Controversial AF. Crafting negatively impacts this game.

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The_Song#4903 wrote:
Bearing in mind the added note that currently this game does not, in fact, have a crafting system at all.

It has two types of gambling.
Gold gambling and orb gambling. Neither is crafting.

Crafting is more deterministic, allowing you to give your item the modifier you want instead of rolling for it.


I know the game has a gimped crafting system.

The entire point of this post, is that the game doesn't need it. People will keep asking for more and more orbs, and PoE 2 will eventually end up just like PoE 1. Where the entire game is balanced around the 'economy' and crafting/trading, and it just overall is a negative for this game. It actively reduces player enjoyment.

We need to fix the loot. Stop balancing the game around the economy. Reduce friction that keeps players from playing.
Last edited by Akedomo#3573 on Dec 24, 2024, 5:09:48 PM
Crafting in general is great, but here in PoE2 it’s not crafting. It’s playing slot machines. So yeah, the system needs improvement.
They need to get rid of most orbs entirely and replace them with essences. Furthermore, they need to bring back the tiers/level restrictions that PoE 1 had.

Whispering: Up to level 15
Muttering: Up to level 25
Weeping: Up to level 35
Wailing: Up to level 45
Screaming: Up to level 54
Shrieking: Up to level 65
Deafening: Up to level 75

Lesser Essence: Upgrades a normal item to magic with one X modifier.
Essence: Upgrades a magic item to rare with one X modifier.
Greater Essence: Removes a random modifier and adds one X modifier. Much more likely to remove a non-X modifier.
Ultimate Essence: Adds one X modifier.
Last edited by Xenus_Paradox#7530 on Dec 24, 2024, 5:30:08 PM
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Crafting is just glorified identification.


With the additional chore of finding a base. They added gold, that's enough. All of this "currency" just makes us spend more time in town. It's busywork. If it was automatically picked up and thrown in the stash I think it would be livable. I could just hide them with gold and keep it moving.
Last edited by Gigs#6884 on Dec 24, 2024, 5:31:14 PM
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They need to get rid of most orbs entirely and replace them with essences. Furthermore, they need to bring back the tiers/level restrictions that PoE 1 had.

Whispering: up to level 15
Muttering: up to level 25
Weeping: up to level 35
Wailing: up to level 45
Screaming:up to level 54
Shrieking:up to level 65
Deafening:up to level 75

Lesser Essence: Upgrades a normal item to magic with one X modifier.
Essence: Upgrades a magic item to rare with one X modifier.
Greater Essence: Removes a random modifier and adds one X modifier. Much more likely to remove a non-X modifier.
Ultimate Essence: Adds one X modifier.



Yeah, I have no problem at all with items that can enhance a piece of gear. IF you find something almost good enough, then you could just throw one of these on it.

I just don't see how the game being based around an economy and crafting/trading being necessities is adding to it. It negatively impacts so much of the game it's unreal.

Economy impacts the balance of builds, the item quantity, item quality. End-game is balanced around the need for very top end items. People are forced to trade or 'craft' to progress, making them spend time on a website or standing around for hours, just to clear a few more maps. And then there's issues with currency sellers, bots. Among a few other things. Including just an over-all bad feeling to the game, that has many players quitting over it, or simply limiting their playtime severely.

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Akedomo#3573 wrote:


I don't think they clash at all honestly. I think that it could be an amazing experience if they put effort into it. I actually believe a lot of games would be better with arpg loot. It adds a lot of interest and fun to a game.

The issue is that I see so many games do it badly. And PoE is one of them.

People want interesting, unique, and fun loot to drop. That is the main draw of an ARPG.

PoE has instead opted for more benign loot, and then you can make up for it with crafting/trading. And in addition to that, to force an economy in this game. They've drastically lowered drop chances, and increased RNG. Making it near impossible to get anything good unless it's a unique drop.

There's also the issue that there's so many different affixes that make it near impossible to get what you need/want.

I really do think it could be amazing. But the loot in this game is largely shaped by a forced economy/trading/crafting system, and trying to balance it as some sort of competitive game because of it. They nerf builds because they impact the economy. Who really cares if a build is op if a game is single player and you're having fun? But nope, economy! -Nerf.



Fundamentally I just want SSF but you know it to feel good rather than an imposed challenge xd
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.
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Fundamentally I just want SSF but you know it to feel good rather than an imposed challenge xd


EXACTLY. I want the experience to be good, rather than a challenge.

So many games these days only appeal to min-maxers and those who pride themselves in being good at them. Completely misses the point of gaming for most everyone else.

the crafting sucks because drops are better in comparison. remove the drops or heavily restrict their quality and you will see ppl crafting more
I pick up everything... and i've made almost a mirror in divs and exalts from trading...
The game is similar to Diablo 2s loot system.. and I honestly think it's fine where it's at since crafting no longer is as deterministic as it was in POE1.
Strangely for all its shortcomings Division (1&2) had/has one of the best crafting in the "looters" genre.

- You can use item as is.
- Deconstruct to get some mats from it.
- Sell item for currency (gold).
- Replace one stat on item with another one from your library (compatible with the "slot") (mat cost).
- Optimize any stat to the max value available in your library (mat cost goes up progressively).
- Store or upgrade the value of one stat to your library.

Makes most of the drops useful for at least something.

What PoE2 currently has is a P2W grinder MMO/ARPG gambling system (gems, +, ...) without P2W ;) -- so there is not even "they need to earn money" excuse to have it.

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