What would u prefear as crafting system?
Bring in a system like last epoch. It’s the best drafting system out of Poe 1,2 Diablo 4.
|
![]() |
" Just checked it. seems more like leveling up items than actually crafting. |
![]() |
" I like chances, but I don't often craft with low chances. It's usually about using what I can get with limited attempts, and making the best use of rng. I do also like the SSF mentality, because I can play stress free from thinking in trade all the time with the drops, Atlas tree, builds and etc. Everything I do or find is of value to me mostly. But trade is about effective use of time for me, so I often put things for sale, and then buy gear pieces or crafting materials hard to get otherwise with my limited time. I don't think we should be able to reach Pinnacle bosses with just gear drops. I want to reach there using game knowledge and challenges, with reasonable farming and creating options. | |
Thats nice to be honest.
I would probably be like you if I wouldnt like to craft that much... In poe 1 Im a standard player and I only enter a league when theres a crafting one. and If I do is mostly cos I am looking for a particular item or craft is not avivable otherwise... But always with my head in standard and my couple builds there. So I might play whatever for the league, I like to come up with strange builds I make myself. But I usually pick some ideas from diferent streamers if them have any similar idea to improve it. Thats the kind of player I am. I actually dont like to trade that much, with the website and all. Or even worse if I have to go to discord for service trading wich is even worse. But usually is the fastest path for my goal. However I do love to craft once I am in lategame to create long term crafting proyects. |
![]() |
Pretty simple fix from me:
Basekit from POE1: Harvest Essences (change the current system to POE1's essences) Recombinator (change its current formula, its failing way too much) Make these accessible pretty early on too, essences you shouldnt have to have like tier 9 done so you can actually get the points for them (and they still rarely show up). Right now crafting is a bit too far into the "just save and trade" category. Additional mechanics through development but I think these three things would bring crafting to something we can approach a bit better. Mash the clean Last edited by Mashgesture#2912 on Apr 21, 2025, 3:07:19 AM
|
![]() |
" There was no trade sys in D3 so the developers had to create a system that allows players to improve the quality of their gear. Therefore, there is no basis for comparison between Diablo 3 and Path of Exile 2 due to their differing designs. D3 is an older game and likely has no shelf space today due to changes in player habits, developer strategies, and trends in gaming fashion. In summary: - D3 had bound the account. - You can only exchange specific items with other players, such as weapons and armor. - The loot system in the multiplayer game was individual, meaning that only you could see your drops. - You can exchange items with other players (excluding Gold, Gems, Diamonds, and crafting materials) for a limited time of two hours, if I remember correctly. - In the moment you begin crafting, you lose the opportunity to exchange an item with other players. - Crafting allows players to select a specific affix (only one time; after that, you are permanently bound to the exchanged affix) and roll it with other affixes as many times as desired. - Each roll had an increasing cost curve for gold, materials, and diamonds, reaching a point where the next roll became prohibitively expensive, particularly with gold. - Each item had a different group of affixes (for example, armor chests never had cooldowns, while boots never had critical hits, etc.). There were some exceptions. - You could choose another affix from the roll (there were four of them, or perhaps three; I do not remember). - You can effectively reset an item in Kanai's Cube, although it requires a significant amount of materials. - etc Generally, the system was clean and simple, allowing players to craft shiny gear after 1-2 weeks, better gear after 1 month, and really good gear after 2 months of playing. Of course, players could obtain better items from loot, which meant they started crafting from a more advantageous position! The system had a clear logic that allowed players to significantly influence their builds. The gambling system (Path of Exile 2) has been reduced to a level that allows players to build their gear more effectively. |
![]() |
Nothing. Loot from monsters or loot to have better afixes and game being balanced to playing and not spaming to bots
|
![]() |
Would u call crafting to upgrading one of your stats to the next tier?
Or smashing 1 single affix to an item, and only one, like runes does or the old crafting bench? (when u only know basics) I mean... Yeah, tecnically thats crafting but... For me crafting is the process to create ur own customized item from 0% to 100% Wich means, u start with a white base, maybe even a special one u get from certain mecanics like syntesis, create the affixes, all of them, by using diferent methods (some even have special affixes u cant get other ways), then increase quality, then make holes and runes, then enchant, it and finally double corrupt it. And sometimes u even have things like a skilltree inside the weapon too... This is what I call a good crafting system. Last edited by Sarke#5416 on Apr 21, 2025, 9:50:53 PM
|
![]() |
" That's cool honestly, but now there is almost no choice in that progress. There are a lot of bad mods that can spawn in your item that ruins the crafting experience. I also like the way that you expend X (gold, orbs, runes) in your item to upgrade it. |
![]() |
poe1
|
![]() |