Post #2 Crafting System Overhaul Proposal
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Hello Grinding Gear Games,
First of all, thank you for creating such an amazing game! I absolutely love the art style, the music, and the incredible boss fights. There are a few areas I’d like to address in the crafting system that I believe could improve the overall gameplay experience: Crafting System Overhaul Proposal To enhance the crafting experience in Path of Exile, a comprehensive overhaul of the interaction between items and crafting currencies is needed. This new system aims to provide players with greater control over their gear, eliminating much of the reliance on chance, and offering a more dynamic, risk/reward-based approach to customization. Below is a proposed solution that introduces new crafting tools - affix runes - soul orbs affixes - Essences affixes - Coul core Essences affixes This system allows to deepen the crafting and item customization experience. For this system to function optimally, a craft/currency overhaul is needed, especially in how they interact with gear. Here is a proposed solution: First note: Corrupting an item: would still allow players to increase the numeric value of an affix/implicit modifier while also potentially removing implicit/sockets associated with that affix or replacing them with others. This process would make crafting more dynamic and introduce a risk/reward element, where players can choose to enhance specific affixes at the cost of some flexibility. • Artificer Orb: Adds sockets to gear, up to a maximum of six sockets. • Transmutation orb: Randomizes the numeric value of prefix modifiers on magic items. • Augmentation orb: Randomizes the numeric value of suffix modifiers on magic items. • Chaos Orb: Randomizes the numeric value of prefix modifiers on rare and unique items. • Vaal chaos orb: corrupts item with the chance to Increase socketed prefix modifiers/removes prefix sockets. Enables increase above tier cap of prefix mods/ • Regal Orb: Randomizes the numeric value of suffix modifiers on rare and unique items. • Vaal regal orb: Vaal chaos orb: corrupts item with the chance to Increase socketed prefix modifiers/removes suffix sockets. Enables increase above tier cap of suffix mods/ • Exalted Orb: Randomizes the numeric value of a specific modifier on rare and unique.items • Vaal exalted orb: Corrupts item and Highly increase the numeric value of a specific affix modifier on rare and unique. item. • Alchemy orb: Randomizes the numeric value of suffix and prefix modifiers on rare and unique items. • Vaal Alchemy orb: corrupts item with the chance to Increase all socketed affix modifiers/removes all affix modifiers. Enables increase above tier cap of suffix mods. • Divine Orb: Randomizes the numeric value of implicit modifiers on rare and unique. • Vaal Divine orb: Corrupts the item with a chance to increase the value of the implicit modifiers or removes those modifiers. • Runes: These would provide flat affix modifiers and would need to be socketed into non-unique gear. • Soul Cores: These would provide percentage-based affix modifiers and would need to be socketed into non-unique gear. • Essences: These would provide flat affix modifiers and would need to be socketed into unique gear. • Soul Core Essences: These would provide percentage-based affix modifiers and would need to be socketed into unique gear. • Orb of annulment: Makes it possible to empty a socket without destroying the item in the sockets • Vaal orb: Increases or decreases base numeric value: When used, the Vaal Orb would randomly adjust the base numeric value of the item. For example, it could increase the base armor of a piece of armor from 150 to 180, or decrease it from 150 to 120. This crafting system would make it easier to manage affixes and modifiers, as well as add more depth to item crafting and customization. Example: Crafting System Using New Currencies and Items Let’s say you find a rare chest piece with Increased Life runes as a prefix and Resist All Elements rune as a suffix, but you'd like to optimize its stats further. 1. Transmutation Orb: First, you use a Transmutation Orb to randomize the numeric value of the prefix modifier, "Increased Life." Now, the life bonus jumps from 50 to 70. 2. Artificer Orb: Want more flexibility? You add an Artificer Orb to increase the number of sockets on the chest from 3 to 6, enabling you to further customize with more modifiers. 3. Soul Core: You socket a Soul Core into one of the newly added sockets, granting Increased Armor as a percentage modifier. 4. Chaos Orb: You then apply a Chaos Orb to the chest, randomizing the numeric value of the "Resist All Elements" suffix, improving it from 20% to 25%. 5. Vaal Orb: Using a Vaal Orb to corrupt the chest, you increase the numeric value of the "Increased Life" prefix above the tier cap, boosting it from 70 to 90. At this point, the chest is now corrupted, and no further modifications can be made using Essences or other non-corrupting crafting methods. You’ve achieved your ideal chest by strategically combining the available orbs and currencies. I Hope this feedback will be beneficial to the crafting system! Ps:This Post a section of my longer post and ben read in conjunction. "Post #0 Gameplay Improvement Suggestions: Crafting Overhaul, Unique Item crafting & More. " Last edited by Anon_M-A-F#2348 on Jan 21, 2025, 2:27:08 AM Last bumped on Jan 21, 2025, 6:59:29 AM
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" Interesting post, firstly there are way to many orbs giving you to much deterministic outcomes on numeric values. We had this in Harvest league it was removed because you could easily get perfect gear. (Like Diablo 4) Secondly, the crafting system is meant to be complex and RNG in its current state its fine and a lot more slower than POE. I am a mirror crafter in POE and what POE2 has done is made it so mirror shops are not popping up as soon as they do in POE1 league starts. This is so mirror teams cannot control the market which is something that was wanted for a long time. You're not meant to get perfect fully decked out items in every slot within 2 months unless you're playing every day 14 hours a day.. This is just how GGG likes it. When you actually sit down and use the omens to craft and teach yourself or study through videos or wikis you will learn that GGGs crafting is actually a hidden gem. We are in EA and the current crafting is baseline crafting. Crafting mechanics generally come with every new league. If you look at POE there is a couple dozen leagues that have introduced unique methods of crafting. The same will be implemented here overtime. What youre asking is a huge overhaul to how currency items interact already. This is massive and not only that you would have to make sure that retains the OG playerbase currently playing and the new playerbase who've joined in POE2. With how vast POE is in terms of game knowledge and time spent learning this would push people away. If they did this they should do it like I said above by introducing it with a league with new currency or new crafting mechanics. What ought to be discussed is how they should implement a crafting bench not only to be able to make partial lower tier determanistic outcomes but as a divine + exalted sink. This will help settle the economy as well. Which, from what I see on the forums.. a lot of new players seem to be struggling with. A crafting bench should be top priority when it comes to crafting mechanics. Last edited by QticaX#4168 on Jan 21, 2025, 2:51:12 AM
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I understand from your proposal how you want to make the game simpler and easier and I agree. It should be like that. It should be a place where people have fun making crazy stuff and crafts and enjoy different characters.
Right now the game you make 1 character and you get bored because your first character is just so useless due to how hard to find equipment. I don't mind such a change for the game as we should be able to roll suffixes and prefixes separately. Also, your proposal might give those useless orbs trans / aug some benefit so they are worth picking even in the end game. I think developers should implement it after some tweaking to the proposal in the right way. |
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" See, and this is where the issue lies. I would not play this game if the crafting wasn't the way it is. I thrive off the complexity of PoEs crafting systems. If I wanted simple id go play Last Epoch or D4. Last edited by QticaX#4168 on Jan 21, 2025, 2:46:43 AM
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Thanks for sharing your perspective!
Regarding the crafting system, I think that laying a solid foundation is important, but I also believe chance plays a valuable role. It would be nice to start with a solid base, where you can create a good foundation for your gear with minimal deterministic outcomes. Using Vaal Orb variants to further perfect items could allow for powerful gear with great stats, but with the risk of losing sockets and affixes. This would make the process more engaging, as players would need to carefully balance the rewards and risks. Achieving an item with all 6 affixes would be incredibly difficult, and this system ensures that the chances of getting a perfect item are low, which keeps crafting challenging and exciting. This approach also opens up possibilities for harder content. By creating great items with Vaal Orbs, players can build powerful gear, but they’d also need to make strategic choices about which stats to prioritize. Since sockets and affixes might be lost, players would have to work with what they get, which allows for more dynamic builds. This way, builds don’t have to be designed around the risk of being one-shot by enemies or accidentally one-shotting yourself. Instead, the system encourages thoughtful planning and strategic play. As for the passive tree, I’m not necessarily in favor of complete predictability, but I do think it would be much more engaging if we saw more nodes that promote interaction with various mechanics. Right now, many of the "+X% damage" nodes feel very basic and don’t require much engagement or strategy. I'd love to see these replaced with more interactive nodes that encourage players to experiment and strategize with different skills. For example, instead of just "+X% fire damage," there could be a node like "+X% fire damage against frozen enemies" or something that synergizes with skills like Gas Explosion to ignite frozen enemies. These types of nodes would encourage players to think about how they build their character and how they combine different effects, making the passive tree much more dynamic and rewarding. The +x% damage,+accuracy,+attack speed,+ cast speed nodes could be implemented in the travel nodes if its needed for balancing. there could be certain areas which give you those stats with the travel nodes. Seeing more of these interactive, skill-synergistic nodes would add a lot more depth and creativity to builds, allowing players to make meaningful choices that shape their playstyle, rather than simply adding damage boosts across the board. Thanks for your input, I’m really looking forward to seeing how both the crafting system and the passive tree evolves. Last edited by Anon_M-A-F#2348 on Jan 21, 2025, 9:17:29 AM
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In short..
I believe Vaal Orb variants should play a key role in obtaining great item stats. By using Vaal Orb variants, you could boost up to three stats significantly, but at the risk of destroying or removing other stats or sockets. This introduces the possibility of "bricking" an item, but the item with fewer stats can still be highly viable for your build, depending on which stats were boosted. Players would need to carefully weigh the risks and rewards, using other gear to compensate for the lost stats. This way not one item will be the same, and opens the possiblity for Unqiue items to be crafted to, cause we have some much somewhat "Bricked items" This approach would allow for powerful, customized items without making the crafting process too predictable or easy, while still enabling more challenging content and diverse builds. Right now Vaal orbs can be ignored comepletely while getting high end gear, it only compliments a bit, with this it becomes a necessity in the crafting proces. And this crafting proces can be done while in maps, making it possible for maps to be even bigger. Last edited by Anon_M-A-F#2348 on Jan 21, 2025, 5:23:51 AM
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No. Horrible idea and overall not a good system you outlined. Pass
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" I don't see any complexity in the current crafting system, beside figuring out the weight of affix. |
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" What complexity you see right now? Get an Omen, make a coin flip, make a pray and hope for a hail mary... besides know what affix/suffix can roll and their weight, there no complexity beyond luck. |
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