Suggestion on how to have deterministic endgame-gameplay based crafting

Suggestion:

Without changing the current system, (so in addition to it) I would love to have mapping giving us specific paths to take towards a very specific crafting mod-goal.

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Example idea:

You can find realm gate shards for entering a "Path to success".

Imagine it simply as a mini-atlas of just 3 waypoints.

On the first starting point you have to give it one uncorrupted T16 map with max mods and the item you want to have the new mod you are aiming for on.

Lets say you want "x% increased speed" on the boots you have.

- If they are not yet at max mods then that would just get added
- If they are already at max mods you can simply select which one to replace
- The tier of this could still be RNG, but not low tier.

Now when you activate this the item gets locked away and you have to complete all five waypoints to get your item back with the mod set as specified.

If you die the run ends and the item is lost.

Each waypoint runs the same map you set at the beginning, but with the following changes:

1st: Just the map as-is
2nd: +1 to monster level
3rd: Waystone gets corrupted

And finally you get to the custom boss of this encounter. Defeating this guy drops the item you set and with the mod you specified.

The three maps DO NOT provide gold, currency or item drops. Only XP is gained.

You cannot teleport out unless you want to end the run - which would lose the item, shards and waystone invested.

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Looking at how much playtime would have to be invested to purposefully craft a full item with this method make me regard it as a viable alternative to the orb spamming. And the risk involved also feels pretty solid for the payout.

I most certainly would find a purposeful and directionally clear goal to achieve much better.

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Personal feeling on the current system:

I don't know how the majority feels, but for me the RNG of drops in the endgame is very off-putting. I usually stop playing at level 95 because it just feels like I have no true goal because the build I have is my goal, not killing the pinnacle bosses.

I often just kill two or three or so of them on their highest levels just to see if my build holds up and if it does I return to maps or whatever to get the currency to continue optimizing my build.

Back in POE1 days I tried SSF several times, but hated how I could not get the stuff I wanted and "crafting" was just a gambling mess in my eyes. But I also didn't like the trading with other players very much, so I did it only when I really had to when I had given up on SSF.

Now in POE2 trading is much better and I'm happy for that, though "crafting" is still just slot machine gambling and that is not my thing. To me each wasted orb feels like precious playtime invested wasted.

And if I waste playtime I will rather not play.

So the shop is what I need, but that still feels not really "earned" and often is still full of trade-offs unless you have hundreds of divs.

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Last bumped on Feb 22, 2026, 6:21:58 AM

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