Path of Exile 2: Content Update Timeline
Open for offline trading please
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" I would say that it's more like poker, where you could calculate a chance to win instead of hoping for a luck only. POE1 craft provide you a solution not only for early-leveling but for endgame setups as well. It's nice to have deterministic craft where you could get anything you want for a price. Only Harvest reforge with tags like "Caster" or just alteration orbs more better than aug+regal+exalt slam. And that's like only a part of POE1 crafting system. You could calculate or simulate with tools how much currency you would spend for crafting item and a more optimal method (like using fossils instead of recomb/harvest). POE1 provide solution to farm currency by farming a crafting resources like beasts, essences, byond, guardians/bosses orbs, harvest juice. POE1 craft even rewarding you for knowledge because you could find a cheap way to craft item and sold items for 10x more than you spent, I was doing it myself in Archnemesis with RF Helmets. So, poe2 craft is not 'craft' but roulette or flipping a coin Last edited by ForsesGIT#6499 on Jul 17, 2025, 6:36:34 AM
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" poe2 crafting can be very deterministic and frankly quite easy. we just need the omens to be 100 times more common so they are accessible to everybody not just to rich people. whittle should cost 8 chaos at best, not 9 div. |
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" God damn bro. This idea is the best thing i ever read in this forum. GGG should hire you after that. |
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" Nice condescension, but you're missing the point entirely. Yes, problems exist before detection - congratulations on that groundbreaking insight. The issue isn't detection, it's the resources required to address those problems during an active league cycle. When problems are found in Standard during leagues, they don't magically fix themselves. They require immediate attention that pulls developers away from league support and ongoing balance work. That's the additional workload you keep pretending doesn't exist. Your "children can grasp this" comment is rich coming from someone who can't understand that finding more problems during peak development periods creates more work, not less. Detection without the resources to properly address issues just creates technical debt. But sure, keep insulting my intelligence while demonstrating you don't understand basic project management principles. Really strengthens your argument. |
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"Calling POE1 crafting "poker" doesn't make it any less of a casino - you're still gambling with currency, just with slightly better odds calculation. The fact that you need external tools to "simulate" crafting costs pretty much proves the system is fundamentally broken. Your nostalgia for Harvest and deterministic crafting conveniently ignores how that completely trivialized item acquisition and made the game boring for most players. Sure, it was great for the 1% who could afford to spam crafts, but it turned the entire game into a spreadsheet simulator. And this whole "knowledge rewarding" argument? That's just gatekeeping with extra steps. The system shouldn't require a PhD in crafting mechanics and third-party calculators to be functional. Most players don't want to spend hours researching optimal fossil combinations - they want to actually play the game. POE2's "roulette" system at least has the honesty to admit it's RNG instead of pretending layers of complexity somehow make gambling more skillful. At least now when I brick an item, I don't have to wonder if I should have used a different essence combo or fossil weighting. The real issue isn't that POE2 crafting is too simple - it's that POE1 crafting was an overcomplicated mess that people mistake for depth. |
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" Cute fantasy. Nothing GGG does is immediate. Any potential issues detected from Standard's access to new content will be handeled the exact same way as they do now whenever a league concludes. No problems are generated from giving Standard the same treatment. The workload is the same. [Removed by Support] Last edited by Sameer_GGG#0000 on Jul 18, 2025, 1:34:47 AM
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Not interesting, 0.2 was terrible and most likely 0.3 will be no better.
✨ Beta tester Path of Nerf 👀
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" You're contradicting yourself again. If nothing GGG does is immediate, then what's the rush to get Standard players access during leagues? By your own logic, they can wait until the content is properly tested and balanced. And if serious exploits or game-breaking bugs are found in Standard during a league, you think GGG just ignores them for three months? That's not how live service games work. Critical issues get hotfixed regardless of where they're found. " Problems aren't "generated" - they're exposed earlier in environments GGG has less control over. Managing issues across two different rulesets simultaneously is objectively more complex than the current sequential approach. Your entire argument boils down to "it's exactly the same work" while simultaneously admitting the environments are completely different. Pick a lane. |
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" That isn't a contradiction. You falsely claimed anything detected in Standard places an immediate hold on everything. I said it doesn't. You then post this non-sequitur claiming that means Standard shouldn't be accessing content concurrently. My argument is that Standard should as it doesn't add anything to the workload. " Less control? GGG has full control over both environments. Regardless, earlier detection of issues is only a boon to the game. " They already do this once a new league begins and the prior league's content is moved to Standard. " It is the same work. No additional problems are generated. If a critical issue from Prior League A's content is only detectable in Standard, then it would crop up at the start of Current League B. GGG then has to 'pull resources away' to hotfix Standard in the middle of League B. If Standard were permitted access to League A's content with the launch of League A, the issue would be detected earlier and B wouldn't have been affected. Regardless, the workload of detecting/hotfixing the issue is the same. |
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