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Weird idea: Disallow Exalted Orb trading

Pros:
- People would no longer view it as currency, solving a common perception issue the game has atm.
- People would be even more inclined to slam items, which the devs want.
- You wouldn't pick up more than you need.
- You wouldn't need to bother with Sinks.
- You can drop as many as you want of these in the campaign.
- You can drop them stacked in the endgame.

Cons:
- You might not be rewarding the player in the early game.
- You might disappoint new players.
- You're introducing a rule to an otherwise somewhat consistent economy.


If you're gonna comment, cut your bloat and keep the format. There's a reason you got this far into my post.
Last bumped on Aug 25, 2025, 5:25:44 AM
You are in the right direction
But didnt cut deep enough: trading is hurting poe alot in general, its a main reason why crafting in such state, to force people trading.

0.3 will be traders nightmare since ggg finally decided that forcing players that have 0 interest in economy garbage and introduced tiered currency that will make pricing items in to nightmare

Also crafting is more tangible and determenistic with endgame scaling, so people wont be so pressured to just buy instead of crafting
Last edited by TOP_BOMJIK#4977 on Aug 23, 2025, 12:50:23 PM
Remove trade all together.

I guarantee they spend a large percentage of time putting out trade fires and balancing and dev time dealing with trade and economical impacts of everything in the game.
Last edited by Lonnie455Rich#2087 on Aug 23, 2025, 12:53:01 PM
I think they should just make the chaos orb more common.
Remove the mid tier and make the lesser tier maybe slightly stronger. (exclude the bottom 20% of lower tiers or something)

If chaos are common enough they'll set themselves as the base trading currency suplanting the exalt right off the bat.
I don't like having a three-tier currency exchange system (exalts/chaos/divine)
I think 2 trading currency as per poe 1 is just right

I'm kind of affraid having so many tiers of currencies now is going to make trading more annoying than it needs to be.
I don't think this currency tiering system is viable in the long run.

Random trash suggestion: remove tiers and get a crafting bench (accessible from the stash preferably) that allows you to power-up/alter your crafting orbs using juice, either from some league mechanic or gatherable from some atlas bosses/corrupted areas or something
Basically remove most omens and get something like harvest juice to tinker with the results of crafts.
"
Remove trade all together.

I guarantee they spend a large percentage of time putting out trade fires and balancing and dev time dealing with trade and economical impacts of everything in the game.


How about no ?
"
Immoteph#2974 wrote:
Pros:
- People would no longer view it as currency, solving a common perception issue the game has atm.
- People would be even more inclined to slam items, which the devs want.
- You wouldn't pick up more than you need.
- You wouldn't need to bother with Sinks.
- You can drop as many as you want of these in the campaign.
- You can drop them stacked in the endgame.

Cons:
- You might not be rewarding the player in the early game.
- You might disappoint new players.
- You're introducing a rule to an otherwise somewhat consistent economy.


If you're gonna comment, cut your bloat and keep the format. There's a reason you got this far into my post.


I hate the concept of crafting materials being used for and being balanced as trade currency as a whole, which almost exclusively results in crafting materials being barely usable for their intended purpose anymore.

I also find it odd that many trade league players' kneejerk reaction to crafting / SSF being balanced better is "NO, THE GAME SHOULD BE BALANCED FOR TRADE ONLY!!!", as if improvements to crafting don't benefit them as well.

Trade League creates more problems than it solves, many balancing issues are Trade League exclusives. And subjectively, the game feels much better paced without trading / in SSF.


Last edited by Fae_Lyth#6750 on Aug 23, 2025, 1:21:34 PM
Having trade, is like building a rowboat to cross the ocean with a hole in the bottom, and half of the personnel you bring is there only to shovel water out of the ship.
Last edited by Lonnie455Rich#2087 on Aug 23, 2025, 1:32:16 PM
"
Having trade, is like building a rowboat to cross the ocean with a hole in the bottom, and half of the personnel you bring is there only to shovel water out of the ship.


Then play SSF, let the players have their fun with trading.
"
Having trade, is like building a rowboat to cross the ocean with a hole in the bottom, and half of the personnel you bring is there only to shovel water out of the ship.


meanwhile in ssf
Spoiler
"
"
Having trade, is like building a rowboat to cross the ocean with a hole in the bottom, and half of the personnel you bring is there only to shovel water out of the ship.


Then play SSF, let the players have their fun with trading.


I do play ssf, i often think about how much dev time is spent dealing with trade. I suspect that if the game was completely ssf we would have every class and there would be decent balance long ago.

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