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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
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.
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.
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.
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."
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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