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instead of using alterations we are collecting and spamming bases. its exactly the same but 10 times more tedious. on top 50% of loot is gold (from monsters lol) so i can buy gear from vendors.....loot in this game is terrible
I don't foresee ggg changing this philosophy anytime soon, so we're trying to find ways to reduce that tedium. Do you have any suggestions?
tedious collecting and hoarding of item bases is only solved by being able to reset an item in the crafting process. im fine with not being able to reset items after a certain point of crafting. but not being able to reset a 1 mod blue item is ridiculous. if we are not even able to halfway deterministic craft a blue 2mod item in the first place, there is no need of on top mechanics. if the base mechanic sucks then its not a matter of diverse options after that.
I guess I disagree that your solution is the only one. I made a suggestion above (base item stash tab) that would greatly reduce the tedium of stashing and sorting. Pair that with a less tedious (idk how yet) 3:1 UI and I think I would be happy.
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Posted bygingerpauls#2326on Apr 10, 2025, 6:25:16 PM
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I guess I disagree that your solution is the only one. I made a suggestion above (base item stash tab) that would greatly reduce the tedium of stashing and sorting. Pair that with a less tedious (idk how yet) 3:1 UI and I think I would be happy.
base item stash would not fix the problem. every single item base you collect after the first one is nothing else than an alteration orb, its an item reset. and collecting bases for every slot and having to port back to hideout/town every 5 minutes because of full inventory just sucks. making the stashing a bit more comfortable is okay, but its the same as putting 50 checkpoints in shitty layout maps, not solving the problem.
Last edited by Pl4t1numX#4325 on Apr 10, 2025, 6:40:56 PM
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Posted byPl4t1numX#4325on Apr 10, 2025, 6:39:31 PM
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Gear progression, in general, feels bad.
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Posted byAulyx#1181on Apr 10, 2025, 6:48:39 PM
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I guess I disagree that your solution is the only one. I made a suggestion above (base item stash tab) that would greatly reduce the tedium of stashing and sorting. Pair that with a less tedious (idk how yet) 3:1 UI and I think I would be happy.
base item stash would not fix the problem. every single item base you collect after the first one is nothing else than an alteration orb, its an item reset. and collecting bases for every slot and having to port back to hideout/town every 5 minutes because of full inventory just sucks. making the stashing a bit more comfortable is okay, but its the same as putting 50 checkpoints in shitty layout maps, not solving the problem.
I guess my tolerance for porting back is higher. Maybe it'll get old idk. Either way alteration orbs are not coming (unless they severly backtrack on this) so I'm looking for ways to ease the tedium. I do share your frustration though it's valid
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Posted bygingerpauls#2326on Apr 10, 2025, 7:14:09 PM
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I guess I disagree that your solution is the only one. I made a suggestion above (base item stash tab) that would greatly reduce the tedium of stashing and sorting. Pair that with a less tedious (idk how yet) 3:1 UI and I think I would be happy.
base item stash would not fix the problem. every single item base you collect after the first one is nothing else than an alteration orb, its an item reset. and collecting bases for every slot and having to port back to hideout/town every 5 minutes because of full inventory just sucks. making the stashing a bit more comfortable is okay, but its the same as putting 50 checkpoints in shitty layout maps, not solving the problem.
I guess my tolerance for porting back is higher. Maybe it'll get old idk. Either way alteration orbs are not coming (unless they severly backtrack on this) so I'm looking for ways to ease the tedium. I do share your frustration though it's valid
i understand your point. i just cant get it why they want ground loot to "matter more" and do the exact oposit. showering people in white bases with all that tedious collecting and without a realistic chance of making a decent item is the definition of useless loot imo. good crafting tools are the thing that makes the most ground loot matter something.
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Posted byPl4t1numX#4325on Apr 10, 2025, 7:29:47 PM
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Honestly all I want is to remove an S from SSF, just Self Found, not solo, and then buff the fuck out of drop rates for SF players, making any drops from currency to gear account bound. Simple. SF Should be multiple times better to play, because we are fully abandoning the option to trade.
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Posted byEnkoodaboo#3755on Apr 10, 2025, 7:37:38 PM
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Honestly all I want is to remove an S from SSF, just Self Found, not solo, and then buff the fuck out of drop rates for SF players, making any drops from currency to gear account bound. Simple. SF Should be multiple times better to play, because we are fully abandoning the option to trade.
On one hand, yeah, it would be great to have better drop rates on some stuff in SSF. We still need improvements to crafting for foregoing trade to feel good.
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Posted byAzula#1157on Apr 10, 2025, 8:11:04 PM
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Honestly all I want is to remove an S from SSF, just Self Found, not solo, and then buff the fuck out of drop rates for SF players, making any drops from currency to gear account bound. Simple. SF Should be multiple times better to play, because we are fully abandoning the option to trade.
On one hand, yeah, it would be great to have better drop rates on some stuff in SSF. We still need improvements to crafting for foregoing trade to feel good.
unfortunately, the option to lock SSF players from going to trade I don't think will happen... (sorry i'm so doomer) maybe they will? but high chance they are not. GGG is really in a tough spot trying to balance drop rates and crafting between two very different worlds (Same could be said for PoE1 players and PoE2 players.) It must be an insane challenge.
Assuming that won't happen, I'll have to default to Azulas position and improve crafting. I can see GGG buffing certain things like recomb probabilities a little bit, but they are still trying to balance such that trade doesn't get out of hand. If this is the case, I would at least want the process or flow of the gambling situation easier to do and manage.
Last edited by gingerpauls#2326 on Apr 10, 2025, 8:38:56 PM
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Posted bygingerpauls#2326on Apr 10, 2025, 8:38:05 PM
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improve crafting. I can see GGG buffing certain things like recomb probabilities a little bit
Man I hope they do. I just burned through 10 30% chances recombing amulets and got 0 success and nothing to show for it except ~200 less black scythe artifacts. PAIN.
Last edited by Azula#1157 on Apr 11, 2025, 11:54:03 AM
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Posted byAzula#1157on Apr 11, 2025, 11:53:40 AM
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improve crafting. I can see GGG buffing certain things like recomb probabilities a little bit
Man I hope they do. I just burned through 10 30% chances recombing amulets and got 0 success and nothing to show for it except ~200 less black scythe artifacts. PAIN.
Brutal... 10 * 0.3 = 0 apparently. Those kinds of results make you really question why you even bother. It's really demoralizing.
I have to admit I haven't even gotten enough artifacts (haven't been farming tho) to attempt. Recomb destroys the items if it doesn't work am I correct? If so at least 3:1 doesn't destroy your item... But still just random mods... Ugh idk
Last edited by gingerpauls#2326 on Apr 11, 2025, 1:08:31 PM
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Posted bygingerpauls#2326on Apr 11, 2025, 1:05:53 PM
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