What would u prefear as crafting system?

I think the bones of the crafting they have is workable with minor but important tweaks. I would suggest the following two tweaks to make current crafting substantially better:

1) Add scouring orbs and alteration orbs to the game. The most painful thing about crafting in POE2 is to produce even middling results you need dozens to hundreds of bases. This makes for a ton of pointless busy work when managing loot filters and stash space to do even a little bit of crafting as you have to pick up almost every item you run across with the appropriate base and item level. That makes the majority of players just not want to engage with crafting. You can adjust alterations to match POE2 chaos orbs where only one mod if rerolled when it is used rather than the whole item.

2) Make metacrafting omens that can control prefix vs suffix that affect transmutations, essences, and greater essences. These should be on part in terms of rarity with the current metacrafting omens that affect alchemy orbs and regal orbs.

I think just those two changes would make crafting more approachable and feel much more rewarding than it currently does for anyone not doing mirror crafts, and would drive some more demand for lesser used omens and essence.
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Tommo26#1554 wrote:
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Sulik7#2502 wrote:
Poe2 is using an obsolte gear system, drinking from the blood of D2


This is it. We have too many pointless mods. We should buff, replace or create use cases for those mods. We are also missing a lot of mods, but those will surely come with time.

We all love D2, but it's 2025, things like "increased light radius" only make the game worse.

Even D4 has better itemization/crafting at this point in time.


I have to agree a lot with this.
Light radius is a nonsense for the game at it is...

Also, all the mods+ atlas points feel so tight.

I mean. Getting resistances to 75%, chaos included + stats to get ur skill to level 20 takes away pretty much all ur customization and force you into boring items.

Id like to be abble to invest in AOE, penetration, +1 projectiles, splash damage, curse on hit, chance to poison/bleed, damage conversion, block chance, supress damage, etc...

And I absolutely hate to be forced to reach 100% item rarity on gear to be abble to get some loot.

Leave my arm mam. I wanna build my character myself. Dont force everyone to build the same items all the time...

Im really bored aiming for items like...

X to Life
X to mana
X to Item rarity
2 Ressitances +30
1 stat close to 30
Last edited by Sarke#5416 on May 2, 2025, 11:52:05 PM
- Simple, intuitiv crafting (PoE1 was way to complex with all it's different crafting stations and options)
- Way more control. Like someone else said, crafting should have more positives then negatives
- Some bad modifier tiers shouldn't exist on high items with high itemlevel. This would gurantee at least
- More orbs that grant more control in crafting. Examples:

"
Orb of Enlightment: A modifier of my choice has a higher chance to roll higher tiers when rerolling
Orb of Permanence: A modifier of my choice gets permanent. If I use it a second time on the modifier, the value/tier of the item also gets permanent.
Orb of Disenchantment: Lets me undo any modifier specific enchantment (like orb of Permanence/Enlightment)


Just with these 3 orbs players would get SO much more control. There is still a certain randomness, but these orbs would allow to roll for a very specific modifier and tier list and would be accessable for everyone.
I don't think they will change crafting much. It's the same system as in PoE 1. That alone is very telling, in that they don't really want to improve.

I like to have multiple avenues to get to a single outcome but i prefer it to be less tedious. I prefer POE 1 crafting sytem with a twist.



Instead of spamming mindlessly alterations for bases , you'd insert the base into the crafting table and it automatically rolls your affix of choice until your run out of currency or get your chosen affix.


The pro crafters all use a HUD that does exactly what i described. it would just be a legit version.


never getting reduced attributes and light radius would be a huge improvement
Tweaks first:
Endgame currencies should drop as guaranteed.
Ie: cleansing maps for a random chance to get fraction that will pick a random stat?
At least make the orb drop as guaranteed. Like each corrupted zone you can get like a half dozen map. Dont tell me 6-8 guaranteed orb would be gamebraking...

Recombinator should have higher chance to combine the more expedition currency you.
Grinding expeditions where each drops 1 out of 4 expedition currencies that you need 2 dozens of (so 4-5 map clear for a single chance)
just to see 20% success rate to combine 2x t4 mods for an ilvl72 item?
At least give me the chance to offer more loot for guaranteed success and only leave the chance for the absolute best tier wombo combo BIS.

Rituals:
Make omen options purchasable at every map. (at least the xp and low-life recovery ones)

Btw: both expedition npc and rituals should have better loot. I am lvl82, cklearning t10-13 maps and the NPC of expedition at hideout offer me ilvl63 loot? C'mon! :D

The problem is the current crafting system is in favor of those who don't play the game.
Unless you consider sitting in the hideout trading all day and "crafting".
But in this case you just show a middle finger for SSF players.



Now some gamechanger:
Introduce consumables that could be crafted by stuff that cause hyperinflation.
Ill be honest, I got the idea from Lineage2 where a major currency sink was that you got tier loots (E-S+)
Each letter rank is associated with player level.
The unwanted gear could be destroyed (in MMO there was a dedicated class for this, so it was unfair that everyone had to level an alt to do crafting) and the materials could be crafted for shards.
Each shard could be toggled to double you autoattacks.
Yes, you carried thousands of them.

But an idea like this could potentially balance endgame. But I don't think we have damage issues. We have survival problems endgame.
Not sure if consumables would be the solution, because I am not a fan when they promote "meaningful" combat that can be solved by passive stat stacking and consumables are just filler solutions.
"oh... you don't have 90% resistance and your 4k hp disappears because you got a temporal bubble, temporal curse, cold aura enemy with regeneration and volatile plant? Heres a convenient solution for a problem we made. We went back to po1 where the skill is to upkeep potions. Why need skill rotation when you can have autoattack and chug bottles in order?"

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