Unpopular opinion : I like the crafting system of PoE2
" So what's the problem if the filter hides what is admittedly useless? Anyway, it doesn't really matter imo. It's just a detail. Thanks for trying to make me understand. |
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" The problem is when there is so much useless shit dropping that it's impossible to find something useful without a filter (or even impossible to play at all without a filter as is the case with Breach or PoE1 in general). Game should be completely playable without any filters. |
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" I think what he meant was that the game has too many useless drops, and the filter just helps you ignore the problem. |
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" I strongly disagree with this statement, but I suppose it's open to debate. If you mean that the game should never display useless items, then I understand what you mean, but that means that “everything” has value, so in the end nothing has value (if that makes sense). Otherwise, I find it totally logical that some items are useful at the start of the game, but gradually become useless and have to be hidden to give more visibility to others (for example, in PoE 2, the scroll of wisdom). edit 2: unless we're talking about a Hack 'n' slash without a player exchange system. In which case, I fully agree that nothing should have to be “hidden”. Unfortunately, this is not the case with PoE (1 or 2). edit 1: " Okay, I understand better this time, thanks haha. Last edited by Kaewis#5884 on Feb 1, 2025, 10:45:29 AM
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You're completely wrong. I didn't mean there shouldn't be useless drops. What I meant is that game should be playable without hiding useless drops. Certain content in PoE2 and PoE1 in general are not playable (in fact PoE1 is literally not playable because the amount of loot that drops crashes game without filter).
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" Oh, so you're just talking about a technical aspect? What you're trying to say, basically, is that the game should be able to run properly even with all the trash items displayed? (If that's not what you mean, I admit I'm lost in your answers). |
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" I totally agree with you. For me, its a balance between nothing has value and everything has value. in PoE1, almost nothing has value so you have to have a filter to see the good stuff. In PoE2, whitout any filter, you could see that some stuff has a value, and fore SSF player, there are more stuff with a value than for other players. For me to filter that in PoE2, I would be happy to have a simple rule made by GGG : you cant drop stuff lower than 15 lvl of the lvl of the map you play, and higher than 5 lvl of the map you play. I means for a map lvl 70 for example : you cant have any loot lower than lvl 55 stuff and higher than lvl 75. It means, more usefull or potentially useful stuff for normal item and so, less useless stuff. But again, I totally understand the choice made by GGG and I find the loot really fine in PoE2 in regard in PoE1. Specially for orbs. Last edited by Legoury#0138 on Feb 1, 2025, 11:00:05 AM
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I personally agree that poe2's crafting is a great step in the right direction. They key for me is tiers. Since item bases can have tiers, it allows less rng on the mod pools used when orbing.
This alone is the reason not to have reroll currency and super deterministic options. I feel that as more crafting options come out, the system will be vastly more enjoyable than poe1. And I hope they can translate some features from 2 to 1. Especially the tiering. Right now, we just need omens in the loot pool I think. Or more than one way to get them. Maybe put tattoos in the rituals and put omens in the common pool. |
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" If I'm not mistaken, the game already applies a rule of this kind (I don't know the exact rule, but it's impossible to drop a level 10 item on a T15 map, for example). Last edited by Kaewis#5884 on Feb 1, 2025, 11:08:05 AM
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yeah its possible, but I already got a lvl 33 item on T10 map...
And when you drop a T1 map on T15 map, its pretty boring... |
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