[0.2.1] Omens and essences can save base crafting
I don't like the deterministic crafting of poe1, but i think poe2 misses the mark by a longshot. I feel like i have few crafting/item progression beside RNG and recombinator (which is great and i use it a lot). But i don't use essences, and omens are just an "okay thank you i guess" mechanic beside the rare ones.
That being said, i think essences can save the crafting if they can be more useful when crafting, but i think they need to work as augmentations/regals/exalteds. Greater essences would work the same way but they could guarantee better mod tiers, like unid tiered items. The same happens similarly with omens. The ones that i use are the prefix one for map juicing and the vaal one (and this one is something uncommon to obtain). I couldn't get a single purple omen (chaos orb) and while it's the better for crafting, they are so rare and expensive that discourages me to "having a chance" for crafting with them. Common omens should be more powerful, like granting higher random mod tiers for your exalteds/regal/alchemy, and indeed, rarer omens need to be more common to obtain. Last bumped16 июн. 2025 г., 09:46:55
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Yeah, I agree with rare omens being unusable due to how rare they are. And they are still random (which I like - they should just be possible to get easier imho).
I agree essences need something, now they are mostly used to get deterministic result (like res on belt) or better odds at resistances - which was the exact reason runes were created for - so that getting res can be deterministic. It just sucks how many worthless (or completely opposite to what you want) mods you can get using essences, it's not "get what I want but it can be super weak version of what I want", it's "1/10 I get what I want - weak or strong, 9/10 I can something completely worthless for me". Maybe they could be more like fossils in PoE1 instead? It would be nice to guarantee some physical attack mods for example, or just make sure it won't be elemental related, etc. |
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