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They should be back up in approximately .My Review: The Recombinator
Hi GGG,
The Recombinator is a very promising idea and feels like a step in the right direction. It aims to return some crafting agency to the player while also making item gathering and planning more engaging. In particular, it adds a fresh layer of excitement to Expeditions, giving players more reasons to participate in them. However, my first experience with the Recombinator was extremely frustrating—and here’s why: The failure penalty is far too punishing. When a recombination fails, it destroys both items, and that feels excessively harsh considering the effort and cost involved. I would be fine with the rare possibility of losing one of the items on failure, but losing both, especially after paying a high price, makes the system feel discouraging and punishing rather than rewarding. Suggestions: 1- The crafting cost could be a bit lower, especially when working with Magic (blue) items. 2- On failure, the materials items be returned, allowing players to try again without full loss of everything. 3- Alternatively, a very small chance of losing one item would be much more acceptable. 4- Another idea: on failure, there could be a chance to recombine randomly, even if not with the chosen mods. 5- Perhaps introduce the option to pay more to increase the success rate—though I recognize this might be a bigger design shift. Right now, the system punishes planning and experimentation too harshly. The destruction of both carefully selected items after a single failure makes the whole feature feel too risky to engage with seriously (at least on SSF). I doubt many players will use the Recombinator proactively in its current form due to the steep cost and brutal penalties. Again, I really love the concept—it’s genuinely exciting and promising—but in its current state, it feels unviable. Best, Ketaros Last edited by LiquidRafa#3416 on May 20, 2025, 11:14:53 AM Last bumped on May 21, 2025, 11:35:54 AM
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I would also move it to the campaign. Somethign that should be accessible during campaign. You need to show the core systems to your costumers still during campaign.
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It seemed like a great addition for about 5 minutes.
My own imagination got ahead of me and I thought it had potential. Again this games rng is utterly cruel. Nothing rng related turns out to be very useful or fun. |
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I couldn't agree more. Takes a long preparation and grinding in order to find the items you want. And then, 90% of the times, boom, you get nothing. I wouldn't be surprised if this tool is rarely used just because it's not rewarding enough.
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I agree with the cost/failure point. I still think at least 1 item should be destroyed per attempt, but both everytime is very frustrating and big dopamine killer.
Currently ill spend days gathering bases with good mods and running logbooks. Then when I finally sit down to do some crafting- I'm out of recombo mats in less than 5 minutes, gained nothing of value and have to find something else I'd rather do. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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Well,
There are so many other people talking about so many other things. I just hope they give some more love to the Recombinator. It's one of their latest best initial step to solve this "slot machine" crafting system... *fingers crossed* here to they notice this post. :) Thanks for all the support. Ketaros |
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