CRAFTING SHOULD NOT BE RNG, OTHERWISE IT'S NOT CRAFTING

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Gordyne#2944 написал:

But there is a difference here. Swapping rings potentially leaves you weaker because if you improvise and get a weak one for the lightning resist only, then you are trading your other stats for it. Yeah you get good defence, but also get weaker at the same time, so it is not the same as 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.

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Elden Ring? Never played it but I've beaten Dark Souls and I heard from some friends that Elden Ring is not as hard as Dark Souls.
It's not about Elden Ring, it's about - games not being hard.

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Weird self-gratification, "pure"? Oh evil me... wanting to give people options.
Like if "Easy" mode wasn't one of the most common things in gaming, like ever.
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]
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.
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Celd#2630 написал:
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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Sanktusdub#4305 написал:
All I know is when I went back to Phrecia for the lvl 80 cosmetic rewards for PoE2... it was wildly night and day.

I get it, it's a different game... but how do you not even take a sliver of that control over to your 'sequel'?

I'd be levelling, and need an upgraded weapon. So I would buy from vendor or loot a white base, and essence slam it (with actual good deterministic essences). Then I would craft on the crafting bench to add something relevant to me for whatever empty affix slot I had (ie, more ele damage, sure I like that, it helps me), exalt the last empty mod if there was one, then bring it over to Kalguur for runecrafts and add some basically free flat ele damage, quality and socket, GG. In the span of 3 minutes I was able to upgrade my weapon slot, and didn't throw 90% of my currency tab into it to do so.

Basically any time I needed a bit of an upgrade, I was able to craft one within minutes without feeling completely awful. There wasn't a single time in my 1-80 journey where attempting this gave me a 'brick'. If it didn't quite hit for me, I was able to sell it for a few ex. And generally it was an upgrade, even if by a small amount.

Today I slammed ~300 exalts into gear I found on the ground in PoE2. Gear of course that dropped with good high tier starting mods. Only for me to slam stun thresh, light radius, reduced requirements, etc... or if it did hit the 'good' mods, it would taunt me with 14 life, 9% in a resist, or 4% lightning damage...

And guess what, as an average player, I didn't have 500div worth of whittling omens to utilize. Even the thought of slamming raw chaos orbs into them was never gonna fly. Sorry I'd rather have the 4exalt liquid value of those orbs.

I've watched top tier 'crafting' in PoE2. It does exist, but its so extremely gatekept by rarity and economy. I've watched big content creators slam a 'mirror' worth of omens and chaos and such into rings, to craft godly triple attribute / triple attack rings. It looked great what they were doing... but again, the materials to do so are locked to the .1% playerbase.

How often actually can any person in this game pick up an item off the ground, slap it with like 10 currency items max, and it be an item worth hundreds of divs... almost never.

Now of course we shouldn't be just handed best items, nor have some sort of 'item editor' type of ease of access... but damn if this system is not it.

Also the like 100 times I've tried recombinator at 15% or less chance... poof. Just gone. Thankfully its always been gear I was gonna vendor otherwise... but what even is the point of that system?


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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