CRAFTING SHOULD NOT BE RNG, OTHERWISE IT'S NOT CRAFTING
Sure bro.
Let's implement all these changes on the next version, so we can all run characters with perfect gear after 10 days once 0.3 launches......... |
![]() |
" That's what would literally actually happen if GGG listened to most posts on this forum. Part of being a good dev is to know which feedback to listen to, and which one to ignore. PoE2 has lots of problems, but deterministic crafting is very low on the list. |
![]() |
The simple fact crafting material is called currency...
With just enough rolls you are good. All of a sudden their "crafting" works. There needs to be a factor of 10 for all currency drops exepot below rare 4 slot to make it work. |
![]() |
" So you're looking for an item editor and to completely delegitimize loot. In a looting game. SSFBTW
|
![]() |
" well there actualy 2 option on that post, if you actualy READ |
![]() |
" People already do this via trading. Content can be trivialised by buying a good weapon off trade or even tanking stuff by getting good resist gear. That's good IMO. Sorting crafting would remove the trade friction. One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
|
![]() |
I don't think POE 2 has anything close to a meaningful crafting... but I don't think POE 2 had tried to nail down its final crafting system at this moment.
So, is item crafting greatly unsatisfying? Sure. But things will likely evolve with time into a more "approachable" set of crafting systems. Loot, on the other hand... is terrible. Specially crafting mats during campaign. So, for the short term, I think quantity of basic blue mats / low tier runes drops, should be raised "by a lot". As for all people disliking some degree of deterministic crafting but favors trading -> Trading is 100% deterministic crafting: You insert some materials in a box and you obtain a non-randomized perfect item for any desired slot. BTW, who-ever told this community that SSF is "a challenge", lied to you all. SSF is "Normal". Trade is "Easy Mode". |
![]() |
" Sure, bro. Let’s just keep slamming Chaos Orbs and Divine like it’s 2014 because clearly, progress through RNG alone is the pinnacle of game design, right? No one here is asking for "perfect gear in 10 days" or a crafting system that completely removes effort and challenge. What we’re asking for is progression that feels rewarding and crafting that doesn’t feel like throwing your resources into a black hole. Deterministic crafting doesn’t mean “easy,” it means “meaningful.” And calling deterministic crafting "low on the list" of problems when it’s literally the system we use to interact with loot, the foundation of any ARPG, feels like you’re downplaying one of the most crucial aspects of the game. You can’t have a loot-focused game without a good way to engage with that loot, unless you want the entire player base to treat it like a glorified slot machine. But hey, maybe that’s the vision? "Path of Exile: Gacha Edition." Sounds fun. Последняя редакция: Twelten#1961. Время: 19 апр. 2025 г., 14:26:44
|
![]() |
" Trading is very different than crafting. It depends on a huge network of people farming and figuring out the worth of items to buy/sell and the prices change according to game balance/new items etc. Crafting is much more rigid/artificial |
![]() |
DONT LOOK ON LAST EPOCH !!! THEY HAVE VISION !!!
|
![]() |