PoE2’s Economy & Resources Locking 90%+ of Players Out of the Coolest Builds and Crafting
The #1 thing that’s been bugging me in PoE2 (aside from the painfully slow movement speed) is how inaccessible build experimentation and crafting feel.
Most players will NEVER get to try the coolest builds or craft the gear they want. Why? Because the economic barrier is just way too high. If I were a Data Analyst at GGG, my first case study would be: 1. Split the player base by total currency earned per season. 2. I’d bet 90%+ of players never reach 10–20 Divines in total assets. 3. How many have even used a Whittling or other high-end crafting currency? My guess: a tiny fraction. What does that mean? 1. The items and crafting potential way above that level unlock massive power creep. 2. But most players never see it — effectively locking them out of 95% of the game’s build potential. 3. And if they want to play multiple classes? Forget it. The gap gets even worse. This isn’t just a player satisfaction issue — it’s retention and engagement. When progression stalls and discovery dies, players drop off. Now, I know what the classic PoE purist will say: "But the game is supposed to be hard!" Sure. It should be hard. But not economically gated to the point where most of the player base never even gets to interact with half the systems. Difficulty should come from mastering mechanics — not from never having the tools to try new things. And let’s be honest… making resources more accessible would ALSO make RMT less tempting. We all want that… right? Right? RIGHT? Look at what Last Epoch nailed: 1. Crafting? Accessible. Materials rare, but not impossible. 2. CoF/SSF? Lets players bring ANY build to life through gameplay, not a market grind. PoE2 could take a page from this. Imagine a system where experimentation isn’t locked behind a grind most players will never even reach — and that’s just for one class in a single season! Crafting would feel deep but achievable, and build diversity wouldn’t be reserved for the top 5% of the economy. Even small changes could go a long way, like reintroducing Scouring Orbs to recycle bases, lowering the barrier to experimentation without breaking the economy. Because here’s the truth: the bigger the build sandbox, the longer players stay, play, and spend. Lock it behind extreme wealth, and you’re bleeding potential (and players) who could love this game way more — and bring others with them. Last bumped on Aug 29, 2025, 1:37:15 PM
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Wrong take.
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" Do they need to? Aren't most players casual? If they don't care, then why? |
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" You’re right that a lot of players are casual and might not care about the deep crafting or min-maxing that hardcore players strive for. But in Path of Exile 2, the beauty of the game comes from its complexity and the wide range of builds and crafting possibilities. Even if a player doesn’t want to delve into the deep end, having these systems feel accessible adds a layer of excitement. Imagine being able to dip your toes into crafting or experimenting with a build without hitting a wall because you don't have the right currency. For casual players, it’s not necessarily about needing to experiment, but about the potential to do so. Even if they don’t care about high-end gear, knowing that the tools to build something unique are within reach gives a sense of agency and progression. Right now, PoE2 feels like it’s pushing a lot of players into a corner where they never even get to experience the full depth of the game, which could make it feel stagnant over time. And here’s the thing about Path of Exile 2: it’s a game that thrives on the freedom to experiment and push boundaries. By making crafting more accessible, even to casual players, you’re not just making the game more enjoyable for the hardcore crowd; you’re creating an environment where everyone feels like they have room to grow. Even small changes—like giving more players access to the basics of crafting or reintroducing systems like Scouring Orbs—wouldn't just improve engagement, but also help ensure that the game doesn’t feel like a grindfest that only the elite players can truly explore. It’s about creating a balance. Hardcore players will still find the depth and challenge they crave, but casual players will also feel like they’re not missing out on the core experience of PoE2. The more accessible these systems are, the longer players of all kinds will stick around, share their creations, and enjoy the game for what it is—an evolving sandbox of possibilities. |
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Supposedly the new currency tiers will help fix the gap between scrap crafting (essentiallty useless and a frustrating waste of time) and omen crafting, which indeed was reserved to maybe the 1% richest players and completely don't-even-think-about-it unatainable for us regular peons
We'll see what happens, I still don't think "greater" exalats/transmutes/whatever is the play, but it can only be an improvement from 0.2 Essences seem a lot more agreeable now and we'll also have abyss crafting to improve the odds. Recombinator apparently didn't get buffed but we should have more tools other than smashing rocks autistically forever untill maybe a diamond miraculously appears. |
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" Yeah, if the new currency tiers can close the gap between scrap crafting and Omen, that’s a win. Right now, crafting feels like it’s either pointless or reserved for the top 1%, so any improvement here is welcome. Essences being more accessible is definitely a good start, and Abyss crafting could help too. Having more tools to experiment, rather than just endlessly smashing rocks, would make the whole system feel a lot more fun and achievable. It’s all about making crafting feel rewarding without the insane grind—hopefully, these changes do that. Ultimately, though, it’s not just about more currencies or new systems. The real test will be whether these additions make crafting feel fun and achievable, without it becoming just another wall to scale for those who aren't swimming in divines. If PoE2 can strike that balance—providing depth without locking the best systems behind a wall of insane grind—it’ll be a big win for both casual and hardcore players alike. Let’s hope this isn’t just a quick band-aid but something that opens up crafting and build experimentation for a much wider player base. Also... It almost seems like they don't want to fix RMT by not fixing something like this that is so easily fixable. Hope that's not the case. |
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Exactly.
If player is not a masochist, he invest ~100 bucks to 'ignite' league and then will try to return investment or even get a profit. This motivation will keep player base during the league. It's so easy. Much easyier then try to make interesting game with feeling of progress. That's why this game a reeks of RMT. Picturesque veil around bucks. |
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i think i agree with OP, i played a bit of SSF and dropped 2 perfect jewelers and never used them because i didn't want to commit to something that i might need to change/alter or actually 'need' in another build/skill.
i will stick with this example because the analogy of jewelers that work better exists in poe1: you have one type, you can use many of them with low chance of getting the best result. this works better because anyone can use it and get 'lucky'. getting the same 'lucky' but with a drop requires commitment, and especially in trade you have much more alternatives/options/reasons not to actually use it. problem is that rolling links on gear or gem (doesn't matter) can be done repetitively and its not taxing. rolling mods on items is a whole different ball game so i also agree with them that spamming orbs to craft gear mods is fkn terrible experience, so i don't want alts/scours/chaos here neither i think it would be reasonable to make the 'premium' orbs a little better but not 'perfect' and out of reach. i'm hoping they wont be as gated as omens (prob being naive) Last edited by AintCare#6513 on Aug 27, 2025, 2:10:01 PM
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" Yeah this is another of those examples. 100%... |
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