remove trading from priority and focus thing that people actually care about:fun
" my brother in crist.... what are you even saying? first point is confirms that you didnt read anything and just typed out this out of touch message second i dont care about trade generally , i hate that its major part of it because trade corrupts the game in ways that will do so much damage that ggg wont be able to repair it without drastic sacrifices truth = names, gocha. there is no skill in RNG period, only way to beat it is rule of high numbers (play long enough and beat odds with that but its stupidest solution tho) nobody trying to change ssf, i warning ggg that poe 2 is flawed in its core because its built from trading perspective which is root of 90% of problems that are listed on these forums (excluding bugs) money talks when there are a lot of people and bigger chance that people buy mtx and tabs (yet again look at big number approach to beat odds) by alienating people with this hand fisted trade approach that starves people that dont have much time, people that have dignity, people that can see thought lines and call out bullshit, people that are just fed up with being mistreated and being stuffed in to shoe box in order to silence them (big jonh exile knows better what you need) ((its actual majority of players) they all quit one , two or even three times and get permanently burned out which is lost possibility for ggg to sell mtx. [Removed by Support] Last edited by Lachlan_GGG#0000 on Feb 20, 2026, 10:00:43 AM
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I gave some suggestions in an earlier post for SSF. I will go a step further since it seems like alot the games try hards or the 2 to 5% that GGG seems to cater to want the game left the way it is.
So thats fine. My suggestion is to charge a monthly fee for SSF and balance it around drops instead of trade. See how many people show up and if the experiment fails than you learn that alot of your player base wants trade & RMT and after 4 months you shut it down. Diablo costs money and people play it so the theory that people cannot afford it doesn't apply. This game is no longer owned by GGG so play for free that the company based its history on also doesn't apply. If the experiment succeeds than its a win / win for GGG because they still get paid. My opinion is that if this ever happened trade league would become a shell of itself as most people don't have 8+ hours a day to play a game and refuse to get sucked into RMT to min / max there game play. In the end ARPG's are chasing power creep. Always have been and always will be. |
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" thats kinda brutal lol but fair, someone just suggested balancing poe properly and dropping price tag on it, which sounds much better then this korean nightmare of grind |
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" Where did you get this data from? 0.3 was more played than 0.2, both in length and launch of the patch. 0.4 was a whole different thing, many people like me were not happy because GGG promised an endgame patch that didn't come and simply decided to not play Talking about it, I'm not sure if you noticed but the game has no endgame yet, and it still gets bigger numbers than poe1 or any other arpg for that matter, and it's not even close a competition. If it can be called a competition at this point even if we don't count the side client outside of steam, consoles and whatever else What do you expect people to do after a month of season when there's no endgame whatsoever? Especially people who have been playing since launch with the tower nonsense that only now got slightly better. Druid alone isn't enough to sustain a whole season of 4 months I have no idea how you correlate all of that to drops, when in reality the arpgs that exist in the market and shower you with drops have seasons that are extremely short lived even for the most casual player " I'm sorry but this part does sound like skill issue. I played fire mage from 0.1 to last season for the entire campaign, arguably the worst spell branch in the entire game. Had to cycle between 4 spells to do any damage and never had a 10-20 minutes fight against jamanra, not then and not this season where I played ice either That's another thing I don't understand. Those bosses have been nerfed so many times, especially on 0.2 where they got gutted so badly by like 50% Was talking about it yesterday with a friend, Azmadi the Faridun Prince for example is one of the coolest bosses in the game and is now barely a fight even with the most random build you can make because of nerfs. He went from memorable fight to random side mob with a cool moveset I legit don't understand the logic. There are plenty of games out there that you can walk sideways oneshotting everything, and people come to a game that is SUPPOSED to be harder and ask for it to be easier. It's SUPPOSED to be one of the attractions of the game, in direct contrast to stuff like d4 Last edited by iHiems#0168 on Feb 18, 2026, 12:00:47 PM
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" Dawg, dont tell me where i can or cannot write. Stay away from my reading comprehension and better take a look how do your posts look like. I`ll give ya hint - they look like your arpg knowledge. " Because ruining something for others is better than staying in your own unskilled niche. Last edited by SalamiHaze#9389 on Feb 18, 2026, 2:45:53 PM
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removing trading fixes nothing, the core drop rate of things is still trash
im not saying everything should be handed to you, but rares/magics should drop WAY less in favor of dropping way more bases for crafting. then people can at least make an attempt to craft instead of saving divines to buy a base and brick it immediately. currency needs to be pumped into items - not currency pumped to get a base that you're going to brick immediately. |
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" "removing trading from priority", not just "removing trading" aka trading stays and game doesent get balanced around grinding part and trading MUST BE optional for poe 2 survival sake |
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" I think what you're saying is that it should be preferrable to utilize currency on items for crafting rather than for trading for items in a trade market. However, as long as slamming currency has higher odds to be bad rather than good, it will be mathematically impossible to achieve what you are asking for. Someone with a good outcome will always be able to trade that item for something of commensurate value, which would roughly translate into the cost-of-currency required to receive that outcome if they were to craft it themselves, at a minimum. Usually there is a premium added too but the concept still holds. Eg. if slamming X orb has a 1 in 1000 chance for a desired outcome, then an item with that outcome will never trade for less than 1000 X orbs, otherwise people would be better off crafting it themselves. So even if you were swimming in white base items to slam, unless desired mods were also more likely to hit, it would not result in cheaper trade prices, or even necessarily less trading. The only way to achieve what you are asking for is to make crafting odds better, and it would simultaneously make it cheaper to trade for. You are basically just asking for easier access to stronger gear. |
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What i thought was interesting.
The temple dropped divines. Out of the ordinary divine drops. I say out of ordinary, but probably inline with their purpose. When seen as a crafting material that governs the creation of items. That many dropping is likely correct if you expect to craft something. But it was seen as out of line and broken because of its use as a currency. The drop rate for the temple was correct for the lack of agency the game has. You NEED to gamble allot to attain a result. The game is catering to use crafting material as currency and trade rather than craft. Oddly crafting removes currency from the game preserving its value. Trading creates inflation as currency is moved not destroyed or converted. Crafting deletes items from the world. Bricked items get deleted. Failed attempts and currency is destroyed. Deterministic attribute purchase ... crafting materials destroyed. Deterministic attribute purchase aka crafting bench .. crafting destroyed allot as the feature is used to accommodate new gear. Trade destroys itself by inflation of items and currency. Crafting and deterministic elements to spend on .. destroys crafting material. Preserving the trade economy. Trade is Ass. Last edited by LewtDeezNuts#1011 on Feb 19, 2026, 2:07:24 PM
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" i know what you meant, i just didn't put on priority. im saying, trading still needs some priority to it because rates aren't taken into account when searching/viewing items (i.e an annul can appear in listings before 30 exalts (or whatever the current logical conversion is but shouldn't because annul is worth 30 exalt in this example)). " im not saying to improve the odds (although some affixes should be removed because they're useless on all builds but i get the "vision" lol) what i am saying is that STARTING to craft should be easier. bases that matter are virtually non-existent until you can run t16 comfortably - and even then, you're better off selling them than trying to roll them yourself for whatever item you need. overall, yes, it would be easier to craft gear, but we need something between homo regal/exalt and the current yolo system cause it just makes no sense to craft (like ever) |
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