Regal Orbs - Drop rates & Crafting in General
I find more exalts than regal orbs somehow. Please Please Please increase regal orb drop rates exponentially higher than exalts without lowering the exalt drop rates.
For more context. I recemtly started a new character in SSF (after 4 failed attempts of clearing Act 1 HC SSF) and now I'm currently in the Normal Act 3. Feels horrible going through an entire map getting back to my stash to dump loot, looking at currency tab because my gear is still underleveled without any mods I want and seeing 3 exalts, 1 regal, 2 transmutes and 3 augs AND A BOAT LOAD of normal/magic gear I literally cannot do anything with. To note, I don't even use my currency willy nilly on anything laying around in my stash unless the base is giga. Well just go play trade or get gud... it's apart of the grind... My brother in christ, I HAVE been grinding, I'm bored with trade league, and again I literally have no way to viably craft "meaningful" gear with some rarity chance. Please GGG I am BEGGING! Give me ways to craft! Please! Thank you Dernier bump le 12 févr. 2025 00:28:13
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" Fixing crafting in Path of Exile 2, especially for SSF (Solo Self-Found), requires balancing accessibility, progression, and player agency. Here’s a comprehensive way to improve crafting while keeping the game’s identity intact. 🔹 1. Buff Regal Orb Drop Rates Increase Regal Orb drop rates significantly in SSF (without touching trade leagues). Make Regal Orbs more common than Exalted Orbs since they are a critical step in crafting. Introduce alternative Regal Orb sources, such as vendor recipes or new league mechanics. 🔹 2. Introduce "Tiers" of Chaos Crafting Allow players to reroll affixes but with control over mod tiers (similar to Eldritch Chaos Orbs). Example: Basic Chaos Orb: Rerolls completely at random. Guided Chaos Orb: Keeps at least one modifier while rerolling the others. Focused Chaos Orb: Guarantees high-tier mods but at a higher cost. 🔹 3. Implement an "Augmentation Bench" (New Crafting System) A crafting station that allows incremental upgrades instead of full RNG rolls. Players can use fragments of currency items (shattered Alchs, Chaos, Exalts, etc.) to: Upgrade Normal → Magic → Rare without losing mods. Choose specific affix categories (e.g., "Defense," "Damage," "Utility"). "Lock" one mod to reroll only the others (at an increased cost). 🔹 4. More Vendor Recipes for Crafting Currency Allow Alchemy + Regals to be crafted from Transmutes, Augments, and Alts to smooth progression. Example: 3 Augments → 1 Regal Orb 10 Transmutes → 1 Alchemy Orb 🔹 5. Harvest Crafting Revamp (Balanced for SSF) Bring back targeted rerolls but make them costlier to balance power. Limit reroll crafting to gear found in the same instance (reduces abuse). Allow players to "bank" limited-use crafting slots for a future item. 🔹 6. More Mid-Tier Crafting Options Add a new crafting currency (e.g., "Refined Chaos Orb") that only rerolls low-tier mods instead of full RNG. Orb of Reinforcement: Upgrades an affix tier without touching other mods (but has a cap). Limited-use meta-crafting mods (prevents overuse in trade but helps SSF). 📌 Summary – A Better Crafting System Increase Regal Orb supply (key to progression). Introduce Chaos crafting tiers for more control. New bench crafting system to allow incremental improvements instead of full RNG. More vendor recipes for crafting currency accessibility. Revamp Harvest crafting to keep it balanced but useful. New crafting currency to refine item upgrades without complete RNG resets. This would keep SSFs engaged, reduce RNG frustration, and make crafting actually feel rewarding instead of a gamble. |
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