Unpopular opinion : I like the crafting system of PoE2
While many in this thread like the PoE2 crafting system I come from a different environment and have a different P.o.V. on the issue.
To me I want a crafting system that provides various tools where you can thoughtfully improve items you find OR craft something specific for a build that you'll "never realistically" find on the ground. Currently I view the crafting system as having 2.5 levels to it: 1. Pure RNG -- Little to no thought. Trans, Aug, Regal, Ex slam. Pure RNG simulator and the time invested -- to me -- isn't worth the results realized in game. 1a. Slightly more thoughtful RNG -- Chaos, Annuls, Essences, etc. -- If you can opportunistically start with a decent item there's an RNG change you could turn the item into something much better. While not particularly thoughtful this is the closest 99% of the players will get. ... a huge gulf where it's unreasonable to use crafting tools outside of SSF ... 2. Mirror-tier crafting where you're almost literally trying to get a [near] perfect piece of equipment. What's missing is the massive gap between the slightly thoughtful uses of tier 1a crafting mechanics to mirror tier crafts. IMHO the gap is too large and some room for thoughtful crafting needs to be able to fill in gear in the gaps between those two styles of crafting. There's also the time vs. reward spectrum. Outside of mirror tier crafting the odds of a body armor dropping on a really good base having mods that would be a clear improvement on what I have now [if Craft of Exile 2 is right] is roughly 1 out of 24,000,000. Honestly I don't want to search through 2400 drops let alone 24 MILLION drops before I find something that could be an improvement. ******************************************** TL/DR : I want better gear much more quickly than I would ever get via crafting gear myself using pure RNG methods. The Time & Effort vs. Reward equation is completely off from my point of view. |
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" For me the gap between 1a and 2 is totally logical. Mirror item as you said, means end of the game. I mean litteraly end of game cause if you have perfect items, whats the purpose of such game ?? (ofc with perfect item, you are able to kill all bosses of the game). So I understand your point of view, but for me, mirror tier item is not already present in the game. I mean there are, but its almost impossible to have it. And always, cause its an EA game, we already know GGG didnt implement all the content in the game. But yeah, I totally understand what you said and I agree with you about the fact we need more craft tools to improve our stuff into perfect or almost perfect gear. And we dont have right now this kind of tool. But again, as I said, the crafting system of PoE is a good base for me, but it still need improvements with next content... |
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I'm not sure if OP values there time at all but the community consensus seems to be hate for the current implementation. A pure casino RNG is not crafting. I don't want things to be entirely deterministic, I doubt many do but the current state is absolutely unacceptable and a waste of anyone's time.
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" I was going to "fight you" about the first sentence of your reply HOWEVER after reading the rest of your reply we're closer than what I thought. As for mirror-tier items I've never owned one but that's OK as the combination of perfect base, perfect mods, and [near] perfect rolls should be pretty darned special. I'm happy with those items being special and only really seeing them on the 1% [0.1%??] At league-start I do like finding a useable base, ID, Trans, Aug, EX, etc. or just finding some gear that's better than what I have. I'm down with that. With the current crafting model, eventually, you should be able to get items with 3 or 4 pretty decent mods on them. It may take work but it should be doable. If we had tools that could take us from decent 4 mod items to decent-enough 5-6 mod items I think we'd be in a good place. |
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" I'd have a hard time disagreeing more with your take. IMHO an action RPG should give a reasonably smooth progression until "early endgame" whether that be through drops you find, trade, crafting, or some other method. When the game doesn't give the players tools that can help smooth out the valleys of RNG then that is a perfectly legit criticism of the game. If you don't like that then I'm sure there are plenty of other forum threads you could spend your time on. That's entirely up to you. |
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It's not perfect but I like it WAY better than PoE1 crafting. In fact, PoE1 crafting was one of the main reasons I stopped playing after 2500 hours. Every since they removed the masters from crafting (like 8 years ago) I disliked the crafting in PoE1
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" PoE2 Crafting: A Hot Take That Misses the Mark 🔥🤨 Alright, let’s break this down. While it’s totally fine to enjoy PoE2’s crafting system, calling it good is a stretch when the overwhelming majority of players—SSF and trade alike—are saying it’s an unfun, RNG-heavy mess. The Problems With PoE2 Crafting 🚨 1️⃣ No Deterministic Crafting – Unlike PoE1's endgame crafting, PoE2 locks you into pure RNG rolls with little control over outcomes. Exalts are literally just gambling, and Annuls have no real function. 2️⃣ No Crafting Bench or Harvest Equivalent – In PoE1, crafting involved deterministic upgrades, meta-mod crafting, and powerful multi-mod techniques. PoE2? You just roll the dice and hope. 3️⃣ Exalts as Primary Crafting Tools? – This is where SSF tunnel vision kicks in. Exalts being a main crafting currency might seem fine when you're self-sufficient, but for most players, this means no real crafting progression. Trade leagues exist for a reason. 4️⃣ Alchemy & Chaos Orbs Are Bad Now – Alchs are near worthless, and Chaos rolling gear feels like a waste of currency. Meanwhile, crafting has devolved into “spam augments and regals” because there’s no middle ground. 5️⃣ Loot-Driven Crafting Isn’t More Rewarding – You say it’s more meaningful, but it’s actually more restrictive. PoE1’s system allowed deep player agency, while PoE2’s makes you a slave to RNG drops. TL;DR – PoE2 Crafting is a Step Back 🏚️ Yes, early PoE1 crafting was clunky, but it evolved into one of the deepest systems in ARPG history. PoE2? It’s a stripped-down version where you have less control, fewer options, and more RNG. SSF experience or not, this system feels unfinished rather than intentionally designed. The consensus leans towards a desire for more control, reduced randomness, and the reintroduction of deterministic crafting methods to enhance the overall experience and Quality of Life. Liking it is fine. Calling it better? That’s where the argument falls apart. 💀 |
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" "Consensus" doesn’t mean 100% agreement, but when the majority of discussions, feedback, and community sentiment lean negative, that is a consensus. Multiple Reddit and PoE forum threads have overwhelmingly negative responses to PoE2’s crafting system and it's well deserved. Players & Beta Testers consistently cite lack of deterministic crafting, overreliance on RNG, and removal of meaningful player agency as key issues. If you believe the system is good, you’re welcome to defend it, but outright dismissing criticism as "idiots parroting" just proves you can’t refute the actual arguments... |
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I've always been of the opinion that RNG system necessitates large numbers.
POE2's crafting feels bad becuase of the lack of currency. The fact that the devs balance crafting materials as an economy, further makes it worse because each individul player's experience is irrelevant in their eyes. If 20% of the players are going to suffer at bad odds for their entire history of playing this game, it's fine for the devs as long as the economy is balanced. In order to have an economy in the first place and balance it, devs have turned the knob on currency drops all the way down to the minimum. So little currency drops during the campaign that crafting essentially doesn't exist. And for the devs, that's fine because they balance the whole game by the endgame. You can't have the powerful endgame characters gaining the same amount of currency as weak early game characters, so necessarily early game must suffer. In the endgame, then they balance the currency drops to avoid inflation, and thus you can't let every player have too much of the valuable (i.e. useful) currencies like Divines, Omens, Essences, and Catalysts. After all, values comes from scarcity. And all of that, is because the devs deliberately use crafting materials as currency. This is the obvious result when you balance something that should be given in large quantities to work properly (i.e. crafting materials for randomized results) by applying principles of balancing something that needs to be kept relatively scarce (i.e. currency used for trading). Devs created this problem for themselves, and then decided that they must sacrifice crafting for the sake of trading, because in their vision of the game, trading is the way people should be obtaining loot. Some devs apparently still are under the impression that loot on the ground matters. They don't. Only loot in the market matters. On the ground, its the currencies that matter. And as long as the devs refuse to see this problem, it will never be resolved. Dernière édition par kumogakure#7381, le 1 févr. 2025 à 18:27:25
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" Multiple Reddit and PoE forum threads have overwhelmingly negative responses ; period. That doesn't mean much and it's not really relevant informations. Just a proof that haters are quite loud. |
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