I hate PoE2's crafting - here's my 1 single (controversial) suggestion to change it for the better!

I hate PoE2's crafting with all my heart and soul and its the reason why i put playing the open access on hold til something changes.
Despite me really wanting to play on, i only get jaded beyond measure, so i had to stop.
If its up to me, change the crafting from the ground up into something completely new!

HOWEVER: If GGG is hell bend on keeping crafting the way it is (and i fear they are) - here is the one change that could make an incredible difference, so much that it might change the whole dynamic to the point where this crafting system might even become something great!

Spoiler
Make items drop identified


Edit:
The first two post made me realize i have to clarify why this would be a very impactful change for the flow of the game.

If items drop identified, we could configure our lootfilter in way that it highlights dropped items with desirable mod combinations and/or tiers.
(Last epoch already does it this way and it works wonders for the crafting system in that game)

This would give us some much needed control about how we handle our drops and alleviate the tedium of having to pick up everything that is on a acceptable base.
Make no mistakes: We would still pick up a lot of items from the ground and try to improve them with crafting.

The Topic of having items dropped identified has been discussed endlessly in the PoE1 community over the years, but i strongly feel that it is even more of a needed change for PoE2.

It is a somewhat small change that would leave GGG's vision mostly untouched, but the (positive) impact it would have for playing the game are in my opinion immense!
If you discuss and judge this idea, please keep in mind i am making this suggestion under the assumption that GGG is not willing to fundamentally change the crafting system.

Discuss
Last edited by way2stupid#9491 on Jan 4, 2025, 7:43:08 AM
Last bumped on Jan 4, 2025, 6:59:03 AM
There's an NPC that identifies all items for nothing or in the field you can do it with a scroll.

How is dropping id'd going to fix crafting
Not that 'controversial', at least in my opinion. But won't do much anyway.

Here's why:

- Doryani exists (or The hooded One in campain)
- If I get my 'dopamine hit' in the instance or hideout -> irrelevant.
- I must pick up every relevant base item anyway, due to the currently gambling nature of 'crafting'.
- I must pick up each and every rare item anyway, due to the lack of regal orbs in midgame. I also need those (and alchemy orbs) to even sustain waypoint drops in midgame. Admitted now in T11 - T13 maps, regal orbs start dropping more frequently.

IMHO a more controversial change which could affect crafting would be (at least a little):

- Bring back 'Orb of Scouring', so I don't have to pick up each and every base item a hundred times to just throw it away, when either essence hits the wrong mod. Let me find that >T3 item base and throw my whole currency tab at it, if I want to.

- Let essences upgrade OR reroll magic or rare items, if you are determined to not giving them a fixed affix. So, a normal essence either upgrades to magic or rerolls a magic item. Same for greater, either upgrade magic to rare or reroll if it’s a rare already.

Droprates are so scarce anyway, at least for players not running 300 rarity in 10 breach T16 maps, it won’t end in ‘Orb of Alteration’ spam sessions like in POE1.
Last edited by MingRan#4778 on Jan 4, 2025, 5:51:14 AM
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There's an NPC that identifies all items for nothing or in the field you can do it with a scroll.

How is dropping id'd going to fix crafting


I should maybe have clarified more of my points in my OP, but i was curious about the discussion.
The reason why this is important for crafting in its current state is that it would alleviate a lot of tedium when it comes to picking up bases.
Identified items in maps means you can configure your loot filter in way that it shows you magic and rare items with desirable mod combinations and hide those that you are not interested in.
Given how many items you need to identify to get mods that are desirable, this already cuts the tedium by a lot.
You would still pick up many, many hundreds and thousand of items though, dont get me wrong, until you find something good.
But at least that would open up some layer of control, without altering much of the initial design decision that GGG made in regards of crafting.
"
MingRan#4778 wrote:
Not that 'controversial', at least in my opinion. But won't do much anyway.

Here's why:

- Doryani exists (or The hooded One in campain)
- If I get my 'dopamine hit' in the instance or hideout -> irrelevant.
- I must pick up every relevant base item anyway, due to the currently gambling nature of 'crafting'.
- I must pick up each and every rare item anyway, due to the lack of regal orbs in midgame. I also need those (and alchemy orbs) to even sustain waypoint drops in midgame. Admitted now in T11 - T13 maps, regal orbs start dropping more frequently.

IMHO a more controversial change which could affect crafting would be (at least a little):

- Bring back 'Orb of Scouring', so I don't have to pick up each and every base item a hundred times to just throw it away, when either essence hits the wrong mod. Let me find that >T3 item base and throw my whole currency tab at it, if I want to.

- Let essences upgrade OR reroll magic or rare items, if you are determined to not giving them a fixed affix. So, a normal essence either upgrades to magic or rerolls a magic item. Same for greater, either upgrade magic to rare or reroll if it’s a rare already.

Droprates are so scarce anyway, at least for players not running 300 rarity in 10 breach T16 maps, it won’t end in ‘Orb of Alteration’ spam sessions like in POE1.

Its exremely relevant and has nothing to do with doryani being able to identify items in your hideout!
Its about configurating your lootfilter, so it shows you items in maps with desirable combinations of mods WHILE in maps.

Crafting currency and waystones get easy to sustain and actually overflow once you reach t15, even in SSF.
I have plenty of everything but chaos orbs, while trans+alt every good base i find and regaling even magic items with only 1 desired affix. I can almost exalt to my hearts content too.

Adding scoures would put the trajectory of the crafting systems on course to becoming something similar to PoE1 and i am 100% convinced that they wont let that happen no matter what.
Last edited by way2stupid#9491 on Jan 4, 2025, 7:18:10 AM
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HOWEVER: If GGG is hell bend on keeping crafting the way it is (and i fear they are) - here is the one change that could make an incredible difference, so much that it might change the whole dynamic to the point where this crafting system might even become something great!


Discuss


Why would you think this is the extent of the crafting system????? Just dooming for no reason??? Of course this isn't the extent of the craft system, you'd have to be dumb to think that. We're gonna get the rest of the classes and more endgame systems which will have their own currency in probably march/april and a fresh league to play with them. I'm sure we'll see some changes to currency with that as well, along the lines of rate changes, ways to acquire and shards for more currencies. Than in late summer we'll get another fresh league that should have the rest of the system and crafting that will need to go thru testing before launch.
Last edited by baconbyte#0146 on Jan 4, 2025, 6:45:21 AM
"
"


HOWEVER: If GGG is hell bend on keeping crafting the way it is (and i fear they are) - here is the one change that could make an incredible difference, so much that it might change the whole dynamic to the point where this crafting system might even become something great!


Discuss


Why would you think this is the extent of the crafting system????? Just dooming for no reason??? Of course this isn't the extent of the craft system, you'd have to be dumb to think that. We're gonna get the rest of the classes and more endgame systems which will have their own currency in probably march/april and a fresh league to play with them. I'm sure we'll see some changes to currency with that as well, along the lines of rate changes, ways to acquire and shards for more currencies. Than in late summer we'll get another fresh league that should have the rest of the system and crafting that will need to go thru testing before launch.


I dont think i doom for no reason, in fact i dont think i doom at all. I dont think im dumb either!
I also never said that i think they would not expand on the crafting system.
Just claryfing for you, since you seem to jump to conclusions very fast!
What i tryed here is to make a constructive suggestion how to improve upon the current crafting system while maintaining GGG's ideas and intentions (or at least what i suspect there design intentions are)

To further clarify why i think that they have a very distinctive design philosophy for items and crafting in PoE2 and why i think they wont stray to far away from that path:
They extensivly tested and worked on this design principles in PoE1's ruthless mode.
They tried to implement parts of this design philosophy over a multitude of times in PoE1.
Discussions about "deterministic vs non-deterministic" crafting accompany PoE1 for years now and GGG has continuously left no room for discussion how much they dislike deterministic craft.
It was mostly the community (or at least big parts) who pushed back as much as possible.

If you know the history of PoE1, i say you would be more than just dumb to assume the sparse crafting options are merely a silly mistake or a side effect of the game being in early access.
Last edited by way2stupid#9491 on Jan 4, 2025, 7:00:46 AM

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