Let's talk crafting

You wanna fix crafting?
Really simple solution right now.

Bring back scours and alterations, or implement a way to reroll magic items on a good base, as well as a way to clear all modifiers and reset to white.

Regal and pray is not the way.
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You wanna fix crafting?
Really simple solution right now.

Bring back scours and alterations, or implement a way to reroll magic items on a good base, as well as a way to clear all modifiers and reset to white.

Regal and pray is not the way.


yes, bricking bases is not good. This is what le was missing from its crafting as well.
Why shouldnt i be able to craft the perfect item if crafting depends on taken risks aka drops, and probability for success - i was fine with that model if i could select risk vs reward. In some instances a fixed price led to a defined outcome; for the more fency crafts you could influence the probability to get certain stats.

All items kindof always were worth something.. being it just materials or useful in vendor recipes. Not everyone utilized that etc.

Crafting became banned in ruthless however which was a separate game mode.

I dont like regal and pray either. If you hated crafting and movement -> ruthless. If casual or extended crafting is fine you could but must not use it in other modes. That massive crafting module made poe1 unique.

And each dropped rare could have been the 6x t1 mod..witjout crafting.

I would favor poe1 classic as gamemode incl crafting etc

Last edited by Storylyne#1859 on Dec 27, 2024, 5:17:53 PM
Problem is when good rolls are too good, the same base item can have like 10x power difference by sheer luck is bs level of item balancing
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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.



I completely agree. For my ideas around crafting to work, drops HAVE to be better. Not crazy, just better.
Starting anew....with PoE 2
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Why shouldnt i be able to craft the perfect item if crafting depends on taken risks aka drops, and probability for success - i was fine with that model if i could select risk vs reward. In some instances a fixed price led to a defined outcome; for the more fency crafts you could influence the probability to get certain stats.



The reason I don't like this is because it eventually and pretty much always leads to the DROP being unimportant. Much how I was not a fan of divination cards because they bypassed many of the systems in place to get unique items, I don't like having a crafting system bypass the basic nature of a loot-based rpg. Additionally, being able to craft a perfect item will inevitably lead the endgame loop to valuing crafting materials OVER the items themselves, because they would have to be less rare.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Dec 27, 2024, 5:47:26 PM
the guy who has no reading comprehension and calls out others....doesn't have reading comprehension. Love it.

When I mention "Let's not discuss PoE 1", I only meant to steer the conversation away from the inevitable: "But PoE 1 had this!"

"limiting orbs to once per item"....uh, where is that written?

Yes....PoE 1 had aspects of my suggestion. Many other games also have aspects of my suggestions. You know why? Because I play games with crafting. I formulate my ideas based on the things I've seen and I like. The crafting bench of PoE 1 in particular...I liked. With the exception of meta-crafting mods, I liked the ability to deterministically add one mod (generally lower power) onto an item.

But I don't want to get bogged down in "PoE 1 did this, PoE 2 did that". Conversations like these can quickly devolve into literally nothing being said except descriptions of what already exists.

I'm glad that the first two posters, trolls in every other thread they come across, didn't derail this one entirely (cue their responses...). Just ignore the useless comments and keep going.

I have no problem with actual criticisms, my ideas won't resonate with everyone and I'm happy to hear that. But I have absolutely no patience for idiots who are just here to stir the pot and try to get people probated.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Dec 27, 2024, 5:53:35 PM
Theres no reason the strongest "crafting" tool should be the scroll of wisdom.
Currently a scroll of wisdom has more potential than 200 hours of farming crafting materials.

A white mob that can be killed by sneezing should never give me a better item than 200 hours of working on crafting an item should be able to yield.

Theres also no reason bases should be ruined the moment theyre dropped.
A single bad modifier on an item ends the crafting process and starts over at 0 currently.

Crafting currently needs to be brought out of degenerate tencent gacha gambling, and back into a form that gives players a bit of agency.

We dont need to be able to craft perfect mirror items, but we need to be able to actually CRAFT something useable. Gambling is fine at some points, but..
Every... Single... Step... Cannot be just gambling.
I don't agree with most of the main post, but would love to see the crafting improved.

I think that the main issue at the moment, as others are saying, is that you can only make an item rare and pray for good rolls.

After that using orbs of annullment is so rng (and expensive) that's not really feasible imho.

The essences help a bit but you get them very late in consistent numbers.

Probably the current system is made with leagues additions in mind: in PoE1 a lot of crafting granularity was added via league mechanics.

But until such content is released some way of decreasing the rng would be good.
Maybe splitting the annullment orb for suffixes and affixes (and more UI clarity on them) or something like that.
If you don't agree with OP's post you probably have a gambling addiction. Seek help.

POE 1 isn't even really "crafting" unless your definition of the word differs from the dictionary. Using hundres if not thousands of little pieces of currency to roll for something is not crafting... it's gambling. Having the best loot tied to that instead of dropping from monsters is quite far removed from what an ARPG was originally intended to be. Kill monster = Items.

Now we are expected to gamble twice. Once for hoping to get a piece of currency rather than an item from monsters. (and in POE 1's case it's hundreds of these currencies) Then gambling by throwing multiple currencies at items and praying.

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