Prophecy - Vote to remove or not, pro and con

I think Prophecy is good part of Path of Exile, but I don't know all things. What You think. Below I have put the arguments for which I appreciate it:

A Valuable Combination - You will be given an extra Chaos Orb
Fated Connections - Item will become six-linked
The Hardened Armour
Increases armour's quality to 20% with a single - Armourer's Scrap
The Sharpened Blade
Increases weapon's quality to 20% with a single - Blacksmith's Whetstone
Erasmus' Gift - The skill gem will have 20% quality
The Singular Spirit - Killed Tormented Spirit will drop a unique item etc...
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Last bumped on Jan 17, 2022, 7:51:49 PM
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Remove cause it sux when you are in high maps and you get some shit that asks you to go to act 7 to collect some level 1 maps or some shit. So you have to pay more coins to throw it out or god forbid - actually go do it.

If they added a button that would just scrap an active prophecy I would instantly 180 my stance and say it should stay.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
I think ggg want to remove this not because of arguments you direct, but You have right partially.
I participate quite often in private HC leagues, and if there is no rare and magic items then one of the few option to get rare item is item from prophecy.
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All it does is add cheap juice to maps and enable certain cheeses that require the stars to align and the old ones to wake up to actually trigger. Well there is the repeat rare spawn in scourge but thats just this one league.

Fated uniques will still be here in their upgraded form. Prophecy chains were rendered obsolete due to uniques balancing. 1 extra lab enchant compared to upgraded gift of the goddess is insignificant.

Negatives? Thats the thing, there are none. It gives us mild stuff for free and now it will be gone. Just another nerf under a different label.
All You see is end game with maps etc, but in game-play in some leagues as private prophecy are very helpful and very expected.
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Vote against removal.

Reason: Some of the music is very good.
No wonder it's lost, it's in the middle of the jungle!
I liked prophecies, I feel it could easily be brought to life with smarter mechanics and better rewards. Maybe they dont want to dedicate the resources to do so and just scrap it.
This question has come up a lot lately among my various PoE playing friends, and I find myself in an awkward position because I hate prophecies and don't engage with them at all, but I also don't think they should be removed.

I think they should be FIXED.

What do I mean by Fixed? Essentially, they need to be changed such that interacting with them is in any way fun and engaging for the player. Here's how we currently engage with prophecy, if we so choose (I haven't done ANY of this since Ritual, but nothing has changed):

1 - Pick up silver coins, a currency with next to zero value. Pointless clicking. I don't know a single serious player who doesn't have these hidden on their lootfilter so I don't even know what their market value in Scourge is, but it's historically been 5/1c or worse.

2 - Out of map, talk to a vendor. Spend coins one at a time to open a new screen and read off the new prophecy. Evaluate prophecy by type and take appropriate action:

3A - Valuable, sellable prophecies. Spend more coins to seal, price check with ninja, and list for other players.

3B - Common, worthless prophecies. Ignore forever to leave active (you can't get Hardened Armour if you HAVE Hardened Armour, etc)

3C - Uncommon, worthless prophecies. Spend coins to seal, throw on ground. It's worth noting that the vast majority of PoE's 259 prophecies fall into this category

3D - Useful, nonvaluable prophecies. Spend coins to seal, stash until later.

3E - Neutral prophecies. Leave active until they pop in a map. This includes all of the generically okay ones like "get some fusings for killing a bloodline pack."

4 - Return to Step 2 unless all prophecy slots currently filled.

5 - Go back to actually playing the game.


This "gameplay" loop is boring AF, so I don't do it. It's genuinely amazing to me that anyone actually bothers doing this, profitability be damned. I play games to NOT be bored, and sitting in my hideout buying sealing dumping stashing selling prophecies is about 1/5 as engaging as my actual job. It's not an exaggeration to claim that GGG literally can't pay me to interact with a system I find this boring and monotonous.

But, as I said before, I don't think the system itself is beyond saving, were GGG inclined to do so. ANY steps at all toward cutting down the boring hideout parts instantly improves the system in my eyes, and there are so many ways in which GGG could do that.

However, I understand that at the end of the day someone needs to make a call about whether or not a system is worth the dev time to fix instead of scrap. I'm hoping the decision to throw Prophecy away means one of the next few leagues will have a better-implemented means of procedural mini-quest generation, because the idea behind Prophecy was always a lot better than the execution.
Last edited by ARealLifeCaribbeanPirate#2605 on Jan 6, 2022, 4:16:08 PM
Don't agree with most of that
1 - pickuping is main part of hack and slash game like slashing too.
2 - 4 - this is additional part of game useful on the begging and with certain modes in private leagues
With all the rest, simple I don't agree.
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Last edited by koszmarnica#7777 on Jan 6, 2022, 4:58:02 PM
It was good when it was added, but I wouldn't miss it anymore I don't think. Fated uniques are still a good idea, and I still like the Council chains, but beyond that it's mostly tiresome fluff that ends up disincentivising its own use.

I mean if they retooled it from the ground up and built some fun new conditional challenges into new prophecies, great, I'd be happy with that too, but the game has no shortage of other "stuff" to do.

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