Itemization, remains Awful

ARPG typically place an emphasis on LOOT. POE2 does not seem to know what proper loot is. The temple was great early game. Helping give some crafting to fill the item desert. This falls off by the start of mapping.

After I blasted several tiers of maps. I realized I wasn't getting much currency, and the item drops had dwindled. There were no long-awaited upgrades to be had. At a time, when gearing up is crucial.

Can GGG, and the dev team, PLEASE rethink the itemization. There seems to exist a weighting in the table for class-related weapons( class specific, seem to drop). Yet, they typically roll with not so useful useful mods(PLEASE, NERF- reduced attribute requirements-this drops way too often, on what could be meaningful items).

The itemization lacks EXCITEMENT. Aside from a brief thrill(when a Unique drops), followed quickly by the reality, it isn't great for you. WHY are you stingy with drops? The Pros, will always find a way to blast to the end game. The average players will continue to slog along.

By enhancing ground drops, you allow more people to progress smoothly. The more people get to end-game, the more feedback you receive. The more players blasting end-game = the more data you receive to refine the experience.

Long time player here, and I gotta say it's bleak out there. Completely flat customer experience.
Last bumped on Dec 20, 2025, 6:11:41 PM
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Can GGG, and the dev team, PLEASE rethink the itemization. There seems to exist a weighting in the table for class-related weapons( class specific, seem to drop). Yet, they typically roll with not so useful useful mods(PLEASE, NERF- reduced attribute requirements-this drops way too often, on what could be meaningful items).

The itemization lacks EXCITEMENT.


100% feel this. It's so frustrating identifying a blue T5 item just to have it roll a single T1 "Reduced attributes required". Imo the itemization in its current form won't make for a good endgame.

What would make itemization better in your opinion?
Last edited by Lechmnizzle#1553 on Dec 20, 2025, 7:13:01 AM
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100% feel this. It's so frustrating identifying a blue T5 item just to have it roll a single T1 "Reduced attributes required". Imo the itemization in its current form won't make for a good endgame.

What would make itemization better in your opinion?

I think you take it in wrong way. Reduced attributes required can be good stat if there is way to build character who can scale based on making required attributes higher like Giant's Blood.
If there will be viable build who can scale based on maximum mana and life in the same time, items like that will have value like everyone else.
It's not mod poll problem per say, the whole game is designed like garbage.
On Probation Any%
Last edited by Dxt44#4050 on Dec 20, 2025, 8:13:27 AM
"reduced attribute requirements" seems very niche. As such it should be very uncommon. To reflect this.


I've played since EA launch, and PoE before that excessively. It seems there is a "weighting" in the drops. I've always gotten class specific weapons, at a reasonable frequency. All other items seem fairly randomized. Could this be adjusted to increase other items based on class?

WHY NOT, phase out lower level mods every ten levels (as an example)? That way the items that drop ONLY have level appropriate or higher mods.

Scroll of Wisdom, should be greatly reduced in the drop table(possible removed), after players unlock The Hooded One. They can be purchased, as needed.

Could the frequency of white items be reduced, again in phases? Allowing more Magic, Rare, and or Unique to drop the higher level the player is.

Jewels seem to start dropping kinda late in the game. Many times, I have an open socket, for too long. Maybe, adjust them to start dropping earlier.



I know I'm missing many things. It's late, and I'm fuzzy. Thanks for your support! Perhaps the community can chime in here, and make this a more inclusive list.
Last edited by Gaming4Funzies#5303 on Dec 20, 2025, 8:19:30 AM
Yeah -requirement attribute is by far the worst stat but hey, maybe that dude in that other thread who needs 150 str, int and dex for his wolf could probably use it!
Tech guy
Last edited by Warrax#2850 on Dec 20, 2025, 8:47:25 AM
So the system itself, is not fully working. With more drops, only currency would help. Items themselves are so random, that you rarely can use them. Its fine for trading, but even then, you need to check them and micromanage a lot, for people with specific nature, who like to do this, and play the spreadsheet, its fine, but people who don't enjoy trading and would rather find loot fighting more mobs, is not gonna work.

I think they need to rethink some aspects of items and crafting. To actually play the game become less effective then to simply trade.

The amount of drops is insane, the quality, not the ingame stat, but the actual usefulness is below expected.

Targeted farming, D2 style, non existent, I'm not actually sure what drives people to progress in maps, since they almost one shot full screen anyway. So the power of Items is actually crazy.
I think they just need to yoink crafting from Last Epoch. Let you craft specific stuff at a workbench by breaking down items but make the top tiers only droppable or made with the crafting currency.
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I think they just need to yoink crafting from Last Epoch


mhh I also thought about their system for uniques and how you can "fuse" them with exalted items. It's still rng enough, but has the upside of potentially really powerful and interesting gear. Anything for PoE would be better than just bad uniques though
I love the crafting in Last Epoch. If I were to single out just one thing they did right, that would be it. Especially on how they approached uniques too.

An elegant way to make loot drops matter while still having crafting be an integral part of the process. Which is what GGG's stated goal was.

Meanwhile in PoE I'm FOMO-ed out of even using anything past exalted orbs Because they're used as currency and it just feels like a net-loss gamble to use them instead of buying the desired items.
"Sigh"
Last edited by IonSugeRau1#1069 on Dec 20, 2025, 5:13:49 PM
+1 +1 +1

The RNG nature to this game just makes it an unfair, unbalanced mess

Its all luck, players get lucky they now determine the entire economy, hoard all of the wealth, and get to use the builds no one else can because they cant get the items

Tanks need olroths flask, items 24 div rn... ive seen 4-5 divs a season maybe naturally drop for me solo farming, to get drops, you need rarity aka more players = more rarity

Ive killed olroth about 30 times, never seen a flask in my life, its just unfair at this point, games not hard or difficult, its the rng nature that softlocks you from all the OP builds

They've made the game impossible for solo's, you can't compete with groups zoom zooming insta killing everything

buff loot for ssf, keep trade league the same, you appeal to both sides, but nooooooooo

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