progress, not just punish us for trying. |
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