Upcoming Plans for 0.2.0g

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Time for D4


Let's go!!
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ppl crying about divine not droping. Guys, imagine prices if they are more common. Problem is that only few build are able to make currency ...


The problem is that they develop the item quality and quantity around trading.

And as much as I love trading in ARPGs in POE2 I went the semi SSF route (Only using ingame currency market and nothing else) to trade selffound Divs f.e. to Exalts so I can "craft" (gamble) my own gear.

And I have to say it feels horrible, not fun and unrewarding.

Last weekend I had more time to play and in the 20 hours I've played I didn't found any upgrades to my build.

And I've picked up EVERYTHING that suits to my build, even whites & blues and gambled them....Nothing.

Now you would think "maybe he has already good gear"....I have not even my resistance capped, my cold res was around 20% and lightning 50%.

If a game is designed fully around trading it makes 99,9999% of the item drops on the floor useles...It practicaly becomes "Warframe" where the only way to have success is to zoom through maps and collect currency instead of items.

But this doesen't work with "the vision" and the approach to slow down the game....the result is that the build diversity is very limited and with 0.2.0 they're only a handfull of builds that don't feel annoying when playing "Warframe 2"....sorry, meant POE2. ^^

The game urgently needs "Loot 2.0" that fits to the slower approach of POE2...having a slowed down game with the item quality of a zoomer games simply doesen't fit together and feels very bad.
Last edited by CroDanZ#1818 on Apr 29, 2025, 6:08:45 AM
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Ludixx#5884 wrote:
ppl crying about divine not droping. Guys, imagine prices if they are more common. Problem is that only few build are able to make currency ...



And what happens if they drop more?

1. People who do not want to trade, but play with others get currency.

2. Prices adapts to the new drops. Higher drops - higher prices - evens out of higher prices. Double droprates for example, non trade players still get currency to upgrade, and thos who wants to trade can still do that. If you think that prices get higher and don't take in the consideration that drops are higher you are missing the point. If you compare raised prices with todays droprates that goes wrong, but do not compare adapted prices to todays droprates in this case.
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Ludixx#5884 wrote:
ppl crying about divine not droping. Guys, imagine prices if they are more common. Problem is that only few build are able to make currency ...



And what happens if they drop more?

1. People who do not want to trade, but play with others get currency.

2. Prices adapts to the new drops. Higher drops - higher prices - evens out of higher prices. Double droprates for example, non trade players still get currency to upgrade, and thos who wants to trade can still do that. If you think that prices get higher and don't take in the consideration that drops are higher you are missing the point. If you compare raised prices with todays droprates that goes wrong, but do not compare adapted prices to todays droprates in this case.


he's totally right, if more divines drops the economy will fall apart... like imagine if you dropped 2 divines instead of 1 during 6 hours in ssf. i will be able to reroll my infernoclasp 2 times instead of 1 ... Just imagine how that will destroy the game, the economy and his ego...


Btw GGG... new patch when ?
Last edited by Saligia666#0082 on Apr 29, 2025, 6:49:33 AM
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Ludixx#5884 wrote:
ppl crying about divine not droping. Guys, imagine prices if they are more common. Problem is that only few build are able to make currency ...


If they drop more then I can craft my shit on my own . I can live with a good rare until I find my own unique if I can't buy it from players. Simple as that.

So raise the loot drop and let people craft and HF.

Like I open a map to get 1 essence or 2, and maybe they are not what I need. Imagine the time I put into crafting tablets and crafting the maps.

At least x4 essences or x5 of a drop in tier 15 maps.

Like, what is the point of pushing to tier 15 if they are not different from tier 1 maps?
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Ludixx#5884 wrote:
ppl crying about divine not droping. Guys, imagine prices if they are more common. Problem is that only few build are able to make currency ...



And what happens if they drop more?

1. People who do not want to trade, but play with others get currency.

2. Prices adapts to the new drops. Higher drops - higher prices - evens out of higher prices. Double droprates for example, non trade players still get currency to upgrade, and thos who wants to trade can still do that. If you think that prices get higher and don't take in the consideration that drops are higher you are missing the point. If you compare raised prices with todays droprates that goes wrong, but do not compare adapted prices to todays droprates in this case.


And what about more items and easier crafting equals cheaper items?
You guys are simple. What wrecks the economy is the same classes farming the same gear for the same classes. Not the rate of divine drop rate...the market will adjust relative to the drop rate. Lack of build diversity wrecks the economy.
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CroDanZ#1818 wrote:
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The game urgently needs "Loot 2.0" that fits to the slower approach of POE2...having a slowed down game with the item quality of a zoomer games simply doesen't fit together and feels very bad.


My feeling exactly ... can't have the loot of the quality level of poe 1 with the drop rates of poe 2. You can't make bad loot better by making it drop less. The loot will be bad, but the game will be bad as well.
I only want the release date 🥲
Is there any chance we can get an update on this? GGG and their holidays...

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