Why do we need to identify new items?

I don't know why mechanic is good for the game, it only makes the game worse, when people are saying that loot is bad and the meta is to buy from the shop in each act when you level up this system only makes things worse, because at least we can filter which modifiers we want or not and filter the items on the ground by it. This will make the loot from the game more easy to come by and incentivize people to use the crafting system to upgrade blue item that have good modifiers, right now most people don't even bother to take blue item because it is mostly like to be a bad item and you will only discover it when you identify it, which will take inventory space one way or another since you will need to carry your scrolls to identify inside the map or bringing the item to a npc.
Last bumped on Feb 6, 2025, 11:49:26 PM
People absolutely do pick up blue items. How else would you be able to craft?
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CappsB01#9752 wrote:
People absolutely do pick up blue items. How else would you be able to craft?

But yellow items are exactly the same as blue after crafting, while don't require to spend currency on them.
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But yellow items are exactly the same as blue after crafting, while don't require to spend currency on them.


What do you mean they’re the same? You get different crafting mats for both qualities.
Because it was done in D2. And D2 is the perfect game according to GGG. So it will stay.
Love the games. PoE1 way more so than PoE2, but still enjoying both.

Hate the company. The scummy, lying, fake and shitty facade, the excuses, the failures, and most of all, the "Vision".

Keep both of those in mind when reading my posts.
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But yellow items are exactly the same as blue after crafting, while don't require to spend currency on them.

That's not true, for two interacting reasons.

The first is that there are way too many ways an item can be ruined. The odds are heavily against you getting a decent item, let alone a good one. But a blue item has less things it rolled on, so a lower chance of being ruined.

The second is that greater omens exist. These are the controllable version of Regal Orbs. So if you have a two mod blue item, you can then roll the 3rd mod from a smaller collection of potential mods, limiting how RNG can ruin things.

It would definitely be nice if everything came pre-identified. I would definitely pick up a blue piece with a single max tier hp roll over your typical yellow, because that blue piece would hold appeal for crafters, while that typical rare is just vendor fodder.
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CappsB01#9752 wrote:
People absolutely do pick up blue items. How else would you be able to craft?


White Items are WAY BETTER to craft.
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CappsB01#9752 wrote:
People absolutely do pick up blue items. How else would you be able to craft?

But yellow items are exactly the same as blue after crafting, while don't require to spend currency on them.


- It appears to me that magic items take less materials to upgrade to 20% quality than rare items, and I also feel like item quality slightly affects the tier of new modifiers.
- If you also pick up magic items, not just the rares, you have a much larger pool of items to start crafting with. The odds of getting all near-perfect mods on rare items are incredibly small. The odds of getting a near-perfect mods on magic items a lot less so. It might be a bit more costly to create a great rare item from a magic or common item, it will help you get geared up better and faster.
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Jjampong#0076 wrote:
If you also pick up magic items, not just the rares, you have a much larger pool of items to start crafting with. The odds of getting all near-perfect mods on rare items are incredibly small. The odds of getting a near-perfect mods on magic items a lot less so. It might be a bit more costly to create a great rare item from a magic or common item, it will help you get geared up better and faster.

Odds are the same as the odds that first modifiers of rare item will be good. But sure, it gives you more shots to get a good item, by the cost of spending currency. It just a bit annoying to deal with those blue items, especially in trade league when it is much easier to spend that currency on the specific item you want instead of checking, picking, identifying and crafting tons of blues. Also, the main point of crafting is for selling, not for using, because there are much more items which other players could use that which you want to use. And selling is kind of annoying too, atm. But some folks might like it.

Also there are great omens, but for now they are almost irrelevant.

In SSF though, it is a different story ofc.

Also, it all will change as more crafting content will be inevitably added.
Last edited by Suchka_777#4336 on Feb 5, 2025, 1:20:33 AM
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Jjampong#0076 wrote:
If you also pick up magic items, not just the rares, you have a much larger pool of items to start crafting with. The odds of getting all near-perfect mods on rare items are incredibly small. The odds of getting a near-perfect mods on magic items a lot less so. It might be a bit more costly to create a great rare item from a magic or common item, it will help you get geared up better and faster.

Odds are the same as the odds that first modifiers of rare item will be good. But sure, it gives you more shots to get a good item, by the cost of spending currency. It just a bit annoying to deal with those blue items, especially in trade league when it is much easier to spend that currency on the specific item you want instead of checking, picking, identifying and crafting tons of blues. Also, the main point of crafting is for selling, not for using, because there are much more items which other players could use that which you want to use. And selling is kind of annoying too, atm. But some folks might like it.

Also there are great omens, but for now they are almost irrelevant.

In SSF though, it is a different story ofc.


Exactly. Although I do believe quality affects your odds at unlocking new high tier modifiers, and assuming that's correct, upgrading quality earlier rather than later could increase odds at an overall better item at the cost of higher risk at wasting currency.

As for the trading system, from my perspective as a new PoE player, it's hard to understand and even hard to start using it. I find it quite weird the game does next to nothing in order to explain how it works.

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