275Exalted Orb=1Divine Orb??

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They have no idea about what they are doing.

They don't even think how many town portal trips is required to salvage items for shards to get 1 orb with the encumbrant inventory.

With the current trading currency, 1 div Orb gives let say 200 Exalted orb.

each with around 200 transmuation orbs.

That makes 2000 shards.

Inventory barely manages to hold around 6 items. Let say 10.

that's 200 hundreds Town Portal trips for 200 transmutation orbs.

Why bother?

Just directly go to the End Game, drop 1 div, thats 40k transmutation orbs.

1 Divs is 40k Town Portal trips.

lol.

facepalm.

Hire game and system designers.




no harm to you my friend but maybe the guy who thinks vendoring magic items is supposed to be a way to generate significant currency is the one who doesnt know what theyre doing?

why bother? yes, yes exactly, why bother doing something that is obviously unfun and unprofitable? maybe not incentivising people to pick up every magic item to take back to town and vendor is, i dunno, intentional?



maybe im wrong. go design an arpg thats pro strats are vendoring all magic items, put it on the market and see if your amazing grasp of arpg design can push poe out of the market.


Guy must have watched a RageGaming currency making guide
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275Exalted Orb=1Divine Orb??
This ratio is too outrageous


If you plan on sticking around, get used to it buddy. Divines at the start of the league are worth 50-70 Chaos (Exalts) and go to over 200.

3c0nom1c5 bro :)

GGG do not manipulate the market in anyway. This only potentially occurs if there are game-breaking bugs that they need to fix (this is a 2nd and 3rd order effect, not a direct effect).

I would recommend if you want to provide feedback for inflation or economic balance, focus on specific mechanics or changes that you think might contribute to the issue. For example, discuss how crafting or loot distribution could be tweaked to stabilize the economy over time.

Inflation is largely driven by player behavior, trade activity, and supply-demand dynamics, so while GGG sets the framework, the market itself evolves based on how players engage with the game.

TL;DR: It's a player-driven economy—adapt and make the most of it, or provide constructive feedback on mechanics that could improve stability.
Last edited by Magoraz#6258 on Jan 27, 2025, 5:30:47 AM
Economy is bad because:

no one knew the future value of anything at the start

there isn't enough variety for players to find a niche (big money makers for casuals in PoE1 are harvest mats and stacked decks, nothing like that here, everyone farming same thing)

Dupes and exploits
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275Exalted Orb=1Divine Orb??
This ratio is too outrageous, do you know why?


Did any seasons had that number of player grinding endgame for so long ? Never . So it's certain that exploits from cheaters made the situation worse , but exalts are worth shit mostly because millions of exalts have been farmed every single days for months .
ICE BELL RINGER ~ Endgame Farming ~ Pinnacle Eraser ~ Gamepad Gameplay ~ Low Budget ~ 0.1.1 Version
https://www.pathofexile.com/forum/view-thread/3705057
Last edited by Ashyev#5110 on Jan 27, 2025, 5:58:53 AM
I still think a crafting bench would fix most of our issues, how much were highest tier affix you could craft? I can't remember off the top of My head but I believe it was like 5 exault? Or chaos whatever they use? Then the Meta "can have 2 crafted mods" for a div, everytime that happens you get 10 exaults out of the economy, probably more because of trying to get highest roll.

There's no currency sinks at all, exaults drop like candy whereas divs do drop a lot but not nearly enough to keep up with all the exaults driving the exault price way down.

Let us have the crafting bench, that was added way before delirium, ritual, expedition nearly everything we have wasn't around until way after the crafting bench, and I'd trade all the league mechanics in their current state for it.
Exalts in end game should have a bit lower drop, while divines annulment chance and chaos a bit higher.
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Zmyx#1926 wrote:
Exalts in end game should have a bit lower drop, while divines annulment chance and chaos a bit higher.


I think another problem that kinda adds to this is how they made iir work in this compared to poe1, not as many people have it or can afford it in their builds and that's the main way to get divines to drop more
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Magoraz#6258 wrote:

GGG do not manipulate the market in anyway.

so while GGG sets the framework

how players engage with the game.

or provide constructive feedback on mechanics that could improve stability.

Do you see absolutely no issue with what you just said? No contradiction here? Nothing at all?
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Zmyx#1926 wrote:
Exalts in end game should have a bit lower drop, while divines annulment chance and chaos a bit higher.


I think another problem that kinda adds to this is how they made iir work in this compared to poe1, not as many people have it or can afford it in their builds and that's the main way to get divines to drop more

Luckily you can get 100% on waystones/precursors fairly easily. What they need to do is remove aug and regals and move the function of regals into exalts. That'll increase the value of exalts by a bit. They can also add more modifiers. Double the mods and half the amount per mod, so it'll take four mods to get that 200% increased phys instead of two.
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They have no idea about what they are doing.

They don't even think how many town portal trips is required to salvage items for shards to get 1 orb with the encumbrant inventory.

With the current trading currency, 1 div Orb gives let say 200 Exalted orb.

each with around 200 transmuation orbs.

That makes 2000 shards.

Inventory barely manages to hold around 6 items. Let say 10.

that's 200 hundreds Town Portal trips for 200 transmutation orbs.

Why bother?

Just directly go to the End Game, drop 1 div, thats 40k transmutation orbs.

1 Divs is 40k Town Portal trips.

lol.

facepalm.

Hire game and system designers.


Are you trolling?

I mean, is this sarcasm or you actually consider this?

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