Divine Orb/Orb of Chaos/ Exalted Orb......
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Here's a major revision suggestion for GGG: redefine the usage of Divine Orbs to allow them to be used on T2 affixes of gears and weapons. Divine Orbs shouldn't merely be farmed but never truly consumed by players. I suggest setting a 0.001% chance for a Divine Orb to upgrade a T2 affix to a T1 one, while capping the maximum affix tier of other currencies (Orbs of Chaos and Exalted Orbs) at T2. I hope this suggestion can bring significant improvements to Path of Exile 2, GGG's masterpiece. All the love and passion from players are for making the game better-with fewer players leaving, more new players joining, and each league lasting much longer.
Last bumped on Feb 1, 2026, 2:10:21 PM
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growing more and more engaging. Divine Orbs, such an amazing currency, truly deserve to live up to their value. Right now, they’re constantly dropping but have very little actual consumption in the game. This makes it far too easy for players to reach a point where their damage output is more than enough to clear maps effortlessly.
I believe the crafting system needs revamping—to make gear crafting more interesting and add more challenge to it. If that’s done, Divine Orbs will naturally become far more valuable, and crafting gear will turn into an incredibly fun experience for all players! | |
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Pretty good suggestion since it would make dropped gear with T1 mods more valuable. Crafted gear always being the best has been a problem. IMHO there should always be a chance of dropping something better on the ground. The problem however is that they keep introducing systems that adds modifiers to gear that can realistically only be seen on crafted items (abyssal crafts etc). That needs some sort of restriction.
Crafting T1 mods should probably be made so unlikely (or even impossible) to happen that people settle for T2 mods. T1 can then be reserved for ground items. However then the issue of having to identify most stuff on the ground comes back. The answer I think is the tiered item system. They could make T2 mods pretty common on those and let them have a small chance of rolling T1 mods. Normal items should still have a chance(so that they don't become fully useless) but much much smaller chance than tiered. |
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So...gate T1 affixes behind a single currency? Sounds like a terrible idea.
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No, no... No.
HC SSF. What else? Ruthless when?
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I truly believe Divine Orbs need a proper sink. Their value can only be fully realized if they let you chance upgrade T2 gear to T1—this way, players will actually use them a lot. And ideally, cap all map drops at T2 gear max. That means players only need to craft their gear up to T2, then use Divine Orbs to chase the T1 upgrade. This makes gear crafting way more fun, ramps up Divine Orb consumption, fixes their overproduction issue (no more being a rare orb that’s barely used), and keeps each league engaging for players much longer.
Last edited by 醉红尘#3263 on Jan 30, 2026, 6:25:22 PM
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terrible idea lmao
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1200 hours play and never used ever a Divine orb except of trading use.
It's terrifying me that everything is a gamble....I don't sacrifice a good item in the name of gambling. |
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" Even if you use the divine orb on items, it’s still gambling for mod rolls Exploit early exploit often bozos.
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The sink for the Divine orb is there in the OP suggestion, but I think I can revision the suggestion better:
Merge T1 and T2 mod roll ranges into a single T1 mod, so that it will have the roll range of 2 top mods, making it worth Divining end game equipment. In effect a two handed mace phys% T1 mod roll range would be 155-179 instead of the current 170-179. There would be some effects in how easy it will be to get 1-2 good roll T1 mods, and 4-6 good roll T1 mods. I think they'll be more common, but it'll include a Divine cost. edit: wording of the last phrase Last edited by Celd#2630 on Feb 2, 2026, 12:08:32 AM
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