Another league of "currency simulator" endgame!?

So I looked through the patch notes now hopeful for any changes comparable to the following:

- increased itemization/power of some/most endgame unique items
- decreased number of rare items dropping but with improved number of prefixes/suffixes and tier quality
- mass identification option for items
- removal of identify scrolls
- some kind of "quality of life" to reduce the insane amount of constant tedious clicking to inspect and move and change items around just to end up disappointed

Instead I see more crafting orbs that will likely be automatically sold (not used on items) by 99% of the playerbase due to rarity and the recombinator staying, which is the greatest abomination of RNG "crafting" this game has ever seen.

So am I to understand that it's intended that 3.2.6 is full steam ahead "currency simulator" endgame identical (or worse) to 3.2.5?

- All rare drops found ON THE GROUND are automatically garbage and worth filtering out ASAP unless influences, fractured, or synthesized?
- 99%+ of unique items are "lol 1 chaos ignore" garbage automatically ignored because its itemization/power/stats were made obsolete several years ago without updating?
- Endgame acquisition of rare items beyond laughable garbage super early mapping quality is 20+ steps of gambling labeled as "crafting" ?

I assume the answer is yes since they made an entire second game of POE2 following the same premises.

Should I expect more 3.2.6 compilation videos amounting to the following?

- "Look at my divine drops bro"
- "Look at my mirror drop bro"
- "Look at my cool crafting after i succeeded at 50 steps of RNG gambling"
- "All rare drops are filtered out"
- "All unique drops except mageblood are filtered out"

I'm seriously asking because in 3.2.5 I got the most invested in endgame and took it about as "seriously" as a "casual" player can getting to 7/7 regular pinnacle bosses and doing T17 without being automatically deleted by monsters, while spending an unhealthy amount of time playing with POB.

But throughout all that time the truth gradually dawned on me...why am I playing this ARPG that doesn't have an endgame loot hunt OFF THE GROUND? Why are these wearable items even dropping ON THE GROUND? Why can worthwhile drops never be anything except increasing mountains of currency?

Maybe I'm missing something, but I see nothing fundamentally different/better in the endgame reward structure in 3.2.6 relative to 3.2.5. I gravitate towards phys "melee" (not lightning strike) builds in which getting a decent weapon OFF THE GROUND is equivalent to winning the powerball lottery 10x, and I assume such absurdities will remain in this next league.
Last bumped on Jun 6, 2025, 11:56:14 AM
depends how they implement memory strands.
could be interesting since apparently we will dropped better rolled items.
and in poe 1 we still have crafting bench and veiled orbs, etc to finish them.
and that s new so for this league it might be strong enough ssf style.

ofc, saying that i see that since it s a trading game, it might be underwhelmingly super rare or weaker than expected but at least it s sth to try. much more fun than vendor gambling faustus for items. cant believe someone at ggg likes vendor gambling in a hack and slash loot game.
Last edited by SerialF#4835 on Jun 6, 2025, 2:40:11 AM
Did you just make a post complaining about the whole game?
I think answer is simple, don't play PoE because it's not for you, im not being mean im being serious, like what do you expect items to be?
Its either the item is worth something or it isnt, you got a problem with the system, play SSF you wont have to worry about trade, also how do you want to craft without any sort of "gamble"?
If you wanted to have any sort of guarantee to make some item, then it would be very expensive to create said item, otherwise everyone would be printing guaranteed OP items
I share the same sentiment as above if I was that miserable and critical I wouldn't bother playing let alone complaining about it with unrealistic changes
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