New player mentality is weird

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KaiserBlade42#7840 a écrit :


i wont pay 200 div for these gloves.

can u link 5 good itens you crafted?. seriously, i laugh laudly when some1 say:"you can craft".


I don't care that you won't pay this much for that item, because there's tens of thousands of players that also play the game, and surely there will be one that will buy.

No idea tf is second part of your message? I craft gear, what about it?
www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster
the runaway economy due to snake temples is what players really care about.

the fact that half the players (or whatever the number is) are poison pathfinders really doesn't matter to me personally.

with bad economy, players can't buy the items they "need" for their characters because the price of them just keeps going up. Additionally, with how OP temple is, nobody is out there farming things like megalos so many can't get the ones they "need"

it's not about whether they need the items (regardless of what item it is) - its about inability to scale meaningfully because they don't want to play 5 characters/season to get everything they need, or they don't want to do snake temple meta.

to be clear, i'm not saying make it easier - but nerf the ceilings on specific activities so they're closer in line from a drop rate perspective (also gut the aura rarity bot, but that's a different story).
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tdonov5#2743 a écrit :
the runaway economy due to snake temples is what players really care about.

the fact that half the players (or whatever the number is) are poison pathfinders really doesn't matter to me personally.

with bad economy, players can't buy the items they "need" for their characters because the price of them just keeps going up. Additionally, with how OP temple is, nobody is out there farming things like megalos so many can't get the ones they "need"

it's not about whether they need the items (regardless of what item it is) - its about inability to scale meaningfully because they don't want to play 5 characters/season to get everything they need, or they don't want to do snake temple meta.

to be clear, i'm not saying make it easier - but nerf the ceilings on specific activities so they're closer in line from a drop rate perspective (also gut the aura rarity bot, but that's a different story).


You can check playerbase any time https://poe.ninja/poe2/builds/vaal

Because of temple everything is expensive and everything makes a lot more currency that it normally did. Temple is still best, but other farming is also really good.

And you don't need 10000 div items to play the game. You just don't. Even in this economy i have no problem making build for like under 10 div that will clear maps and do t3 bosses.

You can upgrade your build without making snake to get currency for that, there's a lot of guides for crafting, crafting will get you item for small fraction of their actual cost.

Crafting is insanely profitable and can be done by anyone and anywhere and any time, you just have to willingly go and search for crafting guides or spend any time learning it.

Amount of loot coming out of temple is beyond stupid, idk how it even went live in this state, people dropping thousands of divines a day.

There was nothing in history of PoE 1 and PoE2 that could make even 5% as much currency as temple does.
People get more divines per temple run than i get exalts per map run, literally insane.
I hope in future or atleast on release we won't have such stupidly op mechanics.

But afterall, if you want more currency, do something besides punching mobs.
www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster
Dernière édition par PaintMaster#2396, le 29 janv. 2026 à 05:47:16
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ZaruenVoresu#5823 a écrit :
veteran player mentality is weird.




ngl I love how the economy is.im a mid-player if that compared to the best players. imo the economy is way better then poe 1. I made it to around 4k divines and in poe1. I would never make this much. anyone complaining isn't playing enough or they are lazy and not looking up good ways to make currency. I had a lot of fun in poe 2 this league. stop worrying about what everyone is making and make what you can. you don't need max gear mirror tier to have fun. I wasn't even close to 1 mirror items, and I had the most fun I ever had in poe2. well besides the herald of ice explosion build from season 1-2 I can't remember. STOP trying to be the best when you're not even close to being the best.
Spoiler
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PaintMaster#2396 a écrit :
Comparing yourself to them

I see a lot of post here about unfairness, "why someone makes more currency than me", or something crazy like "i have to rmt to keep up with economy", or "why their build is better than my" and similar stuff.

PoE and any similar game made around character progression, like its literally entire point of playing, you start fresh, level, get gear, upgrades, it feels good, you have goal, you have reason to grind currency.

When you buy sh*t to skip it, you literally make playing this game pointless, what the point of playing when you have finished build, like pointlessly grinding currency to then keep it in stash for no reason?

Why you looking at someone that plays a lot more and knows a lot more than you and complain why they have more currency? It's like complaining that you can't build a rocket, but this guy that build rockets can.

Why you compare your build to someone elses build, obviously there always will be one build that is stronger than anything, and sadly too many people play that because they too obsessed with "div/h".

Play PoE for fun, not for div/h, and you will discover that there's actually a ton of cool builds that might be not as strong as best build, but then you could find something that is actually interesting or fun to play specifically for you.

Economy

I know that current economy is crazy, we've never had anything like this even in PoE1. But you can make advantage of it, there's a lot of guides on how to make currency, how to do basic crafting, you don't have to farm 999div/h to enjoy the game, you don't even need to care about "div/h" at all.

But it feels like a lot of people genuinely scared to do anything besides punching mobs to make currency. Or they refuse to spend any time learning anything.

If people that complain on forums about economy would spend same amount of time on learning crafting and economy, they wouldn't complain on forums.

There's a lot of ways to craft stuff, and it's not rocket science.

You can do something as simple as buying cheap 4-5 mod Rare Item, then use Desecrated Currency on it, find good mod and resell for good profit.

Literally using Currency almost always make you more currency, as long as you using it on right items, but not something random or something that noone uses.

Crafting from Magic Rarity item is also very simple, find/buy good Magic Item with 2 good mods, slam essence, Desecrate and slam 2 remaining mods.

For example, i was crafting Gloves upgrade for myself, i wanted high ES, Attack Speed and Resists.

So i bought bunch of Magic Rarity ES Gloves with either of ES mods + Attack Speed. Then slammed Resist Essence. Desecrated Suffix and slammed 2 remaining Prefixes. It costed me under 3 Div per attempt.

Took few tries to get. like 7 or so, but i also made bunch of good gloves some of them already sold.


Even if each attempt will cost me not 3 but 5 Div, for cost of those 2 gloves i can craft 80 MORE Gloves, not that it's good idea, just for you to understand how profitable low budget crafting is.

Flipping is even easier.

For example, you can visit poe2.ninja to check what unique Rings/Amulets are most commonly used. And what you can do with unique Rings besides vaaling them? Adding Quality with Catalysts.

So, you can check price of Ring or Amulet that has max roll of it's most valuable modifier, then check price of Catalysts, then add 20% to that max roll, and search that value. If buying Ring or Amulet and adding quality to it cost less than finished product, you literally make profit in one of simplest ways possible.

For example, Seed of Cataclysm with 46%+ for Crit Chance/Damage Mods and not corrupted goes for 5 Div. With 20% Caster Quality it goes from 46% to 55%, you might not need 20 Catalysts to get to 20% Quality, so it might be around 12 Div. And with 55%+ on each mod that ring cost 30 Div, so you making around 13 Div profit. It's decent, but it's crazy how expensive are Catalysts, while even with those prices it's still profitable.

Another simple flip, buying cheap uniques to vaal them, to hit either good enchanted corrupts or reroll above their normal values or +1 Socket.

For example, Andvarius Ring that normally roll 50-70% Rarity. Any roll, non corrupted, currently cost 10c (0.3 Div), and then vaal. If vaal reroll Rarity to 80%, you made 50 Div. This is more risk but more reward.

Cheaper and easier example, Plaguefinger or Maligaro's Virtuosity gloves, non corrupted go for 15 ex. Buy bunch of them, add socket and vaal. If vaal hit +1 Socket, you made 1 Div. For 1 Div you can buy 20 of those gloves. A lot of uniques increase a lot in value if you hit +1 socket with vaal, which has fairly high chance.

A lot of cheap uniques became a lot more expensive if you hit right corrupt.

There's a lot of easy ways to make currency besides punching mobs that literally anyone can do at any moment. But that anyone has to ever be interested or spend any time to learn or find it.

About Vaal Temple

Sure it's insane and all, it shouldn't be the way it is, insanely stupid amount of currency and gold, there was nothing even remotely close in PoE1 or PoE2 ever.

But i literally skipped it, takes too long to build, and i'm not really a fan of nonstop hours long grinding. When i play PoE i just chill, i don't give a single sh*t about div/h, watch some stuff while playing, or do whatever.

Crafting and mapping makes so much currency that i don't even know where to spend it. And crafting takes a lot less time to get me currency than building that snake and only then starting to make any currency from it.

Here's my "snake":


Preach brother!
It feels like the game is built to encourage RWC transactions. The market is a Band-Aid attempt to fix item progression, which during the campaign, is abysmal. Spending 6-10 minutes whittling away at a boss because you haven't had a single upgrade drop within an act is not enjoyable, and its bad design.

I've played the market. I've gotten characters to T15+ maps every league. The problems are still there. There needs to be better progression to get characters from Act1 to Endgame. It's just not there and after over a year, I don't think it's something GGG is actually concerned about, which is unfortunate.
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Artifex#9524 a écrit :
It feels like the game is built to encourage RWC transactions. The market is a Band-Aid attempt to fix item progression, which during the campaign, is abysmal. Spending 6-10 minutes whittling away at a boss because you haven't had a single upgrade drop within an act is not enjoyable, and its bad design.

I've played the market. I've gotten characters to T15+ maps every league. The problems are still there. There needs to be better progression to get characters from Act1 to Endgame. It's just not there and after over a year, I don't think it's something GGG is actually concerned about, which is unfortunate.


10 Different players will have 10 different experiences doing campaign in SSF.

Someone will only pickup rares and be confused why they get no upgrades, other will pickup magic rarity items and get upgrades more often, other will pickup white rarity bases and get most frequent upgrades.

Someone will be more lucky with unique drops, someone less.

Someone picked bad build for SSF, someone picked good.

I don't remember having 6-10 min boss fights ever on league start on first char, considering that i play offmeta, cold spells, chronomancer, mace/warrior, mace/chronomancer. Only had issues with Jamanra (Act 2 boss), mostly because i didn't really bothered with upgrades that much.
www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster
Spoiler
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PaintMaster#2396 a écrit :
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Artifex#9524 a écrit :
It feels like the game is built to encourage RWC transactions. The market is a Band-Aid attempt to fix item progression, which during the campaign, is abysmal. Spending 6-10 minutes whittling away at a boss because you haven't had a single upgrade drop within an act is not enjoyable, and its bad design.

I've played the market. I've gotten characters to T15+ maps every league. The problems are still there. There needs to be better progression to get characters from Act1 to Endgame. It's just not there and after over a year, I don't think it's something GGG is actually concerned about, which is unfortunate.


10 Different players will have 10 different experiences doing campaign in SSF.

Someone will only pickup rares and be confused why they get no upgrades, other will pickup magic rarity items and get upgrades more often, other will pickup white rarity bases and get most frequent upgrades.

Someone will be more lucky with unique drops, someone less.

Someone picked bad build for SSF, someone picked good.

I don't remember having 6-10 min boss fights ever on league start on first char, considering that i play offmeta, cold spells, chronomancer, mace/warrior, mace/chronomancer. Only had issues with Jamanra (Act 2 boss), mostly because i didn't really bothered with upgrades that much.


I think you've touched on a good point, that 10 different people doing ssf will have 10 different experiences - and I honestly think that's a good thing, because it also means that if you play ssf on 10 separate characters, you'll have 10 different experiences. It does not get stale. I can see how lots of people might not enjoy that aspect of ssf though and that's why we also have a trade league.

I think maybe this is postured as a "problem" by some people because they assume that 10 different experiences means 10 different experiences along a spectrum of "bad experience" to "good experience". The main reason this happens in ssf (and sometimes in trade) is because they do things like "pick a build" and restrict themselves to going down a narrow "build" pathway and unnecessarily exacerbate their own vulnerability to being fucked by bad RNG.

The whole challenge and point of doing something like ssf is to achieve your goals using only the gear you drop/craft, not the gear you wish you had, or that someone else likely has, or any specific gear that is being suggested to you in a build guide unless you already have it.

You can be lucky in getting what you prefer, but with the nature of how items drops in this game, you will almost certainly not get exactly what you want, just because there's so much variance. But this coin has two sides - with this much variance, you will also almost certainly drop something which you will be able to use for progression, in some way, and the puzzle is to figure out that "way".

There is a lot you need to know and have experience with before you will understand how to be flexible and powerful with whatever the game decides to throw at you during a ssf campaign, and to a lot of players the foraging, discovery, and acquisition of this sort of knowledge/skill is a huge draw to playing the game and ssf in the first place.

One players "bad" first ssf playthrough with "bad" RNG for their "build" will be another player's "rewarding struggle" as they learned how to maneuver around the game's systems in order to progress. The RNG outcomes regarding gear are almost as varied as the reasons people play the game in the first place. It's a very rich game :)

Dernière édition par karsey#2995, le 6 févr. 2026 à 11:20:41
Except this is false. I played every class last league. The experience of hitting a wall is very consistent. It's been that way since release. Getting a build enabling unique early on is an exception, not the norm.

Edit: And for the record, I'm one of those players who picks up everything in the campaign.
Dernière édition par Artifex#9524, le 6 févr. 2026 à 19:52:46

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