SSF Mod weights
The SSF playstyle needs adjusted mod weights, and at the very minimum the rolls for mods on items need to be seeded, I have crafted well over 1,000 bases and because the mods have such terrible weights it makes this game nothing like "slot machines" it makes it like playing the lottery.
As I approached my thousand items mark I thought that at some point I'll roll a decent item because if it was seeded, eventually I would go through all the bad rolls and land a decent one, but it appears they are not seeded, meaning basically every time you have 0% for good items, and it doesn't raise, it just stays consistently 0. For the love of everything that is good, at least seed the item/mod rolls so we EVENTUALLY brute force our way into something decent, because as it stands you have to hit the lotto for something even half decent. Last edited by nerdhunt4660#8755 on Feb 27, 2025, 8:21:08 PM Last bumped on Feb 28, 2025, 2:45:35 AM
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Crafting is indeed lacking currently. They could adjust some weights and add some improvements on deterministic crafting like essences and omens.
On the other hand, I'm totally against doing it only for SSF. If they are changing anything about crafting, they should do it on the whole game. No point in making SSF easier than trade league in any aspect. |
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Pushed to 89 and said "fk this"
Literally zero way to craft end game things like +4 or +5 wands. Was in T15s since lvl 82. |
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In PoE1 there could be mods with bad weighting because we could reroll hundreds of times, but in PoE2 weighting has to be MUCH less severe because we cannot go back. Also because WE GET WAY FEWER RARES PER MAP, so weighting much be less severe even more.
ESPECIALLY for stats like (level of gems), which is mandatory on the gear item for it to be worth anything, we are talking so important that in my opinion IT SHOULD BE A BASE STAT. The level of gems should be determined by the base, not by an affix you may never get. |
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