Market actually ruins the game
I know market has become culturally ingrained into the blasting of POE but I feel like it completely cheapens the experience.
Playing POE2 for the first time, felt amazing, and full of new experiences, challenges and discoveries, up until I started using the market again. I bought all the gear that was best for me in a few minutes, and once the market started inflating, I felt the need to play the best meta build in order to keep up with the currency inflation to be able to maintain buying what I needed in the future. There was no sense of discovery anymore, and the challenge of finding the weapon or gear I needed was trivialized. Crafting was trivialized when I could just save up to buy it instead. I wasn't forced to explore new options from what I found, or lack thereof, and didn't get to explore the build or class fully because I didn't need to. The challenge was gone and I was playing POE1 again, being a greedy little blaster looking to take advantage of the zoomiest most op build to stack up my riches. That was short lived and got boring. I don't think being op is bad at all, but being able to buy it and just get it within a few minutes feels way too easy. For 15-20 ex you can put any meta build together to start blasting T13+ maps. Instead of having a market that we can use (or mostly abuse) to attain power and wealth. Why don't we use the advent of POE2 BOSSES and their challenges in order to do so? For example, beat this boss for certain rewards that would be item drops, or another boss for crafting drops that would help you slowly craft specific stats on items to carve out your power fantasy. All those OP builds we see online would also have a modicum of having been earned and not bought. If SSF had these systems, I'd be playing that instead. ---EDIT--- Should we get rid of market? Not quite. In a game that's supposed to be a dungeon crawler and looter, it kind of destroys the point of it when you can buy everything you need without having to hunt for it, or the only way to work toward your gear is by accruing "currency" in which most orbs are used as currency rather than actually used for the way they seem to have been intended for. What I would like is more balance. A more robust crafting system, with crafting parts needing to be collected from a boss or dungeon. Orbs having incentive enough to use towards crafting. Trading should be limited to certain crafting parts or rarities or numbers of modifiers. Monster Hunter world did a great job of this. Building and grinding up your character to become powerful by collecting pieces from different monsters, solo or as a party. I was just hoping POE2 would be a slower paced more epic-feeling game, as it started out in the beginning. But if this turns into a seasonal market smash and grab then it's basically POE1 with prettier graphics. Last edited by thagh0st#1366 on Jan 7, 2025, 7:23:21 AM Last bumped on Jan 8, 2025, 7:41:56 AM
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so you are complaining this game is a multiplayer and players can trade with each other? Its players that create inflation cos they find more and more currency each day. Its been like that for years. Happened in every league in POE 1. What they added was the in game currency market as you see it in POE 2. Its a massive QoL, you no longer have to spam trade requests for 10 minutes just to trade some orbs.
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Generally the solution to your problem is to play ssf.
I dont think its in a very good state atm with crafting the way it is, but its only gonna get better since its still in ea. | |
Yeah. It removes so much from the experience for players.
I don't think there's any way to defend it being in game either. The negatives far outweigh any positives, and it's not needed in order for this game to flourish. People will try to tell you the game needs it, or is better because of it, but I think it's because they forget that the loot is intentionally bad, and it's what incentivizes people to use trading. https://www.pathofexile.com/forum/view-thread/3663256 People keep telling me this is a multiplayer game too, and I just don't see it. Most people play their Maps solo. Most people play solo. Coop content in PoE has always been bleh. Solo Self Found is a good way to get around this mechanic. But then you're forced to interact with the 'crafting' system. Which for some is equally frustrating. SSF still suffers from the bad loot that this game has. Which makes your solo playthrough more of a chore, than a true solo experience. Last edited by Akedomo#3573 on Jan 7, 2025, 3:52:20 AM
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The market is fine, in a game with such low chances to find what you want trading is a must.
What is bad for the game is how bad and obsolete the trading process is. What they call friction is nothing more then pissing off players and wasting their time. |
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" I play solo as well. But that doesn't mean trading with other players is not a crucial part of the game experience. I wouldn't play this game if it was single player with no trading. Like SSF league. I want to trade with others. I trade stuff I don't need for stuff I do. |
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FFS
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" Agreed. I would like to play SSF if it offers better crafting options for us to slightly turn random drops in our favor. |
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" TL;DR: Play SSF. That's what SSF is there for. | |
" Crafting is too ass atm for SSF which is what I conveyed if you read the whole post. Include that in your TL;DR too please. |
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