Controversial AF. Crafting negatively impacts this game.

Yeah. The loot system and craft are annoying. At first you have the game experience, that values your skill over your equipment, but then you start "end game" and it all falls apart. Your skill becomes obsolete, but your equipment becomes the only gate. Period.
GGG tried to combine ARPG with Souls-like, but what they've managed to achieve is another gacha (BAD one, may I add) with the only difference being not playing to roll for characters, but for the equipment itself. Thus, the "end game" turns the good game into mindless time sink, where you pray to RNGesus for something to drop, for something that will allow you to sink your time in the same way, but with bigger numbers. They really need to either make better drop table, or to improve (COMPLETELY RE-DO) crafting, while bringing the importance of player's skill back. I want to play ARPG, not the slot machine.
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Yeah. The loot system and craft are annoying. At first you have the game experience, that values your skill over your equipment, but then you start "end game" and it all falls apart. Your skill becomes obsolete, but your equipment becomes the only gate. Period.
GGG tried to combine ARPG with Souls-like, but what they've managed to achieve is another gacha (BAD one, may I add) with the only difference being not playing to roll for characters, but for the equipment itself. Thus, the "end game" turns the good game into mindless time sink, where you pray to RNGesus for something to drop, for something that will allow you to sink your time in the same way, but with bigger numbers. They really need to either make better drop table, or to improve (COMPLETELY RE-DO) crafting, while bringing the importance of player's skill back. I want to play ARPG, not the slot machine.



I never cared that a game had crafting. I just always want it to be a choice. The loot in PoE 1 and PoE 2 is literally designed around the crafting system, and for many players, it's a big negative to the game. Much of the games balance is done around the economy.

The only reason I play is mostly because of the builds and the world. The skills are very fun, the passive tree is super customizable, and it's fun to play that. Just never found enjoyment in trading/crafting.
I agree 100% with the OP here.

The current 'crafting' system is just gambling, and the loot drops from even act bosses are 9 times out of 10 extremely unsatisfying.

I was really hoping that PoE2 would learn a thing or two from Last Epoch's crafting system. For those unfamiliar, in LE you can break down any item you come across and retrieve essence shards corresponding to some (potentially all) of the affixes/suffixes the item had. Those shards could then be applied to new gear with free affix/suffix slots - except for uniques.

To pre-empt the inevitable snarky replies: I prefer PoE's world, lore, story, delivery, combat, and potential for build diversity - but that doesn't mean LE doesn't have some good ideas.

Imagine if a similar system were devised for PoE2? Imagine if folks who like trading were trading specific and sought-after affix/suffix shards, rather than slot machine orbs? I bet chaos resist shards would be quite sought-after. Imagine if SSF folks could find meaningful upgrades by breaking down otherwise junk loot from bosses or mobs (a blue two-handed mace with a +cold damage affix would be a nice find for an ice monk under this system, but a useless one under the current one), rather than exchanging them for gold or slot-machine orbs?

Hell, the systems wouldn't need to be mutually exclusive - could always throw Transmutes and Augments at a white item and, if you like the affixes, break 'em down and hope you get the shards.

Just my 2 cents.
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Xndar#6927 wrote:
I agree 100% with the OP here.

The current 'crafting' system is just gambling, and the loot drops from even act bosses are 9 times out of 10 extremely unsatisfying.

I was really hoping that PoE2 would learn a thing or two from Last Epoch's crafting system. For those unfamiliar, in LE you can break down any item you come across and retrieve essence shards corresponding to some (potentially all) of the affixes/suffixes the item had. Those shards could then be applied to new gear with free affix/suffix slots - except for uniques.

To pre-empt the inevitable snarky replies: I prefer PoE's world, lore, story, delivery, combat, and potential for build diversity - but that doesn't mean LE doesn't have some good ideas.

Imagine if a similar system were devised for PoE2? Imagine if folks who like trading were trading specific and sought-after affix/suffix shards, rather than slot machine orbs? I bet chaos resist shards would be quite sought-after. Imagine if SSF folks could find meaningful upgrades by breaking down otherwise junk loot from bosses or mobs (a blue two-handed mace with a +cold damage affix would be a nice find for an ice monk under this system, but a useless one under the current one), rather than exchanging them for gold or slot-machine orbs?

Hell, the systems wouldn't need to be mutually exclusive - could always throw Transmutes and Augments at a white item and, if you like the affixes, break 'em down and hope you get the shards.

Just my 2 cents.


Haven't played Last Epoch, but it certainly sounds like a better way to do things than what this game has.

You're right. It's essentially gambling, and it's done this way to hook players. The entire game is balanced around forced crafting/trading and an economy. This drives players to the systems, and then gets them hooked on the gambling. It's basically what PoE 1 was like for years.

Makes sense why people end up with 15,000 hours in the game..

Either way. Not a healthy mechanic, either for the game or the players. It needs to be reworked or removed.
The most fun I’ve had in EA has been the Trial of Sekehemas and chasing unique relic drops from Zarokh. To me, this is A+ loot design—offering rare and challenging gameplay with the potential for game-shattering gear or wealth. It captures the thrill and reward that make ARPGs so engaging. We need more loot like this that feels earned and exciting, and fewer systems that rely on slot machine-style randomness to create artificial engagement.



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Crafting is just glorified identification.


Exactly this.

You are identifying an item one affix at a time, at the cost of an orb each.
Last edited by Mouser#2899 on Dec 30, 2024, 3:38:11 PM
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AintCare#6513 wrote:
the crafting sucks because drops are better in comparison. remove the drops or heavily restrict their quality and you will see ppl crafting more


Drops are not always better.
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QticaX#4168 wrote:
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Akedomo#3573 wrote:
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QticaX#4168 wrote:
It negatively impacts you is what you meant to say.

You've played the original for 11 years and you're suggesting they change their method? Why, it's worked for 11 years.. and it's not gonna just stop and fail because you and a handful of people do not enjoy it.


No, it negatively impacts most players.

Hey, lets do a bit of a thought experiment. How many hours in PoE do you have, and how much money have you spent on it?

Do you think you're an 'average' player, and thus capable of speaking on the issues that they encounter without bias?


This top trading crafting has been complained about for years almost a decade and GGG has stated exactly why they won't make and automated AH or want crafting the way it is...

BECAUSE it will make the game to easy. You would get all your gear so fast then quit playing... I think you should do some research because this is something they stand firm on and it will not change.. it hasn't for a decade.


"You would get all your gear so fast then quit playing"

Aren't there multiple builds you can do in this game? If GGG just recognized that AND balanced the skill gems to do equal damage throughout the game, then that would be PERFECT. The skills are fun, but most need to get balanced, along with supports.
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If you dont like trading and you dont like crafting, arguably 2 of the most refined and most integral systems of PoE1, why even bother playing the game?
For its combat?! Its graphics?


The crafting system in POE1 is okay.

The one in POE2 is not. It is a casino.

And yes, I was still playing because of the fun skills and what you can do with them. The combat is mediocre, due to monsters doing too much damage/one-shotting you, which is mostly due to them just not being balanced, and I understand it. It's EA. Most of the things in the game need balancing.
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Akedomo#3573 wrote:
PoE 2 will eventually end up just like PoE 1. Where the entire game is balanced around the 'economy' and crafting/trading


Just look at what's happening now. POE2 already turned into POE1. Wanna know why?

The top POE1 streamers came to POE2 and fucked it all up. If it was JUST new/casual players, we'd probably get somewhere, but that won't happen.

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