PoE 2 servers are restarting in:
.
They should be back up in approximately .

Crafting Improvement Suggestion

"
"
Add an affix that is craftable. Make it so you can't craft on whites at all. Getting a six craftable drop would be like a six link in path 1.

Need deterministic crafting, it makes end game gear progression slow and boring without it. I'm holding out on two or three affixes that never drop to upgrade my gear so I never upgrade gear.


Ok, so if I understand your suggestion correctly, white items get nothing. blue and Rare items drop with prefilled affixes, with some of them being craftable. In practice this would mean that only rare items would be valuable, at all, and gear would be entirely restricted to rng drops. Yes the best gear would be a blank rare with 6 affixes, but that is still just ground loot rare.

The suggestion I made actually does have deterministic qualities to the crafting process. Because each node added is blocked off from rolling again on that item, you want to get each layer/column to have as many dead mod rolls as possible. The system I proposed also suggests using lesser and greater essences along with recombinating to get more 2 deterministic outcomes, not to mention if you are choosing a node, it is presumably a good affix for your gear.


I agree that your system is more deterministic and would be a good system. I don't know if GGG wants that though. They seem to be very focused on making everything ground drops amd rng. My suggestion was more of a middle ground that I could see GGG possibly adopting. You would be able to add essences that add the craftable mod ad well. The better question is how far from rng ground drops do you think GGG is willing to go?
sure are a lot of these crafting posts in an ARPG forum...
almost like a recently released game has "make the game easy" crafting and now everyone wants it everywhere instead of letting games be their own individual experiences.

you don't have to play a game if you don't like its systems.
what we need is more ways to get rolled items and things like that one league in PoE1 where you could fight more waves or take the current item.
"
sure are a lot of these crafting posts in an ARPG forum...
almost like a recently released game has "make the game easy" crafting and now everyone wants it everywhere instead of letting games be their own individual experiences.

you don't have to play a game if you don't like its systems.
what we need is more ways to get rolled items and things like that one league in PoE1 where you could fight more waves or take the current item.


I agree games should be their own experience. I also agree I do not have to play a game if I do not like its systems, that being said I enjoy PoE 1 and PoE 2, I want them to be different games, and I want PoE 1 and PoE 2 to both be the best they can be, thus providing feedback as to what I would like to see improved. GGG has stated they want players crafting, currently crafting sucks, and you are either spending gold to gamble for items, picking up ground loot, or trading. As such, it makes sense to give feedback in regards to crafting, especially when another game has come out that is being praised for its crafting (the area where this game lacks). Granted, I have never actually played LE. Also if you noticed, my recommendation was entirely using systems we have already seen from GGG in PoE 1. Increasing rolled items on ground loot drops does not fix crafting, which I will point out again GGG has stated they want players crafting. The event you are talking about is already in PoE 2, it is the Trial of Chaos.
"
I agree that your system is more deterministic and would be a good system. I don't know if GGG wants that though. They seem to be very focused on making everything ground drops amd rng. My suggestion was more of a middle ground that I could see GGG possibly adopting. You would be able to add essences that add the craftable mod ad well. The better question is how far from rng ground drops do you think GGG is willing to go?


GGG has stated they want players crafting, throughout the campaign and in the end game. The thing is, if they want that, they need deterministic crafting methods, which we simply do not have right now.

It is one of the cases where they have said one thing but their actions (what is in the game) says otherwise. In general I think this action is more so caused by the game being in EA and is being updated and the intended systems just are not developed/ready to be implemented/online yet.

The same can be said for the "slower more methodical/impactful combat", they say that is what is desired, but there are a ton of one shots and it just does not feel good to be fighting a white mob for 10-20 seconds. I honestly think they should remove magic find and change item rarity and item quantity to mob rarity and mob quantity, if you have enough mob rarity, all mobs in the map are rare. The benefit here is boosted loot and it doesn't feel bad to spend 10-20 seconds on a rare mob. But that is a different post I need to make lol.
"
"
I agree that your system is more deterministic and would be a good system. I don't know if GGG wants that though. They seem to be very focused on making everything ground drops amd rng. My suggestion was more of a middle ground that I could see GGG possibly adopting. You would be able to add essences that add the craftable mod ad well. The better question is how far from rng ground drops do you think GGG is willing to go?


GGG has stated they want players crafting, throughout the campaign and in the end game. The thing is, if they want that, they need deterministic crafting methods, which we simply do not have right now.

It is one of the cases where they have said one thing but their actions (what is in the game) says otherwise. In general I think this action is more so caused by the game being in EA and is being updated and the intended systems just are not developed/ready to be implemented/online yet.

The same can be said for the "slower more methodical/impactful combat", they say that is what is desired, but there are a ton of one shots and it just does not feel good to be fighting a white mob for 10-20 seconds. I honestly think they should remove magic find and change item rarity and item quantity to mob rarity and mob quantity, if you have enough mob rarity, all mobs in the map are rare. The benefit here is boosted loot and it doesn't feel bad to spend 10-20 seconds on a rare mob. But that is a different post I need to make lol.


Yes however I get the feeling what GGG means by crafting is the system we have now. Has GGG said they want deterministic crafting? If I remember right they said they want less rng than what there is currently, but I've never heard them use deterministic or even say anything about a crafting bench in path 2. Hope I'm wrong and your right and we just need to be patient while they work on getting it in.

GGG has said from the beginning they know one shot builds will exist, they aren't suppose to be as good as the multiple button builds. That's just tuning and balance in that case. I've got all seven classes to t15 maps and I've never spent 10 seconds on a white mob, I disagree with you here; I like the difficulty would even lean towards making it harder. But if they made it harder they have to give us deterministic crafting to be able to handle the difficulty. I like the idea of getting a way to get more rare mobs in a map, I'd have to think about that more to give input. I don't think magic find as it is now is good either. Don't have a suggestion on how to fix it though. Initial thought is boost the hell out of I on the atlas skill tree. It doesn't need to be on gear, it gets in the way of making the character stronger or tankier. I'm always going to pick one of those before magic find so I can go to a higher tier and get better drops that way.
"
Yes however I get the feeling what GGG means by crafting is the system we have now. Has GGG said they want deterministic crafting? If I remember right they said they want less rng than what there is currently, but I've never heard them use deterministic or even say anything about a crafting bench in path 2. Hope I'm wrong and your right and we just need to be patient while they work on getting it in.

No they have not said they wanted deterministic crafting. That being said, if they did not want it I find it odd for them to have added essences and omens. Assuming they do not want deterministic crafting though, most currency items outside of Divine Orbs are worthless, which I highly doubt is the intention.

"
GGG has said from the beginning they know one shot builds will exist, they aren't suppose to be as good as the multiple button builds. That's just tuning and balance in that case.


I assume you mean one button builds, and not one shot builds?

"
I've got all seven classes to t15 maps and I've never spent 10 seconds on a white mob, I disagree with you here; I like the difficulty would even lean towards making it harder. But if they made it harder they have to give us deterministic crafting to be able to handle the difficulty.


Sorry, I was being a bit hyperbolic when I said 10-20 seconds on a white mob. My point was more about power growth. If it takes me, say 3 hits to kill a white mob at the start of the game, if by the end of the game I am still needing 3 hits to kill a white mob, it does not feel like I have "gained" any power. For clarity, I enjoy the difficulty, I just do not enjoy the feeling of not gaining power. Hopefully that helps clarify my point of view.

"
I like the idea of getting a way to get more rare mobs in a map, I'd have to think about that more to give input. I don't think magic find as it is now is good either. Don't have a suggestion on how to fix it though. Initial thought is boost the hell out of I on the atlas skill tree. It doesn't need to be on gear, it gets in the way of making the character stronger or tankier. I'm always going to pick one of those before magic find so I can go to a higher tier and get better drops that way.


Yeah, magic find being on gear sucks lol. I agree I would want mob rarity and mob quantity to be something on the waystone, atlas tree, ect. but not on gear, magic find is a bad thing on gear in my opinion, but I don't want to get sidetracked on that here.

The big benefit of mob rarity, if maps have basically only rares in them, white mobs can be one shot and it does not matter because they don't exist, and now there is added difficulty in the maps in the form of more rare mobs, so you get the slower, more difficult gameplay without needing to spend time on white mobs, which again is more of a sign of progression in that "I used to spend time fighting white mobs, now I am fighting groups of rare mobs." which is just a feels good.





Report Forum Post

Report Account:

Report Type

Additional Info