Let's talk crafting

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Gkek#1581 wrote:

Honestly, if I had recognized you I wouldn't have bothered responding as you have some of the most hamburger brained takes I have ever seen, and it's clear you don't play PoE at a level high enough to even understand what's going on.

Good luck with your thread.


mmm more troll bait.

Not that I need to prove anything to you, but I'm sure I've done everything you have ever done in the game 10x over.

I have 16000 hours and 12 years in PoE 1. The only thing I have never done is HC because I simply hate the idea of permanent death and I value my time a bit more than that.

Go ahead and keep digging your ridiculous hole even deeper with each thread and response. Nice try though.



For the thread: I am NOT against the "gambling" aspect of using orbs. I think it has its place, and that place is necessary at SOME point in the process. I do not, however, think it should be the ENTIRE process. The lottery should be hit on the drops, not on the crafting.

I see we are mostly stuck on PoE 1 carryovers, and really no new "fresh" ideas. Should have expected that. Was hoping we could ignore orbs/essences/etc. and all the "crafting" that existed, and attempt to create a completely new system to achieve a different goal. But it seems we all keep trying to take the pieces that already exist and "fit" them into a new system. I don't really think that's possible...

There have been some good ideas, and there have been some contrary to my own thoughts. I'd like to add: do you think an elaborate crafting system should exist at the expense of devaluing every possible drop you come across? This is the case in PoE 1. It is currently NOT the case in PoE 2, only because crafting is essentially the same process as finding a rare item: click and pray.

I think some degree of "click and pray" is valuable, it feeds into the dopamine rush of hitting the lottery on an item. I just personally feel like that should be almost entirely relegated to wild rares, and not using orbs. I also don't think mirrors should not exist at all, but that is a somewhat separate point as it isn't technically "crafting".

Essences should go back to their old way of adding a SPECIFIC known modifier, but the (poe1) values should be much lower. Have the tippy top essence offer a t3 or t4 level of mod, and have it be unusable on future fractured bases. This alone could get nearly any build in PoE 1 from campaign to t16 maps which is a huge problem.



You having 16000 hours, which I don't believe, would make it even more embarrassing to have the terrible opinions you have.

You are a troll and seemingly also a moron.

Please don't talk to me again. Thanks.
^lol wow. I'll just let others check the post histories and determine who's the troll here. It's funny you feel the need to comment on MY feedback post saying "don't talk to me".

Eventually the moderators will get you under control. But until they do, I encourage you to grow up and learn how to interact with the world please.
Starting anew....with PoE 2
Again, if I knew it was your thread I would not have interacted. I won't make that mistake again.

Nobody needs to "get me under control" as I haven't done anything wrong and I am not troll/bait posting. Just because I think your idea is stupid doesn't mean I'm a troll.

Have a nice life.
I would suggest that some crafting currencies/ressources and/or bench crafts could be associated with a gold cost.
The gold cost could be scaled by different factors like item level or an item counter related to the number of times an item has been subject to a meta/bench craft.
E.g. the gold cost using a scour could be 500 gold for items with ilvl < 20 and 50.000 for ilvl > 80 and some interpolation in between.
With regard to the item counter, the gold cost could scale exponentially with the number of meta crafts it has been subject to.
The above could be tuned and combined in different ways.
In addition there could be a new omen that neglected the gold cost for the next currency or bench craft used.

I believe that with the suggestion above, bases would still be valuable.
^interesting ideas. Playing devil's advocate here (I am NOT a dedicated crafter): that does make it so no one would even have the choice to ONLY craft. They would be forced to farm. And if there is one thing that PoE players hate above all else....its the feeling of being forced to do something in one particular way.

While I am not totally against that...I recognize that this could be a significant issue for MANY players that prefer to spend an extended time crafting and would effectively be unable to do so. And if gold became tradable, we end up with the exact same problem as before: gold being the chase item that everything is valued in.

Any type of "cost" structure to do something will inevitably make the item that supplies the "cost" being the most valuable part of the equation. Either that, or it completely gates the process away from a large swath of players.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Dec 28, 2024, 6:06:06 PM

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