Patch 0.2.1 New Crafting Socketables Preview

Awesome update inbound! Now can we make it so that wisps attach to us and charge up, then randomly attach to an enemy, instead of us having to change course and follow one all over a map pointlessly for 5 minutes please. That would instantly make these more enjoyable.
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Kyu45#2932 wrote:
In Poe 1 there is the crafting workbench, in Poe 2 the runes. The functionality is the same, the only difference is that one takes up space if you don't pay the tab and the other doesn't take up space and costs nothing. Useless work for GGG when there are simpler things to do.


You can also actually craft high weight mod before exalting to increase your odds of getting something useful. Instead we are forced to forever exalt into stun threshold and thorns instead of having a way to block them.

Movement speed craft is 25% and is actually usable, 5% is a joke.

Bench creates a currency sink, the runes from these post are apparently going to be endgame chase items? Lmao

I honestly hate that they keep calling runes "crafting". It's like the devs or whoever wrote this post doesn't fundamentally understand the game.

By that logic whetstones and armourer's scraps are also crafting but obviously that's not what we mean by crafting.

It's another change for change's sake, they had a perfectly good system, decided to make something worse and now will spend months improving. At the end of it all, it's still worse than what they already had.
Last edited by Andrewhuzar#7683 on May 27, 2025, 6:17:51 AM
bring socetable stash tab >>
Add more runes, and will all the problems be solved ??
come on ggg, don't go in this direction, please. This isnt even a solution at all
it's just making players take the runes and leave them in their stash tabs!!
how it could be a game changer drop for a person who has already reached the endgame?? oh loook i found a rune wow !!!! XD
2 possible way >> sell or rebuild or recraft your entire buld for such a rune
or bring an orb to remove the socketed one, could be a bit better imo
and if if these runes drop easily which I dont think so,
IV
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Since people use filters in the endgame and there is not enough loot dropping, they boost the loot in a certain useless way to bait players, so it's okay; we have loot now.

Now, to fix the issue of not having enough loot or variety in the game, they started adding whatever stuff that can be worthy in their vision.

Soon in 0.3 people will simply give another negative feedback to this game and it will probably be the end for them.

The point here is that the gear dropping is not useful in any circumstances . If they plan to make high-tier runes drop only in the endgame. Why, for example, I'm having a worst rolls on items when I farm T15 maps. Shouldn't items only roll high tiers ?
If they want to follow that philosophy, then they need to adjust the entire game, not simply adapt it for certain things.


Also, the problem is that they added rune in core game to give the ability the players to boost their characters for endgame content but because they also removed simple crafts, alteration orbs and scours - rune are 90% of time are using to cap res or to get needed stats.

Crafting items by myself is the RNG roulette, you have to pick up all white or blue items and try to slam the needed parameters.

Runes could become a good part of the game content but only if simple craft will be available in the game.
If we as a players would have at least resistance/armor/life/attributes crafts in the same amount that runes have - players could start swapping gear more easily.
It's because if you have looted really good boots you could wear it without waiting until you looted a ring to cap attributes to wear boots, an amulet to cap resistance after ring change, the helmet to cap attributes and res after amulet was changed,... there is will be less such stupid loops.
With simple crafts you could just change crafting modifiers from "+25 Fire res" to "+10 to Intelligence" and that's it.

The game will became more enjoyable, there is will be less RMT, currency will became more valuable, players could create more character and test different setups
Minor content additions and changes over a patch lifetime like this feels like old days. Glad to see you're doing as you wanted to do in the beginning.
I confess, I feel disrespected by these notes.

The only useful thing I read was the issue of fortresses. The rest is all useless. You don't give in, and you continue to immerse the game in totally futile mechanisms and ideas.

The player will continue to die easily with 1 hit, and the crafting will continue to be crap. The game lacks balance, and you don't even talk about it...

This game is so unbalanced that today I even made 80 divines rushing players to complete the ascendencies. And you want to add 22 more runes that in fact and for sure no one will use...

[Removed by Support]
Last edited by Sian_GGG#0000 on May 27, 2025, 6:45:37 AM
So sad that you cannot craft them. Still better than nothing, please add more socket to stuff now, I mean to balance that. Thanks

edit: oh i didn't see it was stiII Iocked to a certains type of gear. mmh mark, i have to say, runes shouId be not restricted to stuff. i hope it change in the futur
Last edited by uklizeci#1541 on May 27, 2025, 7:50:32 AM
this trashy patch means that we are not getting crafting bench and any adequate crafting mechanics right?
damn dudes, the biggest problem of abomination2 is tower system and a lack of endgame farms variety. you need FUNDEMANTAL FIXES (just take the endgame and crafting from poe1, dont try to create anything better, you are not able to do it).
same with runes: you dont need to improve this shitty system, give us goddamn crafting bench...

waiting for 3.26, damn abomination2 we dont need this game
the first A in ARPG stands for "action."

They are trying to take that out.

It will never work.

You Fail us ...

The drop rate on these will be equal to a mirror

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