Unpopular opinion : I like the crafting system of PoE2

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Legoury#0138 wrote:
But by design, the crafting system is good actually ;

it's too good actually. playing 3 chars i bought around 3 items so far (mostly weapons) and rolled the rest myself.

if they got anything right then it's the curency drop rate in the campaign. it's too few to buy items and barely enough to just improve good magic items you find yourself
age and treachery will triumph over youth and skill!
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Legoury#0138 wrote:

So the way most of people use crafting in this game is biaised. If exalted and divine is money, you dont have crafting system anymore in this game...


It seems a bit contradictory to me.

Do you consider that if you remove 2 currencies from the game the crafting system is “dead”?

In that case, you're admitting that the crafting options are very poor, aren't you ?

What about fractured bases?
What about “deterministic” essences?
What about harvest?
What about fossils?
What about eater/exarch influences?

PoE 2 crafting is very limited, that's a fact.

If you can live with that, good for you, but it's, indeed, an unpopular opinion.
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Kaewis#5884 wrote:
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Legoury#0138 wrote:

So the way most of people use crafting in this game is biaised. If exalted and divine is money, you dont have crafting system anymore in this game...


It seems a bit contradictory to me.

Do you consider that if you remove 2 currencies from the game the crafting system is “dead”?

In that case, you're admitting that the crafting options are very poor, aren't you ?

What about fractured bases?
What about “deterministic” essences?
What about harvest?
What about fossils?
What about eater/exarch influences?

PoE 2 crafting is very limited, that's a fact.

If you can live with that, good for you, but it's, indeed, an unpopular opinion.

It being limited is what makes it good. Without having such limitations it would render drops useless just like PoE1. In PoE2 crafting complements drops. It's also not overbloated and inaccessible like PoE1. PoE1 crafting is both too strong and way out of reach for majority of playerbase, in PoE2 anyone who just started playing can start crafting, but there is still enough depth in the system that people with knowledge can get much better results out of it.
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Kaewis#5884 wrote:
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Legoury#0138 wrote:

So the way most of people use crafting in this game is biaised. If exalted and divine is money, you dont have crafting system anymore in this game...


It seems a bit contradictory to me.

Do you consider that if you remove 2 currencies from the game the crafting system is “dead”?

In that case, you're admitting that the crafting options are very poor, aren't you ?

What about fractured bases?
What about “deterministic” essences?
What about harvest?
What about fossils?
What about eater/exarch influences?

PoE 2 crafting is very limited, that's a fact.

If you can live with that, good for you, but it's, indeed, an unpopular opinion.


good point but i think Legoury's point of view is that of a low level player rarely entering the areas where your mechanics come into effect.
age and treachery will triumph over youth and skill!
i also don't mind the crafting here that much. however some mods need balancing or being more gated behind higher level content. there is 1/2 mods for each base that are must haves so i often find myself discarding very promising items just because they lack one mod
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AintCare#6513 wrote:
i also don't mind the crafting here that much. however some mods need balancing or being more gated behind higher level content. there is 1/2 mods for each base that are must haves so i often find myself discarding very promising items just because they lack one mod

Yes but there is also a problem that some mods that should be premium are way to common, for example rarity. On slots where rarity exists it's harder to end up without it than get it. I think some mods need to have lower tiers weights adjusted up, for some mods all tiers need to be adjusted down and for some lower tiers need to be adjusted up while higher tiers adjusted down. They also need to do something about certain items being able to roll literally useless local mods (for example local physical on elemental/chaos damage weapon bases).
Last edited by DemonikPath#1311 on Feb 1, 2025, 8:49:17 AM
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Kaewis#5884 wrote:

What about fractured bases?
What about “deterministic” essences?
What about harvest?
What about fossils?
What about eater/exarch influences?


What about spamming jewelers to get the max gem slots ?
What about spamming thousand of fusings to get a 6 link ?
What about spamming hundreds of chromatics to get 2 unusual color for your one-defense-type gear piece ?
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Kaewis#5884 wrote:
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Legoury#0138 wrote:

So the way most of people use crafting in this game is biaised. If exalted and divine is money, you dont have crafting system anymore in this game...


It seems a bit contradictory to me.

Do you consider that if you remove 2 currencies from the game the crafting system is “dead”?

In that case, you're admitting that the crafting options are very poor, aren't you ?

What about fractured bases?
What about “deterministic” essences?
What about harvest?
What about fossils?
What about eater/exarch influences?

PoE 2 crafting is very limited, that's a fact.

If you can live with that, good for you, but it's, indeed, an unpopular opinion.


There is 2 different opinion for me. Saying the craft system is limited, is not the same than saying the craft system is bad. You are comparing the crafting system of PoE1, a 12 years game with an EA game with 2 months of life. Ofc the crafting system of PoE1 is much more complex (in a bad way imo) but it fits with layers and layers of gameplay. Players had years to learn and understand how it works.

Most of old PoE1 players are saying the crafting system is bad. Its not. As I said, by design, its pretty good actually. Simple yeah, but good. As I said, its a really good base for having a really good crafting system. Its an EA, game is not finished and Im sure we would have a lot more and different ways to craft in future. Fortunately for GGG, they didnt add layers and layers of crafting system on release of EA of PoE2. That would make a pretty bad crafting system actually.

The main subject for me is more about the random aspect of craft. For me, its part of the fun on this kind of game. The excitement and pleasure in my opinion, come from the moment you loot a really good rare/unique item or the moment you craft a really good explicit on item. Still in my opinion, its not by designing by yourself your most perfect item.

Just try something : play PoE1 and deactivates your loot filter. Just have a look of the thousands of useless stuff you are looting and you dont care about. Do the same in PoE2. For me, thats the main difference between a bad loot design and a good loot design, that reflect the crafting design aswell.
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AintCare#6513 wrote:
i also don't mind the crafting here that much. however some mods need balancing or being more gated behind higher level content. there is 1/2 mods for each base that are must haves so i often find myself discarding very promising items just because they lack one mod

Yes but there is also a problem that some mods that should be premium are way to common, for example rarity. On slots where rarity exists it's harder to end up without it than get it. I think some mods need to have lower tiers weights adjusted up, for some mods all tiers need to be adjusted down and for some lower tiers need to be adjusted up while higher tiers adjusted down. They also need to do something about certain items being able to roll literally useless local mods (for example local physical on elemental/chaos damage weapon bases).


well the premium mods its what i was talking about, just didn't mean rarity. +flat dmg, +#skills is so strong that you can still use your crap levelling gear because it rolled that mod well. the last sentence with phys dmg is easy to fix im surprised they didn't change that to +%weapon base dmg when they introduced weapons that have other than phys dmg as base.
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It being limited is what makes it good. Without having such limitations it would render drops useless just like PoE1. In PoE2 crafting complements drops. It's also not overbloated and inaccessible like PoE1. PoE1 crafting is both too strong and way out of reach for majority of playerbase, in PoE2 anyone who just started playing can start crafting, but there is still enough depth in the system that people with knowledge can get much better results out of it.


Let's be honest, when was the last time you dropped something in T15 that came in handy?

Personally, it's never happened to me (182h atm).
However, in the interests of intellectual honesty, I have to admit that I don't play SSF. So I collect fewer rares.

In any case, it was already possible to craft on PoE 1 from early on (and more effectively, in my opinion).

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vio#1992 wrote:

good point but i think Legoury's point of view is that of a low level player rarely entering the areas where your mechanics come into effect.


I understand this point of view but I find it reductive :/

edit :

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Legoury#0138 wrote:

[...]

The main subject for me is more about the random aspect of craft. For me, its part of the fun on this kind of game. The excitement and pleasure in my opinion, come from the moment you loot a really good rare/unique item or the moment you craft a really good explicit on item. Still in my opinion, its not by designing by yourself your most perfect item.


I see, I understand your point of view but this is where our opinions differ.

I personally abhor the gamble aspect of video games.
(I've always loathed the gamble aspect of div cards on PoE 1, for example).

From my humble point of view, I think it's unhealthy to encourage gambling in video games, because it tends to make it commonplace. I may be going a bit far in my reasoning, but I'm fundamentally against this system.

And as paradoxical as it may seem, I can understand why people like it (but that's what makes it “dangerous” in my opinion).

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Legoury#0138 wrote:

Just try something : play PoE1 and deactivates your loot filter. Just have a look of the thousands of useless stuff you are looting and you dont care about. Do the same in PoE2. For me, thats the main difference between a bad loot design and a good loot design, that reflect the crafting design aswell.


I'm currently playing with NerverSink's “very-strict” filter and I already find it insufficient. I'm about to take it up a notch because I see too much trash on the ground ;( ((I'm talking about PoE 2, of course)

Last edited by Kaewis#5884 on Feb 1, 2025, 9:06:08 AM

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