Improving Crafting Systems

Right now items drop with random minimum affix tier that can roll on them. (Tier 3), (Tier 4), (Tier5), etc. Instead of this system just make it impossible for lower affix tiers to roll on higher item level bases. Its effectively doing the same thing. However its a much less confusing system for new players and it also solves the problem for slamming low tier affixes with currency.

Players do not want physically tedious crafting. No slamming 1000s of currencies to reroll affixes like we do in PoE1. No picking up 100s of bases only to throw away 99% of them. How do you prevent this? You make deterministic systems like PoE2 essences and greater essences. Or lifeforce and fossil crafting from PoE1. These are basically perfect crafting systems for PoEs itemization and they would fit perfectly in the game.

How do you have deterministic crafting without effectively handing everyone perfect items? You reduce the amount of base items that drop. You make the best base items very rare. You make the highest item level bases only drop in the most difficult content. Then you give players scouring orbs so they dont instantly brick the majority of bases that they find.

This solves another problem of having way too much loot drop thats useless and filtered out. This also makes finding good bases very exciting, something that GGG has stated over and over that they want players to experience. And lastly this solve the problem that we see in PoE1 where deterministic crafting currencies are locked behind extreme costs, effectively gatekeeping the vast majority of players from ever using them.
Last bumped on Jun 18, 2025, 1:50:57 PM

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