Crafting is back to where it was again: mostly RNG and RMT

Prove me wrong.
Last bumped on Dec 29, 2025, 10:12:44 PM
this game needs to abandon the gamble crafting, bring back the homogenizing exaltation omen and implement a crafting bench
I would remove crafting altogether. And instead make better drops and rolls.
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I would remove crafting altogether. And instead make better drops and rolls.


You mean removing the very base mechanic of both PoE games?
I'm not sure why they didn't just make Homogenizing Exaltation more rare so you wouldn't slam one on every 1 div craft. If it was a 5-15 div omen or more people would have to be way more selective of how it's used and it wouldn't be as abused.

By the same logic a mirror or a lock is too powerful, so their answer is to make them insanely rare to counter how powerful they are.

The developers decision making process in regards to player power and crafting seems remedial at best.
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You mean removing the very base mechanic of both PoE games?


Of one or both, doesnt matter. I like when I find cool items - not when I make them deterministically. And even concerning deterministic crafting, I don't like how GGG do it. The most elegant decision is still in old as mammoth sht Diablo II with its runewords.
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I'm not sure why they didn't just make Homogenizing Exaltation more rare so you wouldn't slam one on every 1 div craft. If it was a 5-15 div omen or more people would have to be way more selective of how it's used and it wouldn't be as abused.

By the same logic a mirror or a lock is too powerful, so their answer is to make them insanely rare to counter how powerful they are.

The developers decision making process in regards to player power and crafting seems remedial at best.


They could have tuned down the drop rate at the very least. I want to play the damn game my way and build my own build. That seems further out of reach this season with the exploit going on.
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I'm not sure why they didn't just make Homogenizing Exaltation more rare so you wouldn't slam one on every 1 div craft. If it was a 5-15 div omen or more people would have to be way more selective of how it's used and it wouldn't be as abused.

By the same logic a mirror or a lock is too powerful, so their answer is to make them insanely rare to counter how powerful they are.

The developers decision making process in regards to player power and crafting seems remedial at best.

no matter how rare the drop is, trade will be full of rmt high end crafts with homoomens+perfect exalts. This combo just kills mid-crafting, ie proper smooth game progression
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Sakanabi#6664 wrote:
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I would remove crafting altogether. And instead make better drops and rolls.


You mean removing the very base mechanic of both PoE games?

Personally I see it as a concept that doesn't satisfy compared to the traditional gear drops of other games in the genre. The only thing of real value that drops are currencies and the few ultra rare/hard to get uniques, all other gear/loot is fodder or at best a template you need to fill in, even including like 90% of uniques being worthless.
My early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3639607

My Witch early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3632153

My 0.3 https://www.pathofexile.com/forum/view-thread/3850769
Guess you missed the part where we got tiered currency, abyss, and essence changes.
Mash the clean

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