Let's talk crafting
I want to preface this by asking that we discuss crafting that we want to see in PoE 2. NOT a comparison to PoE 1. NOT a "lets trash PoE 2". Just straight up crafting ideas and pros/cons.
Here is my personal philosophy: crafting should be more "the icing on the cake", rather than the primary means of getting good gear. There should be semi-deterministic crafting to some extent (a la the crafting bench), but it should NEVER be as powerful as a raw drop. Furthermore, we shouldn't have the ability to craft a "perfect" item from scratch. At the very least, we should have to build on a pretty decent drop. Drops need to ALWAYS have the higher potential. To accomplish this: 1) Add a crafting bench that allows the crafting of ONE mod onto an item. The tier of the craft should be one "power level" below what would normally be found on that tier of item. Have the crafting bench options based on the item level of the input. 2) Orb (and other future) crafting methods should, at most, modify or add 3 mods of the 6 possible on a rare item. This way, you actually would need to find a decent starter item, not just a base. Not entirely sure how to make something like this work in the current system we have....might not be possible. 3) Nearly all orbs that work on rare items should KEEP at least one of the rare modifiers unchanged by default. Not necessarily by the player's choice, except maybe in the most rare possible crafting currency. 4) Crafting should have diminishing returns. Ex: Craft 1 mod, no penalty. Craft 2 mods, 5-10% stat penalty. Craft 3 mods, 10-20% stat penalty, etc. Again, the power should be in the DROP, not in the crafting. Even a 20% weaker, perfectly crafted item will still hold its own against nearly everything except the best drops. Currently, that is completely flipped and drops can't EVER be better than a crafted item. Not fully fleshed out, but the outlines of my thinking. Go ahead and tear it apart, add to it, point out the flaws, agree, etc. Starting anew....with PoE 2 Last bumped on Dec 28, 2024, 6:05:22 PM
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" "Guys, don't compare this to PoE 1" "OK, so I think we should add a crafting bench, but the tradeoff is most crafted mods are weaker than a high roll of the same mod, and there are limits on how many mods you can craft. Oh, and also make currency crafting more deterministic" *Clueless | |
No comparison to PoE1 but you are talking about literally PoE1 crafting bench.
Rest your ideas are just stupid and more convoluted than already in PoE1(except Delve) On Probation Any%
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Yeah the limiting orbs to once per item idea is TERRIBLE.
Also making the stats lower isn't really a great penalty as it would just mean you take your weakest slot and sacrifice it for perfect resistances or something like that. It also wouldn't apply equally to all classes because we know some builds only really have three slots that matter. The problem you're running into is that there isn't really crafting in PoE 2 outside of the highest of high end where you are using omens that cost multiple div per try. Other than that it's basically just different flavors of exalt slamming and hoping for the best. Hard to "improve" something that was built to just be ground loot with extra steps. | |
I'll try to reply to the OP in the manner that was intended.
1. I would prefer a mostly unified system. In PoE1 you needed to understand essence, fractures, crafting bench, meta mods, harvest, fossils, various eldritch currencies, EX slamming, corruption, omens, and probably a dozen other things I'm leaving out. While I want crafting to be as "deep" as PoE1 but not feel as disjointed. Note: PoE2 already feels a little disjointed as we have Runes, Essence, Omens, reforge bench, crafting currency, etc. For example I'd be just as happy not to have Essence or Omens and then have roughly equivalent functionality available from a crafting bench. 2. I want to use a combination of crafting, vendor recipes, 3-for-1, etc. to be useful to virtually guarantee a "floor" in the various item power & gearing that you have during the campaign and early mapping. 3. I don't necessarily want the full power of PoE1 crafting BUT I do want to see something MUCH closer to PoE1 [at low to mid investment] than we have in PoE2. Until you can afford to play around with Omens there's not really much that I'm aware of that's better than Transmute, Aug, Regal, EX slam, socket if you get a "keeper". Sure we do have essences but even then getting what you want at a reasonable tier is still a crap-shoot. I'd at least like to "add one modifier" at a medium tier [if max is T12 then maybe a T6 or T8 crafting bench roll??] I wouldn't cry if either fractured items and/or full-power-PoE1 essences made a return. |
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I'm pretty much convinced that we need a combination of PoE 1 and PoE 2 style essences, and that they pretty much need to replace the gamble orbs.
They should have multiple tiers like PoE 1, each tier having a level range so that you're incentivized to use your low-level essences on low-level loot, and your high level essences don't roll low ilevel mods. They should also be divided into least, lesser, greater, and superior, which function as transmutes, regals, chaos, and exalts respectively. Finally, they should be of types like PoE 2 that guarantee a mod from a category rather than a specific mod. So you might have a Least Whispering Essence of the Body which upgrades a normal item to magic and adds a life modifier of level 15 or below, or a Greater Screaming Essence of Haste which removes a random mod from a rare item and adds a speed modifier of of level 55-64. |
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Lets just get rid of the economy.
Then, when we play the game. We can just get good loot dropping for us instead. |
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Hot Take: There is no crafting in POE 2
Crafting involves collecting items and combining them to create a desired product. We currently have a bunch of apes throwing orbs at sticks and cloth and praying it turns into a usable item. I am honestly unsure why GGG tried to reinvent the wheel with this one. Crafting in POE was pretty much okay if you eliminated all of the complex mechanics required to acquire crafting items. If you made all those different crafting items in POE1 just drop from every monster and centralized the different crafting benches into one, POE2 would have the perfect crafting system. This would also incentivize late-game farming in maps because now I'm not just hunting for orbs but I'm hunting for crafting materials from monster drops to upgrade my gear. Trading would also only become absolutely necessary if you are having the worst luck, looking for a very specific item, or just want the convenience. Side Note: OP's ideas make sense in a game where items at the base level provide you with everything your character would need. If body armor items were guaranteed to roll life, resistance, and defense increases but you gambled with orbs to see if you could get lower and higher rolls of it(or different types of resistances) and maybe a little extra QoF modifiers(if lucky) in the process OPs idea would be fine. |
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just copy Last Epoch. lol. it's the best ever made.
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"Last epoch crafting is terrible. Poe1 is peak crafting. Nothing worse than dropping a really sick looking base in LE and bricking it based on chance with your forging potential. 2 thinks i hated in last epoch, the crafting system and the 1 and done monoliths. Sad that its trickled into poe. Solving a good crafting issue is about as satisfying as solving an issue in your build in poe1. Last edited by Lonnie455Rich#2087 on Dec 27, 2024, 4:44:11 PM
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