Crafting is too strong and anti-fun. The best way to acquire gear should be to find it.
Call me old fashioned, but shouldn't the higher the rarity of the item equate to a better chance of finding something good? Because right now, the opposite is true. The crappier it is, the more potential it has.
When all you are looking for is a boring white base item and boring currency, the end result is it's no longer fun to find and identify rares. In fact, it's pretty much a waste of time. It has created a mechanical, grindy feel which in my opinion results an overall more boring experience. Now I just have to grind out currency to create the exact item I want, like I'm playing an MMO or something. Players should not be able to deterministically craft best in slot items for virtually every piece of equipment. It simply has no place in an arpg. There shouldn't be such an important emphasis put on the most boring part of the game (standing in town, staring at your stash tab) Last bumped on Sep 23, 2025, 5:16:04 PM
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I get plenty of high tier blues and yellows that have all or mostly T1/T2 affixes.
If you want absolutely PERFECT, all T1 pieces sure bases are the move but that's not needed at all. Trade leagues in previous patches were just another form of what you dislike except you were sitting on the trade site. Crafting is in a great place IMO. It's a bit convoluted but that's not a massive problem. It sounds like SSF would be preferable for you. I recommend you give it a try. |
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Loot in poe 2 (rares items) was never exciting imo, and it's even worse in 0.3 with craft being this strong
Their solution to craft was to create a convoluted system that in theory would stop most players from creating really powerful items (which is something that can be totally ignored when following a guide btw) One of their goals in poe 2 was to make normal and magic items matter, and they achieved that, at the cost of rares being even more irrelevant now that is In The Division 2 for example, you can level up the modifiers of your items if you have enough currency, which means that even if you drop an item with low rolls you can still upgrade them eventually (you can also try dropping another one with higher rolls via targeted loot) Targeted loot aside, i think something similar could be done in poe 2, like let me spend an X amount of divines + essences to upgrade the tier of this modifier in specific, it could only work on rare items that dropped from monsters for example |
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I think Craft is pretty well now after abyss removed next season.
and more affix will be added to make the pool moer big. but loot of the rare is still a problem maybe should make lv84+ boss give more better things. don't worry,it's just avg level 79 map now,even max is only 84,I'm waiting for lv90 -100 maps. |
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Not at poe1 level, but there is so much loot that is useless that you don't are incentivated to pick up. The problem starts with low base items dropping at area lvl 80, and the tier1 rare and blue items being useless s my loot filter hides them all beside high bases and tier2+ magic/rares and the loot experience feels way
It makes me wonder why the baseline isn't tier 2 items and the corresponding bases for the area level. It would make loot to matter WAY MORE. |
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I jist thought of an intresting solution. Grab an item off the ground. Disenchant it. It keeps a random mod of whatever tier you disenchanted. ( lets say a blue drops tier 1 phys dmg and tier 4 energy shield.) You get the tier 1 phys mod OR the tier 4 es.
Get 100 of the same mods, use a crafting orb to augment it on to other gear at that same tier. Now loot has a purpose, crafters can still gamblecraft. But average joe can vacuum up every piece of loot and PROGRESS towards a GG item. Can tweak numbers needed to find a balance. Now you can craft, mass pickup, or get lucky to find gear. Everyones happy. GGG you can make this work. Convoluted crafting does not appeal to gamers like me, it never has. I grew up on diablo 2. I want to FIND loot. |
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Hard disagree. Crafting is infinitely more fun than strictly grinding for pure dropped gear.
I just find it annoying that crafting destroys the item if it misses. Last edited by KaosuRyoko#1633 on Sep 19, 2025, 8:57:29 AM
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" There needs to be a balance between both systems. Finding a piece of gear with a few mods you like should absolutely be the baseline starting point of making an S-tier item. It would be nice if items could drop with Tier 0 mods that can ONLY drop that way. Finding an item with a few Tier 0 mods would be exciting and rare. Then you take it to the crafting bench and fix it up. At this point in having the item, the crafting system should enable players to mostly get what they want. Maybe not exactly what you want or perfect Tier 1 rolls in every slot but you should be left happy with the outcome, not frustrated. Making a white base item go for 10+ div because players know they can follow a few steps to deterministically craft 6/6 BiS mods is just a mistake. I wonder if GGG even intended for that to happen. In my opinion - if perfect augs/trans/etc are going to exist, they should be limited to a tier below whatever you can find in the wild. Instead of just nerfing them and making the game feel bad, GGG could implement something like a Tier 0 set of mods that can only be found. |
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The baseline purpose of crafting, and the reason it is necessary in ALL loot driven games, is to serve as a form of bad luck protection that allows players to still get good gear even when none ever drops, or it doesn't drop enough.
To that end, crafting is still awful. Not good enough. It's too expensive, requiring players to be way too far into the wealth grind, and it's not deterministic enough, coming across less like crafting and more like a casino about as bad as looting. Looting is already the rng. When I need an upgrade or want an item, crafting is supposed to be how I get it without dealing with rng. Failing to provide a deterministic crafting system that lets me create the exact item I want without needing to be a filthy rich loot-baron who's already farmed the far end of endgame for hours first, is what is anti-fun. Last edited by The_Song#4903 on Sep 19, 2025, 4:11:01 PM
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It literally is deterministic LOL
You're just bad if you think it's not. People are making 6 desired mod items, there are 1000s of videos around them. I agree with OP, I LOVE the Abyss addition and that crafting, but the rest has killed a lot of the fun. The game is heavily dominated by hideout warriors. I really lack incentive to map when I can make 100 div easily sitting in menus crafting for a few hours but it gets kind of boring. I think maybe trading should have some sort of limit, as in like Last Epoch where you have to 'map' and earn a type of exp and use that to be able to trade. I don't think crafting should be nerfed, the concept of giving players something and taking it away never goes well (even though maybe it should be), but mapping and 'playing the game' needs to be balanced better to compete with just sitting crafting. An exp system to earn to trade will at least keep crafting in line and make it more affordable for everyone to get into since it will keep profit crafting somewhat in check. Crafters can still profit, but the casual players will be able to earn enough to get into it better and make their own gear. |
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