I'm really disappointed in WHY Homogenising Exaltation was removed
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Omen of Homogenising Exaltation was clearly way too powerful. It trivialized making some BiS 6t1 items, and the mid level of crafting fell out.
But it was also hard carrying the engaging crafting in 0.3.0. Figuring out smart ways to path toward the desired outcome. So changing it would be tricky because it was responsible for like 70% of the problems with crafting, yet at the same time responsible for 70% of the fun. But in the QA with ZiggyD, Jonathan stated that the main illegal part was not the power level of certain items. No, it was that it had this engaging mechanic of pathing toward an item using tags. This seems to me extremely misguided. That it was removed not because it was too powerful, but that it was too fun and engaging. Yes, of course that is not a very charitable interpretation and I know they try to make a good game. But the net effect is the same. If the problem is that it's complex, and relies on third party tools etc, just do the hard thing and make a proper UI. Don't throw away the most engaging crafting in any ARPG. Keeping it and giving it a 10-100x more likely multiplier would've been a much better change. I don't need fully deterministic crafting, I don't need OP items and an overly easy game. But I do think we need engaging crafting mechanics that make you think. Last bumped10 дек. 2025 г., 07:34:55
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I used it once AND IT WAS SHIT!! gave me like reduced attribute requirements or some SHITE!!
Nerf player, buff boss
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" Crafting is too powerful. They really need to make gear loot exciting outside of headhunter and mageblood. |
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" skill issue. The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
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People keep saying that crafting was too powerful. I don't think that was the issue. The real issue is that crafting is the only way to get decent gear. In two full seasons of playing PoE2 I don't think I have found a single rare item that was worth using. You either have a useful unique, or you fill the slot with a crafted piece. Has been that way before omen of homogenization and it will remain that way unless they fix drops.
I don't actually like crafting, so for my player type it would be great if crafting was less important. However, making crafting less deterministic won't get players to use the crappy items they get from drops. It just makes crafting more annoying and expensive, but players will still be forced to craft. |
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" This. Even at 0.1 and 0.2 i was crafting on white bases. i Never get anything good from the ground. The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
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0.3 was the best season for me. Had a LOT of fun and made a good bank (not overwhelming) with craft.
Now back to shit orb slamming and pray and stupid whitling... no, wait, I won't craft anymore because without this the entire system is utter garbage. It only was too good because ground loot is utter crap. RIP |
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" You two either are the most unlucky mofos in PoE history or you're simply blind. I have found a lot of really good rares I could either use or sell... |
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" Let me ask you this, by the end of the season, how many of your gear slots had items in them you didn't craft or buy? (Not counting uniques obviously) Последняя редакция: askii#5202. Время: 5 дек. 2025 г., 07:42:17
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As noted in my OP, my issue isn't really with crafting being strong or weak. I am on the side it was too strong. But that's not in comparison to mobs or anything, just found myself jumping from really crappy items to very very strong items with nothing in between. I don't care about the numbers, I care about there being a smooth progression curve.
My #1 issue is that they are focusing on dumbing down crafting and making it less engaging. I'd be perfectly happy with having weaker crafting but that is stimulating and fun to do to get mid tier items instead of crazy items. An example of this is keeping homogenising exaltation, but lowering the power level so you can no longer force insanely rare modifiers with it. Jonathan wants to stay away from the tags system. I assume this is because it is hard to master, and because it is hidden. My proposed solution would be to double down on it, and make it visible via an UI and therefore accessible. |
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