CRAFTING SHOULD NOT BE RNG, OTHERWISE IT'S NOT CRAFTING

Diablo 3 Crafting System was pretty nice. I would not be angry if PoE2 had it.

Hell even PoE1's system was nice, and 100 times better than what PoE2 calls crafting. Where you had the different benchs, and there were a certain stats you could craft onto a gear. Not to mention Recipes for rolling a piece of gear with a specific stat, upgrading your flasks. or craftins specific uniques.

I have also played several other AARPGs where you can at least choose a Prefix/suffix to modify on gear pieces, wether it be replacing it or upgradinging it. Its NOT uncommon in AARPGs, and you STILL get that random loot feel for everything else.

If it works in other AARPGs, it can for sure work here in PoE2.
There is no crafting at all in POE2. So, thats that.
GGG - Why you no?
PoE1 crafting was also gambling but you have targeted tools so you can limit your rng to specific mods and there is much more control in general, PoE2 lack any kind of control you have targeted tools like omens and greater essences but no control at all beside just getting more omens until you beat the rng, one of the issue is that they want ground loot to matter which goes against the idea of deterministic crafting.

Both ways of improving loot or giving us more tools will make the game easier and is a hard task to balance, but i believe improving recombinators is the way to go, when it got introduced in PoE1 they were really strong but it still hold some rng but you had more control, and the best thing recombinators did is making ground items matter and fractures because now you use all these items as fodders and ground loot/bases mattered again in PoE1.
Last edited by Ramymn#7254 on Apr 20, 2025, 2:54:26 PM
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Ramymn#7254 wrote:
PoE1 crafting was also gambling but you have targeted tools so you can limit your rng to specific mods and there is much more control in general, PoE2 lack any kind of control you have targeted tools like omens and greater essences but no control at all beside just getting more omens until you beat the rng, one of the issue is that they want ground loot to matter which goes against the idea of deterministic crafting.


And your point is what exactly? POE1 is what now, 12 years old? POE1 is OBSOLETE. The fact that it was that way there means nothing regarding how it can be here.

Same goes for in game auction house.

These are obsolete 90s game design desitions. Other games like last epoch keep evolving.

POE2 seems content to be a visual upgrade and nothing more than that.
Yup. That's why I'm calling it gambling instead. Anyone calling it anything other than that is 100% delusional and gawking GGG.
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Ramymn#7254 wrote:
PoE1 crafting was also gambling but you have targeted tools so you can limit your rng to specific mods and there is much more control in general, PoE2 lack any kind of control you have targeted tools like omens and greater essences but no control at all beside just getting more omens until you beat the rng, one of the issue is that they want ground loot to matter which goes against the idea of deterministic crafting.


And your point is what exactly? POE1 is what now, 12 years old? POE1 is OBSOLETE. The fact that it was that way there means nothing regarding how it can be here.

Same goes for in game auction house.

These are obsolete 90s game design desitions. Other games like last epoch keep evolving.

POE2 seems content to be a visual upgrade and nothing more than that.


PoE1 is the foundation of PoE2 without it PoE2 wouldn't even exist people loved PoE1 and supported GGG for it, people didn't ask them to make PoE2 it was about remastering the first game which people love but they decided to make something different so of course people will not love some of the new things.
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Ramymn#7254 wrote:
PoE1 crafting was also gambling but you have targeted tools so you can limit your rng to specific mods and there is much more control in general, PoE2 lack any kind of control you have targeted tools like omens and greater essences but no control at all beside just getting more omens until you beat the rng, one of the issue is that they want ground loot to matter which goes against the idea of deterministic crafting.


And your point is what exactly? POE1 is what now, 12 years old? POE1 is OBSOLETE. The fact that it was that way there means nothing regarding how it can be here.

Same goes for in game auction house.

These are obsolete 90s game design desitions. Other games like last epoch keep evolving.

POE2 seems content to be a visual upgrade and nothing more than that.


This is not a strong argument when you actually think about it.

There are some "old" design decisions that are still the best ones even today.
Some Old games have better progression and healthy challenge than some brand new AAA games.

Dark Souls was the proof. You die, you come back to checkpoint and have to redo the whole section.

"Obsolete" design for some, great design for others.

And honestly, most people that complain about this just want an easy game.
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Gordyne#2944 wrote:
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sdiv#7929 wrote:
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Gordyne#2944 wrote:

I never play the market nor do I control the trade system.

I farm currency and buy upgrades when I hit a wall that is very hard to overcome and that's pretty much the extent of what I do.

I would prefer 100x that they would strongly buff loot from killing mobs(AKA playing the game) than to implement some artifical crafting.

That way we would be less dependant on artificial predefined systems like trading and crafting and killing mobs would feel good an rewarding.

It is that simple, no need to jump to conclusions based on your imagination.


No, you play the forums.


Are you done with your baseless personal attacks?


Observation != attack. You're not being oppressed.
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Aulyx#1181 wrote:
Yup. That's why I'm calling it gambling instead. Anyone calling it anything other than that is 100% delusional and gawking GGG.


We think alike on this, honestly. But I get that there are players who actually enjoy the gambling aspect, it’s the thrill, the high risk/high reward thing. Then there are others who just want crafting to be more deterministic, where the RNG comes from loot drops instead of crafting outcomes. I feel like the best system is somewhere in the middle, give players some control and progression, but still keep a touch of RNG to keep things exciting without feeling like a slot machine.
HOLY COW this is a bad take post.
you're lucky to even have crafting in an ARPG considering it goes against the point of the game.

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