PoE2’s Economy & Resources Locking 90%+ of Players Out of the Coolest Builds and Crafting

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Peccopa#6108 wrote:
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.



Yeah and this feeds a lot of people. I guess there are interests in not stopping this.

However, considering how easy it'd be to fix, one begins to wonder why it hasn't been fixed yet.
I agree with op as well. And I think just adding 5 to 6 more divine tier items is not gonna be good at all. It's gonna drop the number of divines pll drop bc now they can be replaced with one of the newest highest tier currency. They should have just made the base orbs have more deterministic crafting like the perfects and seen how many players actually enjoy that change rather then trying to only make end endgame rewarding. I dont mind ppl doing the hardest content getting more drops then me but I hate how someone can be in tier 10+ maps and never see a divine drop or maybe a choas even. Lower tiers in endgame need to be more rewarding so it doesn't feel like your doing nothing without a overlapping tower setup. I also dont think thr endgame is gonna be any different from .2 from the sounds of it other then how you earn your points and now the new abyss encounters other then that its all exactly the same and will still discourage most players
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I agree with op as well. And I think just adding 5 to 6 more divine tier items is not gonna be good at all. It's gonna drop the number of divines pll drop bc now they can be replaced with one of the newest highest tier currency. They should have just made the base orbs have more deterministic crafting like the perfects and seen how many players actually enjoy that change rather then trying to only make end endgame rewarding. I dont mind ppl doing the hardest content getting more drops then me but I hate how someone can be in tier 10+ maps and never see a divine drop or maybe a choas even. Lower tiers in endgame need to be more rewarding so it doesn't feel like your doing nothing without a overlapping tower setup. I also dont think thr endgame is gonna be any different from .2 from the sounds of it other then how you earn your points and now the new abyss encounters other then that its all exactly the same and will still discourage most players


Pretty true.
I've just made my item filter and I went with the assuption I'm going to skip every single item and every single craft until itemlvl 82+ on the best bases, for the most part. I'll just trade for cheap passable items until then.

We'll have to see how the economy settles but I'm almost certain a base level exalted orb will be much more valuable as a trading currency rather than used on campain/low maps item.

The whole challenge is to punch through camapain and maps up to tier 14-15 (or at least tier 8-ish) as fast as possible with a solid enough build and a few cheap traded items with key mods, and only then can you actually engage with the crafting mechanics without feeling like you're wasting your time.
To be fair this is also exactly how it works in poe 1
Last edited by LFA01#0120 on Aug 27, 2025, 3:17:12 PM
What is the actual actionable feedback of this post? What does "resource locking" "economy locking" mean? What do you want to do that can't be done?

Rare omens are definitely target farmable from a solo / goal-oriented perspective. I think the biggest pain point before was actually getting the passive skill points to get the machine running, which will be significantly improved in 0.3. In a roundabout way the rarity of boss fragments was a big pain point to like all things, and that will be improved now which is great.
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LFA01#0120 wrote:
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.



I played both 0.1 and 0.2 . I wish to had one of the strong omens to complete craft my weapons which never happend even after 10k map farming.

The system is really stupid.
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LFA01#0120 wrote:
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I agree with op as well. And I think just adding 5 to 6 more divine tier items is not gonna be good at all. It's gonna drop the number of divines pll drop bc now they can be replaced with one of the newest highest tier currency. They should have just made the base orbs have more deterministic crafting like the perfects and seen how many players actually enjoy that change rather then trying to only make end endgame rewarding. I dont mind ppl doing the hardest content getting more drops then me but I hate how someone can be in tier 10+ maps and never see a divine drop or maybe a choas even. Lower tiers in endgame need to be more rewarding so it doesn't feel like your doing nothing without a overlapping tower setup. I also dont think thr endgame is gonna be any different from .2 from the sounds of it other then how you earn your points and now the new abyss encounters other then that its all exactly the same and will still discourage most players


Pretty true.
I've just made my item filter and I went with the assuption I'm going to skip every single item and every single craft until itemlvl 82+ on the best bases, for the most part. I'll just trade for cheap passable items until then.

We'll have to see how the economy settles but I'm almost certain a base level exalted orb will be much more valuable as a trading currency rather than used on campain/low maps item.

The whole challenge is to punch through camapain and maps up to tier 14-15 (or at least tier 8-ish) as fast as possible with a solid enough build and a few cheap traded items with key mods, and only then can you actually engage with the crafting mechanics without feeling like you're wasting your time.
To be fair this is also exactly how it works in poe 1


Well im not a blaster and to me if im just running to end game what's the point in even playing the game in the first place. And yeah it is like poe 1 and its probly the number one issue I have with poe 1 and the second is how everyone only plays a select few builds and dont try anything on there own. And with the support skill change its just gonna turn into poe 1 where every skill on a class runs one or two supports on every skill. In .1 one i was lv 75 by the time I got to maps. In no rush to deal with xp loss I killed arbiter at lv 80 on a rapid shot merc build. My issue is when I do that I feel like the second run through of the campaign I dont get anything I actually need to progress without using trade and that sucks. I dont want to have to play ssf and I dont want to have to trade to progress bc I can't craft my own or afford the blaster pricing. And can't craft solely bc of the rng. I dont know why they focus on the economy rather then making accessible to get it solo playing with 100+ hrs of grinding
Last edited by Foeten5639#8632 on Aug 27, 2025, 3:39:36 PM
I get the sentiment, but I think you're expecting the game to be something it's not. Neither builds nor combat are the primary focus of the game. The game is a slot machine.

Cool builds are rewards for the slot machine. Currencies are rewards for the slot machine. Trade is necessary because it mitigates the effect of slot machine based gameplay, while also expanding how many items are "jackpots" for a player.
I don't think it matter in the end.

All content can be completed without high end crafting or buying high end crafted items. They're simply not needed for any content in the game. All they do is make the content easier/faster to complete.

The kind of people that do want those items either farm enough to get the materials or buy them by selling drops they don't want or need.

Or they do the crafting themselves and therefore farm up the materials or currency required to do so.

While I'd also like to see high tier end-game crafting be more accessible, it's simply not required to "complete" the game.
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DavexGG#0471 wrote:
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DavexGG#0471 wrote:

2. But most players never see it — effectively locking them out of 95% of the game’s build potential.


Do they need to? Aren't most players casual? If they don't care, then why?


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.


I think that's a fair take. I guess it's because my background is Diablo 4, my expectations are low and I'm easy to be satisfied if it's even slightly better than D4. I know it's a running joke but there's some truth in that.
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What is the actual actionable feedback of this post? What does "resource locking" "economy locking" mean? What do you want to do that can't be done?

Rare omens are definitely target farmable from a solo / goal-oriented perspective. I think the biggest pain point before was actually getting the passive skill points to get the machine running, which will be significantly improved in 0.3. In a roundabout way the rarity of boss fragments was a big pain point to like all things, and that will be improved now which is great.


Yeah, sorry to tell you but no. Go look at mirror crafting channels, look at how much a top end item (not even mirror tier, just top end) takes in terms of materials, then tell me how long it takes 9/10 players to get those materials. I'll tell you, there aren't enough hours in the season. That's why wittlings were the price they were.

The actionables are pretty simple: Boost every single crafting drop rate, enable crafting methods, add recombs and horticrafting equivalents. Make it so people can actually craft. Then look at the top end content (pinnacles) and balance their difficulty accordingly, so that the difficulty of the game is more mechanical than a competition race of who can get cheaper RMT to create mirror tier items and take over the market with inflation.

Also, what exactly are the takeaways of people who disagree yet can't offer alternative solutions or even a shred of argument contradicting the existance of this problem? It's easy to ask, but try offer something to the conversation.

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