there is no way they let sentinel into the core game

they will just add recombinators in core pool but make them much more rarer
"
Odif wrote:
They could implement Sentinel without the physical sentinel tokens...

Each map could have a 8% chance to be "sentinel". A button appears and you push it when you want, activating the sentinel, which would have random mods.



Sentinel maps would be fun. All monsters in them are sentineled, like with deli maps.
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Aynix wrote:
Personally I hope it wont go core because if it did, it would be pretty much mandatory to always use it.
The majority of leagues have had major balance adjustments when being moved into standard rotation, there's no reason to expect this would be any different. Whether by scarcity or by directly nerfing the impact of them, there's no way they are going core as they are today.
I think its also worth noting this was likely a test to perhaps a "follower" system to be introduced in PoE2.

Essentially what benefits would the follower give? An aura/buff to you that's temporary? Perhaps a buff or debuff to enemies? Perhaps an enemy CC or aggro capability?

That's the bigger picture to me.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Jun 10, 2022, 10:38:49 AM
While recombinator crafting is arguably strong, I think it is way closer to the vision of PoE than harvest ever was.

- you are basically gambling 50/50 - yes, probabilistically you face good odds if you know what you're doing. But you can easily brick multiple ex bases and just straight up lose them (esp. Fractured and synth bases for example)

- due to how recombinators work it's now interesting again to pick up several things from the floor, including good rolled corrupted items or just amulets/wands with +1 all - those were absolutely worthless and can now sell for an ex and above, good feeling picking up stuff again.

So for those reasons alone I want to keep them around. Not counting the many other options.
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Shagsbeard wrote:
Pretty sure they've stopped caring about balance and "the economy".


Not sure that is actually true, cuz harvest is not back to the former self so everyone can have mirror tier gear and the economy could go to hell.

"
Vennto wrote:
While recombinator crafting is arguably strong, I think it is way closer to the vision of PoE than harvest ever was.

- you are basically gambling 50/50 - yes, probabilistically you face good odds if you know what you're doing. But you can easily brick multiple ex bases and just straight up lose them (esp. Fractured and synth bases for example)

- due to how recombinators work it's now interesting again to pick up several things from the floor, including good rolled corrupted items or just amulets/wands with +1 all - those were absolutely worthless and can now sell for an ex and above, good feeling picking up stuff again.

So for those reasons alone I want to keep them around. Not counting the many other options.


This is probably more accurate, as they are trying to make all this pinnata loot fest still worth at least a scroll of wisdom.
Never invite Vorana, Last To Fall at a beer party.
Last edited by Vendetta#0327 on Jun 10, 2022, 4:01:42 PM
"
Vennto wrote:
While recombinator crafting is arguably strong, I think it is way closer to the vision of PoE than harvest ever was.

- you are basically gambling 50/50 - yes, probabilistically you face good odds if you know what you're doing. But you can easily brick multiple ex bases and just straight up lose them (esp. Fractured and synth bases for example)

- due to how recombinators work it's now interesting again to pick up several things from the floor, including good rolled corrupted items or just amulets/wands with +1 all - those were absolutely worthless and can now sell for an ex and above, good feeling picking up stuff again.

So for those reasons alone I want to keep them around. Not counting the many other options.


combining 2p+2p items has a 35% chance of success.

combining 1p + 1p has a 45% chance of success if you add a third crafted mod.

effectively you can guarantee every kind of 3 prefix or 3 suffix item with less than 10 items rolled.

how is that balanced again ?
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
what makes me sad is that the sentry was a great addition brought excitement and a lot of reward for the risk and probably doesn't turn to the Core BUT the WORST in the league are the AN mobs that literally broke the game and made things fun like delve a real torture, that turns with everything to the core
"
Gopstop22 wrote:
they will just add recombinators in core pool but make them much more rarer


They are stronger than Eternal Orbs & pre-nerf Harvest combined in terms of what we can create with them. I think they are more likely to adopt some form of auction house than they are to leave these things in, even at mirror rarity.
"
impulze3 wrote:
"
Vennto wrote:
While recombinator crafting is arguably strong, I think it is way closer to the vision of PoE than harvest ever was.

- you are basically gambling 50/50 - yes, probabilistically you face good odds if you know what you're doing. But you can easily brick multiple ex bases and just straight up lose them (esp. Fractured and synth bases for example)

- due to how recombinators work it's now interesting again to pick up several things from the floor, including good rolled corrupted items or just amulets/wands with +1 all - those were absolutely worthless and can now sell for an ex and above, good feeling picking up stuff again.

So for those reasons alone I want to keep them around. Not counting the many other options.


combining 2p+2p items has a 35% chance of success.

combining 1p + 1p has a 45% chance of success if you add a third crafted mod.

effectively you can guarantee every kind of 3 prefix or 3 suffix item with less than 10 items rolled.

how is that balanced again ?


1. When did I ever used the word "balanced"? And what is that? Everyone has the same opportunities to use recombinators in exactly that way, so how is it unbalanced?

2. They are very powerful. I said that. But I said that there's risk involved. Of course if u can produce an item that formerly cost 50ex for 10ex now that seems stupidly OP, but wait til the item only costs 13ex - not that OP anymore right? The only thing else it does is raising the floor level of items, literally what casuals wanted since 1.0 harvest.

3. They might, should and are easy to tweak. Let the crafting behave in the same way but lower the chances, maybe the drop rates of recombinators. If they cost 50c/100c and the chances are lowered suddenly very desirable mod combinations are getting quite expensive again, did u see the rate of alterations for example? Good luck getting multiple dictators on many weapons.
All I said is that they are fun, engaging and fixing a few problems in terms of drop value, ease of use and item progression.
Last edited by Vennto#1610 on Jun 11, 2022, 2:01:37 AM

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