I'm really disappointed in WHY Homogenising Exaltation was removed

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fil0sofen#7545 написал:
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Kage#1250 написал:
Because they don't want you to guarantee craft a bis piece for every single gear slot?

How is this so hard to understand? If you were not expecting this nerf, you are not understanding what you are playing at all.


Bro crafting was deterministic but not THAT deterministic. Homo exalt omen didnt guaranteed bis gear. If you want to something slightly different, for example armour piece with life you a bit screwed. That was the div sink that we had. Failed to get desired mod? Fine, annul and try again.

If you wanna get BiS piece of gear you still have to whittle it with ladder technique which is locked to the richest players where one attempt is ~10div. Thats why i do not understand why to remove it from the game. It was good but not that good.

Build variety is also a problem that contributes to this issue. If you do not have enough suffixes on the gear you are going to stack defences / damage all the time.


Exactly! It still had some RNG (with smaller mod pool) and definitely was expensive. You still could lost your money if you had bad luck. I lost money on several crossbows (each 70d cost of crafting).
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Kage#1250 написал:
Because they don't want you to guarantee craft a bis piece for every single gear slot?

How is this so hard to understand? If you were not expecting this nerf, you are not understanding what you are playing at all.


And yet 0.3 was very appreciated because of crafting and had very good player retention.
Removing it will not keep players longer, it will discourage them and make them quit.

Also there was ton of ways to rebalance the system without removing it. Some examples
- Limit homogenising modifiers to T2 or T3
- Limit the number of homogenising modifiers on an item
- Make the omen more rare
- Change some tags

Just removing it and bringing nothing to compensate sucks
Most problems with poe1/2 crafting is that all the loot at some point is simply confusing.

"does this thing increase my power or decrease it" becomes the question, and at some point it becomes absolutely impossible to answer that question without recreating your entire character in POB and hoping it has no bugs.

looking at 300 * 6 rows of text on items every day (who jump around when you hit ALT to check tiers), leads to one just being exhausted and shelving the game.

Campaign is fun because you can feel growth and you can still see some plan ahead for growth. Once you cap resists and reach DPS number high enough, suddenly things start turning sour.

The "why am i suddenly oneshot", "why i have zdps", questions can only be answered by POB at some point...and if your game REQUIRES external tools created by community just to play the games content that is NOT a good game design.


The #1 problem is that ingame there is no way how to lay down a progression plan. How one could do that ? Well, an ingame filter would serve multiple things:
- help reduce visual clutter and mental strain reading random stuff
- document a plan that you have for each item

POB/filterblade are the tools that do exactly that, and playing endgame without them at some stage simply becomes impossible for sanity. All I am saying is that maybe its time to let go of unidentified items and finally have a sane ingame filter so sense can be made of all the loot.
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Hoo there wanderer...
Последняя редакция: Henide#3803. Время: 5 дек. 2025 г., 10:39:50
Well, we don't see good loot drop and this omen let us make good loot. The alternative is we go back to Path of Shopping for 99% of players.
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askii#5202 написал:
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C4Guy#0918 написал:

Ok, first of all, you didn't specify you were talking about final season equipment, you said "I don't think I have found a single rare item that was worth using".


I mean... what did you think I was talking about? I didn't think I would have to state the obvious, that no one starts crafting items at level one. But as it stands there is a brief period at the beginning of the endgame where drops give you meaningful upgrades, until you have farmed enough omens and other currency to craft better gear. Granted the more casual the player, the longer this period lasts. But for me gear from drops usually starts to become irrelevant after about two to three weeks.


Then say what you mean next time and don't expect people figure that out from your hyperbolic statements. I don't know you or what experience you have with PoE, you could just be some noob who configured their loot filter badly or who is too lazy to pick up and identify stuff.
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barczik#9534 написал:
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fil0sofen#7545 написал:
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Kage#1250 написал:
Because they don't want you to guarantee craft a bis piece for every single gear slot?

How is this so hard to understand? If you were not expecting this nerf, you are not understanding what you are playing at all.


Bro crafting was deterministic but not THAT deterministic. Homo exalt omen didnt guaranteed bis gear. If you want to something slightly different, for example armour piece with life you a bit screwed. That was the div sink that we had. Failed to get desired mod? Fine, annul and try again.

If you wanna get BiS piece of gear you still have to whittle it with ladder technique which is locked to the richest players where one attempt is ~10div. Thats why i do not understand why to remove it from the game. It was good but not that good.

Build variety is also a problem that contributes to this issue. If you do not have enough suffixes on the gear you are going to stack defences / damage all the time.


Exactly! It still had some RNG (with smaller mod pool) and definitely was expensive. You still could lost your money if you had bad luck. I lost money on several crossbows (each 70d cost of crafting).



People don't realize how expensive crafting even with homo ex omen was. For instance shield. Perfect exalt give T4 minimum on flat armour. You failed? Too bad, -2 div. now spend 300 chaoses (10 div) to get T1 something again. Failed again. Ok third try you made it. Now what? second homo ex slam and again failed. You can easily sink 200 divs into craft even with homo omens so i dont understand how you can call it "too powerful". Not all pieces of gear is guaranteed success (for instance weapons)

But ofc its better to do random exalt slam and vendor item. Or whittle item 100 times and spend 1000 divs. Everything is deterministic if you have thousands on div to spend

The problem is that with homo omens you can get there in 100 divs not in 1000 divs compared to ladder technic
The tankiest character in 0.3 without an energy shield - https://poe.ninja/poe2/builds/abyss/character/fil0sofen-7545/szmichalwoj
Removing this without replacing it with new ways to craft is a huge L and a massive mistake. We're going back to the stoneage with pure RNG gamba "crafting" now, pretty much. It's going to be a poverty league for most players because of this. This is the worst change they've ever made, IMO. They could have nerfed the strength of it in so many different ways and just chose to delete it instead. Awful, awful decision.
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Antiswagtoby#7285 написал:
I used it once AND IT WAS SHIT!! gave me like reduced attribute requirements or some SHITE!!



No, you didn't, because the reduced attribute requirements modifier doesn't even have a tag. Please, don't comment on things which you don't know anything about. You aren't contributing anything valuable.
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toggemon#5040 написал:
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.


Yup, it being hidden was stupid in the first place. Just put the damn info in the game. It's not that hard.
I was afraid this would happen. GGG saw the Youtube videos about "craft BIS gloves, boots, chests etc" and panicked.

I said then, and i'll keep saying it. Crafting those items took a TON of currency and was still a huge gamble to make truly Dozens of DIV worthy items. Currency takes either tons of time, or tons of skill, or tons of luck to obtain in a reasonable amount of time. The reward for that should be being able to craft a really good item or two. Or more realistically waste your 50 or so DIV trying to VAAL a pair of boots for the triple socket.

Homogenizing Exaltation spam on white bases to the point of spending dozens, hundreds of DIV on the gambles is completely inaccessible to the vast majority of the player base. You have streamers, work from homers, and legit financial wizards, that can do it, and that's it.

Huge L for the fun, and excitement for the vast majority of players.

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