Loot sucks in PoE2

I find that almost all loot is a waste of time. Just ignore everything and pick up currency. Its sad that a game based around loot and gear is solely reliant on a crafting system to craft useful gear or using currency to buy the far too rare item that someone got lucky to drop.

So many items need to be reworked so their values arent crap or a way to upgrade or maximize values on items from their low inherent stats to the end game level of stats.

I have mixed feelings about the crafting system. It works but is also terrible at the same time.
Last bumped on Nov 7, 2025, 3:42:43 PM
Stop expecting perfect mods with perfect tiers and perfect rolls and you'll find plenty of items.
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Zaethiel#9561 wrote:
I find that almost all loot is a waste of time. Just ignore everything and pick up currency. Its sad that a game based around loot and gear is solely reliant on a crafting system to craft useful gear or using currency to buy the far too rare item that someone got lucky to drop.

So many items need to be reworked so their values arent crap or a way to upgrade or maximize values on items from their low inherent stats to the end game level of stats.

I have mixed feelings about the crafting system. It works but is also terrible at the same time.

Of course loot in this game is cosmetic feature! You did not release it? Game was design around Trade system , there is no crafting, there is no META sys multiplayer. Game looks like soccer manager - you want gear you need Trade most of the time
play SSF, youll engage with every item, and even rogue exiles. I'm never going back to trade league again.
Loot is still the base for crafting. And that includes the rares, it's not only about whites and magics. And rares can not only have those 1-3 affixes you're looking for and finish them with crafting but there's also the very small chance that it already spawns as an amazing item.
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Zaethiel#9561 wrote:
I find that almost all loot is a waste of time. Just ignore everything and pick up currency. Its sad that a game based around loot and gear is solely reliant on a crafting system to craft useful gear or using currency to buy the far too rare item that someone got lucky to drop.

So many items need to be reworked so their values arent crap or a way to upgrade or maximize values on items from their low inherent stats to the end game level of stats.

I have mixed feelings about the crafting system. It works but is also terrible at the same time.


Picking up just currency works in Poe1 too.

It is actually VERY popular technique.

Also, you can craft those drops and as we are in crafting game, you should learn it too. Or just pick that currency up and buy items from other players.
Loot in this is mid, not absolute garbage, but not anything to progress a character. If everything that we need is selling for divines and we don't get those drops, we end up playing half the game as a craft and inventory manager, just to possibly get the currency we need to upgrade gear. And not regulating a market to allow a constant supply of different tier currency that can be converted is head scratching. EG: If you have 1000 orbs of transmutation, then there should be a constant supply of a specific ratio that GGG will be there to buy in the currency market that would allow you to trade up to the next tier of currency like a 10:1 for transmutation 1000 regular making 100 greater transmutation. The only other option is to let it sit there or pray someone for whatever reason is looking to buy your 1k reg orbs.
All of the content in this game can be completed with self-acquired/crafted rare gear with no tiers higher than t3.

I know this because I, and others I play with, have done it many times already in 0.1, 0.2, and 0.3.

Listening to people complain they can't "progress a character" because of loot while playing in a trade league just tells me there's people who don't want to, or can't, wrap their head around a lot of the itemization and other game mechanics and get frustrated because of it.

It's either a skill or preference issue. Or both.

It's supposed to be a challenging complex game! I guess if you would prefer it not to be, that is technically feedback.

the rare item drops are 99.9% worthless at end game (and why are they called rare, they're not rare). They should just drop these items identified then I wouldn't argue. I can just hover over the item on the ground and expect to see a crap rolled item but be surprised 0.01% of the time and find something good.

But Expecting players to pick up crap off the floor and identify it. Just to be greeted with junk 99.9% of the time. That is a complete waste of time. So players in the end just don't pick up rare items and only currency and valued uniques/bases.

Now for a game based around loot, there's clearly something very wrong here. All rare item drops are now worthless even regardless of how they rolled. Simply because the system designed around the loot is terrible. And wants you to waste time playing tetris with your inventory and picking up and filtering through thousands of drops just to find one good drop. It is garbage.

There's many solutions to this that even a basic monkey could think up (such as making rare loot such as Tier5 actually rare/valuable and not just random junk). So I'm not going to list them all. But I'm just going to state that yes... The loot "process" they have in pOE2 is by and large not a good aspect of the game.
Last edited by Icesinnox#6517 on Nov 6, 2025, 12:32:19 PM
I suspect GGG have a problem with their RNG that the distribution curve is too spread out, instead of having a low standard deviation from a value point that would yield reliable rewards for effort. In other words, avoid std dev. that allows many people to be too lucky, and especially many being too unlucky, over some playing period.
Reminds me of initial release when people complained about map drops to sustain end-game mapping, and GGG replied in an interview that their billion iteration simulation said it was fine. A red flag. That clearly was a macro "economy" view, with a wide standard deviation from a personal player perspective. They ended up doing a lot of specific tweaks over time (e.g. final boss always drops a map) so they didn't "brick" people's endgame.

I think GGG have a similar macro view in their RNG loot system, where a wide standard deviation on standard play is sufficiently rewarding.
I suspect GGG rely too much on just tweaking their gambling slot machine algorithm, and not enough attention to player experience across the board.

Once you reach end-end game, where the item drops are almost always worthless due to new insta-trade, and you're waiting many maps for that single div-worth drop, needing about 80 div for your next intended iem upgrade, the game is just no longer worth playing - just something for those rich enough to engage in end-game crafting.
Put differently, it becomes a game of interest to the super-rich end-game crafters, and frustrating for those just wanting the 'A' in ARPG.

I currently find that only expedition log books are now the only bearable strategy in terms of getting some value for your time spent, and that's due to other players putting massive value on runic splinters and buying them from you, rather than anything GGG themselves have engineered.

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