Endgame loot/crafting feedback/suggestion

Problem
The main concern I have with POE2’s crafting system is that it is NOT crafting in the slightest. It is pure gambling. You can completely bin an item, even an item with a really good implicit, through no fault of your own. It is ridiculously asinine - almost sadistic in nature.

There are many issues with endgame in its current state (rarity, losing a map on death, death effects, you’ve heard it all). Here is my recommendation for crafting alone.

My 10 minute solution
Below I have summarised a few things I believe would make the crafting and general loot acquisition VERY enjoyable for me. I can’t be alone in this. I’m open to suggestions and feedback on this.

Note: This is the first aRPG game I have actually enjoyed, primarily due to the addition of the dodge roll (could be improved upon also) and WASD movement. I have never liked the traditional movement in aRPGs with mouse only. I am not sure if another aRPG adopts a similar crafting system to my design below, but if so I’d be keen to hear it.

Firstly… Targeted loot for specific slots on maps
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- Maps will have a significantly higher drop rate for the given slot, this rotates daily

- Implicits are still randomised

- Maps should be able to be farmed over and over again (or perhaps a daily cap? idk) so you can farm for specific items with a preferred implicit in case you get unlucky


Next, to enable the new crafting system… A new material system
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- Base level materials and premium materials, similar to orbs, can be farmed in any campaign and endgame map, totally randomised drops, perhaps even a higher chance drop from chests (any chest). This could solve the problem of ‘zooming’, ensuring people actually stop to loot chests if they require materials.

- I have no idea what these materials should be called, but that’s not my job :)

- I am imaging say, 3-4 different materials of each colour/rarity, which can be used in different combinations for crafting infusions (see below)


Targeted crafting for prefixes and suffixes using materials (infusions, or something)
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- Single crafting station - no complicating it with multiple types of crafting

- Base materials can be used to craft ‘infusions’ for prefixes and suffixes, which will guarantee your next upgrade on an item to be of a particular type

- Tiers are still randomised from x to y on the craft

- Perhaps allow the addition of an orb to increase the chance of a higher roll (the more orbs you inject, the higher your chance of a high roll)


This was something I cooked up in about 10 minutes of thinking about the sort of crafting system I would like to see in a game like this. It creates player agency and enables us to ‘chase’ our desired builds with a lot more fluidity.

Open to discussion :)
Last edited by dinkletonau#1671 on Dec 31, 2024, 12:31:03 AM
Last bumped on Dec 31, 2024, 12:21:59 AM

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