poe2filter.com - A PoE 2 custom loot filter generation website

PoE1 & 2: Dynamic Dropdowns, Gear Tier Icons - v0.9.105 - 27/06/2025

- Implemented a custom Dropdown component which allows using images, like the Multiselect component.
- Replaced all normal dropwowns with dynamic ones, using colors, icons and images where possible.
- Using images in dropdowns allows using less space, which frees up space, e.g. for additional buttons in future updates.
Certain dropdowns, like the one to select an Item Type in the Custom (Cosmetic) Rules, allow you to filter by typing.
- Several returning dropdowns such as the one to select Rarity or Gear Tier have help tooltips which textually explain what they do.
- Renamed 'Base Type Tier' to 'Gear Tier', and introduced new 'military-star' icons for them.
- Fixed some visual bugs like the disabled text input fields not being shown like other disabled components.

Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
Will this work for console players?
"
Foeten5639#8632 เขียน:
Will this work for console players?

Yes! You can easily sync (for PoE1 the tool will ask for your realm), and then you can select your filters in-game.
Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
PoE1: Crafting Bases - v0.9.106 - 30/06/2025

- Added Crafting Bases Highlights for Elite gear with more than 20 Quality and/or a high defence percentage for armour. By default, these are displayed as Normal items.
- On the 'Hide Other Gems' Quick Filter option, added the possibility to exclude all Vaal gems. This is enabled on early and SSF presets.
- The Gear Tier Lists now mention when Base Types are restricted drops.
- You can now hide Quick Filter sections which you're not frequently using. Hidden sections are stored per filter. All rules from hidden sections still apply, this is purely visual.
- Free-Text Rules have moved to the bottom of the Custom Rules tab; and the section can be shown or hidden.
- Applied rarity and other styles in Tooltips and the tutorial.
- Updated economy data.
- Fixed a bug where you could select sockets in the Advanced Conditions for Support Gems.
- The Advanced Conditions cog now displays the number of changed conditions.
- When hiding a tier other than F-Tier, the UI will now properly display Quick Filter Highlights of that tier as hidden, too.
- When disabling a Quick Filter Highlight, the Style icon next to it will now always corretly either mention that it is always visible (e.g. Uniques); or not display any icon which means that it depends on other rules (e.g. Rare Jewellery).

Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
แก้ไขล่าสุดโดย BlackDeathBE#0559 เมื่อ 1 ก.ค. 2025 13:08:15
PoE1: Identified Items - v0.9.107 - 12/07/2025

- A new Quick Filters Highlights section was added where you can highlight identified Rare items with potentially good mods. All items are divided into the following categories and subcategories. For each of these categories, different mods are considered Great, Good, Neutral or Bad.
- You can review and change which mods are considered which tier on the Mod Tier List tab.
- On the Quick Filter Highlights section, you can specify which of these item categories to display, which additional filters to apply (e.g. Gear Tier or sub-category), and how to display them.
- Jewels are now considered Jewellery, which you can hide just like Amulets, Rings and Belts.
- Fixed a bug where when Talismans were not treated separately from Amulets in the Quick Filters.
- Fixed a bug where it was not possible to create a Custom (Cosmetic) Rule specifically for Talismans (thanks leftember).
- Instead of just searching throuh 'Other' Uniques and Chance Bases, you now always search through all Uniques and Chance bases of all tiers; so you no longer have to separately search using the search box and hitting CTRL+F on your browser.
- Hitting CTRL+F on the Uniques, Chance Base and Divination Card Tier List tabs now also focuses and selects the search box.


Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
PoE1: Influenced Map Highlights - v0.9.108 - 14/07/2025

- When selecting 'Static, Strict' Map Quick Filters, all lvl 15+ Influenced (and Zana Memory) maps are now highlighted as A-Tier (Red). Lower level influenced maps will still be highlighted as other Influenced Items.
- Added an Advanced Condition to specify whether an item should or should not be corrupted.
- Chance Bases which are corrupted will now be excluded.
- When copying the 'Custom Tiers' section to another filter, Mod Tiers are now also copied.
- Continuously improved Mod Tiering.
- Updated economy data.
Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
PoE1: Custom Identified Item Categories, Hidden Item Cosmetics - v0.9.109 - 18/07/2025

- On the Mods Tier List tab, you can now create your own Custom Identified Item Categories, tailored to your build.
- You can specify Item Type, Rarity, Gear Tier and other filters; and then create your own selection of mods you are looking for on these items.
- Alternatively use the 'Single Mod' mode, where you can highlight any item which contains any one of the selected mods.
- Custom Identified Item Categories are considered 'Custom Tiers' with regards to copying or partially importing filters.
- On the Cosmetic tab, you can now specify whether to differently style hidden items when you press the ALT-key to display all items (or whatever key you have this assigned to).
- By default this applies to Gear; you can additionally apply it to Flasks and Jewellery.
- These items keep their rarity color (white, blue or yellow), but are displayed with a very small label, and 60% transparency.
- This keeps the screen a lot cleaner and makes it easier to pick up items you are probably more interested in than hidden gear, such as Currency or Jewellery.
- Merged all Gear-related Identified Item Categories into one, so in total there are now only three 'Highlight Identified Items' rules: Gear, Jewellery and Custom Items (Excellent and Good each).
- Fixed a bug where Influenced maps weren't getting highlighted if you had favourite maps set.
- Blight-Ravaged maps are now also always shown and highlighted as A-Tier like Influenced or Zana Memory maps.
- Further tweaked Mod tiers. For instance, now that custom mods are introduced, Life Regen mods were removed from Life-based armours.
- Corrupted gear is no longer highlighted with these Indentified Item Highlights.
- Corrupted 6-Linked gear is also no longer highlighted.
- Hotfix v0.9.109b: Add Veiled mods to mod pool.


Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
แก้ไขล่าสุดโดย BlackDeathBE#0559 เมื่อ 18 ก.ค. 2025 09:11:56
Influenced Items rework - v0.9.110 - 20/07/2025

- Removed all of the special Item (Influenced, Fractured, Synthesises, Veiled and Memory Strand) Highlights.
- Removed general Rare Jewellery Highlight.
- Introduced a new Jewellery Highlights section, with rules for all types of special Jewellery.
- Introduced a new general Influence Gear Exceptions section, with general Gear Exceptions for all types of special gear, where you can optionally specify the minimum Gear Tier and Item Level.
- Added 'Advanced Gear Exception Rules' for each of your Weapon & Armour Exceptions, which can be accessed by clicking on the Cog-icon.
- Here you can specify that the Exception should only apply if it is Influenced, Fractured, etc. You can also specify whether or not it should be Corrupted, and for Armour, its Base Defence Percentile.
- For Veiled Items, you can choose to select all Items which have a Veiled mod; Items which have a Signature Veiled mod of any of the Syndicate Members, or specify the Syndicate Members whose mods you want to see.
- The tool will remind you what the Signature mod of that member does.
- Abyss Jewels are now also considered Jewels (and thus Jewellery).
- Performance improvements to the most costly filter rule generation actions.



Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators
I see you've been hard at work. That's great, since I've been really trying different things with your filter, with the limited time I have available. I wanted to give you updates from my end for identified items, and some opinions generally. Continuation from Reddit :)

I fear I have so much to write, so I'll get straight to the point. First, the filter does not currently have checks for identified and well rolled flasks, tinctures and jewels. Flasks and tinctures might not sound important, but their mods have tiers, so why not. Secondly, the filter does not have visual options for special mods, like from Incursion, Delve, Betrayal and Bestiary. Third, there are no rules for items with corrupted mods. Fourth, the good and excellent rolls are good for their archetypes, but they have no options to find me items with basic good resistance and defense rolls. Fifth, the filter has so many features it's become heavy to use at times, and would expect it to be somewhat of a barrier for newcomers.

I have kinda alot in the Custom Rules at the top, where I use Continue often so I can apply visual indigators and get to the other parts of the loot filter to hide unwanted items, but still show if the item has something special in it. I'll be showcasing them here. Some of the mods might be outdated. I have a compiled csv file, which I think has 3 year old item mods listed in it. It does not even include Tincture mods, so I have no rules for Tinctures or Flasks.

# Special and corrupted mods
Here's my Custom Rule Insert At Top I use to recognize drops that have special and corrupted mods:
สปอยล์
# Before continuing to highlighting good identified items, let's hide all nonfractured identified items
Hide
Identified True
Rarity Magic Rare
FracturedItem False
Continue

...

# Two corrupted mods are important enough to be always shown, but with 1 mod, we can continue with the other filter rules to possibly hide it. Change border color to red
Show
CorruptedMods == 1
SetBorderColor 255 0 0 255
Rarity Magic Rare Unique
Continue

Show
CorruptedMods == 2
SetBorderColor 255 0 0 255
Rarity Magic Rare Unique
PlayEffect Red

# Stop for identified item drops with a special mod, like a signature from Betrayal, Delve, Beastcrafting, Incursion, Essences, Elevated and some legacy ones. Changes text color to green. Could not include the new "of Infamy" mercenary mod, because it is also a T2 attack speed mod.
Show
HasExplicitMod "Catarina's" "Elreon's" "Haku's" "It That Fled's" "Korell's" "Leo's" "Rin's Veiled" "Tora's" "Vagan's" "Vorici's" "Gravicius'" "Jorgin's" "Aisling" "Cameria" "Hillock" "Janus" "Riker" "Brinerot" "Haunted" "of Haunting" "Subterranean" "of the Underground" "Xopec's" "Citaqualotl's" "Tacati's" "Topotante's" "Guatelitzi's" "of Guatelitzi" "of Matatl" "of Puhuarte" "of Tacati" "of Citaqualotl" "Matatl's" "Essences" "of the Essence" "of Saqawal" "of Farrul" "of Craiceann" "of Fenumus" "Elevated" "Sentinel"
SetTextColor 100 251 98 255
PlayEffect Yellow


These mods are on identified items, but there was no distinction in the filter to recognize the items on the ground that have them. For Veiled mods, you did not know if it is a signature mod or not before you pick the veiled item from the ground and check its name with Alt. For Delve mods, there might be more items than you care to check, while fractured Delve mods can be really valuable. Corrupted implicits can appear both in identified and unidentified items, so I change the visual and continue with the rules when there is 1 mod. Incursion mod items are quite likely hidden without my addition. For Essences, Bestiary, etc and other legacy mods I just thought player might not want to lose their crafted gear on the ground by accident. There's also been times, when most of these mods were on ground loot.

# Jewels
Here's another part of what I have in my Custom Rules that I Insert At Top. Goes to where I had the '...' in the previous chapter.
สปอยล์
# Change background color for identified item drops with a number of high ilvl mods for abyss jewels. For some reason, this list seems really small, like it was missing all flat damage mods.
Show
Class == "Abyss Jewels"
HasExplicitMod >=3 "of Malice" "of Sin" "of Floe" "of Glaciation" "of Immolation" "of Ashes" "of Discharge" "of Arcing" "of Impact" "of Collision" "Breathtaking" "Vivacious" "of the Ranger" "Malignant" "Vile" "Malicious" "Polar" "Entombing" "Incinerating" "Blasting" "Cremating" "Discharging" "Electrocuting" "Razor-sharp" "Tempered" "Flaring" "Exuberant" "Carapaced" "Vaporous" "Incandescent" "Resplendent" "Sanguine" "Stalwart" "Azure" "Sapphire" "Resonating"
SetBackgroundColor 76 23 23 240
PlayEffect Yellow
Continue

# Change background color for identified item drops with a number of high ilvl mods for cluster jewels
Show
Class == "Jewels"
BaseType == "Large Cluster Jewel" "Medium Cluster Jewel" "Small Cluster Jewel"
HasExplicitMod >=2 "of Range" "of Horizons" "of Influence" "of Guidance" "of Ease" "of Mastery" "of Grasping" "of Latching" "of Concentration" "of Forethought" "of Midnight" "of the Eclipse" "of Frigidity" "of the Avalanche" "of Anger" "of Rage" "of Dominance" "of Suppression" "of the Messenger" "of the Herald" "of Turbulence" "of Disturbance" "of Evoking" "of Manifesting" "of Smoke" "of Flashfires" "of Degeneration" "of Disintegration" "of Brimming" "of Overflowing" "of Sudden Storms" "of the Strike" "of Ravaging" "of Razing" "of the Teachings" "of the Canon" "of Nurturing" "of Motherhood" "of Tremors" "of the Earthquake" "of Flight" "of Propulsion" "of Nimbleness" "of Expertise" "of the Ancestors" "of The Way" "of Assembly" "of Deployment" "of Shouting" "of Bellowing" "Powerful" "of Possibility" "of the Sky" "of the Meteor" "Studded" "Ribbed" "of Banishment" "of Eviction" "of the Seal" "of the Penguin" "of the Lynx" "of the Fox" "of the Prism" "of the Kaleidoscope" "Dancer's" "Acrobat's" "of the Salamander" "of the Drake" "of the Student" "of the Prodigy" "of the Squall" "of the Storm" "Glimmering" "Glowing" "of the Wrestler" "of the Bear" "Hazardous" "Dangerous" "of Joy" "of Elation" "of the Lizard" "of the Flatworm" "of the Comet" "of the Heavens" "Plated" "of Expulsion" "of Exile" "of the Yeti" "of the Walrus" "of the Falcon" "of the Panther" "of Variegation" "of the Rainbow" "Blurred" "of the Kiln" "of the Furnace" "of the Augur" "of the Philosopher" "of the Thunderhead" "of the Tempest" "Radiating" "Pulsing" "Stout" "Cerulean" "of the Lion" "of the Gorilla" "Destructive" "Deadly" "of Bliss" "of Euphoria" "of the Lizard" "of the Starfish" "of the Hydra"
SetBackgroundColor 76 23 23 240
PlayEffect Yellow
Continue

# Change background color for identified Jewels with 4 mods
Show
Class "Jewels"
BaseType != "Large Cluster Jewel" "Medium Cluster Jewel" "Small Cluster Jewel"
HasExplicitMod >=4 ""
SetBackgroundColor 76 23 23 240
Continue


I had to use specific configurations for Jewels, because they had conflicting mod names to other item classes.

# Mods in identified gear items
I know this filter can find the specific items with specific mod combinations to find beasts of an item. It might be an impossible task though, as there are too many archetypes for items to group the mods with. For example, it is missing Armour Armour, Evasion Armour, Hybrid Armours, Ward Armour, Attribute gear, Resistance gear, and who knows what other archetypes will exist in the future or me not mentioning now. There is the Custom option, but it needs a feature to sort by ilvl requirements. Personally I just generalized my good mods to be above ilvl 60 the following way (these also were in the '...' position of my Custom filter rule):
สปอยล์
# Change background color for identified item drops with a number of high ilvl mods for gear pieces
Show
Class == "Body Armours" "Helmets" "Gloves" "Boots" "Shields" "Amulets" "Rings" "Belts" "Bows" "Claws" "Daggers" "One Hand Swords" "One Hand Axes" "One Hand Maces" "Quivers" "Rune Daggers" "Sceptres" "Staves" "Thrusting One Hand Swords" "Two Hand Axes" "Two Hand Maces" "Two Hand Swords" "Wands" "Warstaves"
HasExplicitMod >=3 "Veiled" "of the Veil" "of the Order" "Chosen" "of Shaping" "of the Elder" "The Shaper's" "of the Hunt" "of Exsanguination" "of the Conquest" "Redeemer's" "Warlord's" "Crusader's" "of Redemption" "of the Crusade" "Hunter's" "Beatified" "Consecrated" "Sturdy" "Resilient" "Nautilus's" "Crocodile's" "Abbot's" "Exarch's" "Priest's" "Bishop's" "Spirit's" "Eidolon's" "Ram's" "Ibex's" "Djinn's" "Seraphim's" "Elephant's" "Mammoth's" "Dragonfly's" "Hummingbird's" "Conqueror's" "Emperor's" "Dictator's" "Unfailing" "of Provocation" "of Infuriation" "King's" "of Virulence" "Lich's" "of the Universe" "of the Infinite" "of the Multiverse" "Girded" "Impregnable" "Phased" "Indomitable" "Unassailable" "Dazzling" "Devastating" "Vampire's" "Parched" "of Corundum Skin" "Encased" "Enveloped" "of the Godslayer" "Rapturous" "Prime" "Incorporeal" "of the Phoenix" "Impenetrable" "Interpermeated" "Victor's" "Unfaltering" "Illusion's" "Hellion's" "Sharpshooter's" "of Many" "of Splintering" "Crystalising" "Carbonising" "Vapourising" "of Lioneye" "Fecund" "of the Troll" "of Ryslatha" "Phantasm's" "Nightmare's" "Mirage's" "of Fog" "Evanescent" "Unreal" "Illusory" "of Haste" "of Will" "of Invocations" "of Incantations" "of Utilisation" "of the Bulwark" "Cryomancer's" "Tul's" "Pyroclastic" "Xoph's" "Ionising" "Esh's" "Glyphic" "Runic" "of Unmaking" "of Grandmastery" "of the Blur" "of the Polymath" "Summoner's" "Necromancer's" "of Exuberance" "Scintillating" "Unleashed" "Overpowering" "of Dispersion" "of Liquefaction" "of Rending" "of Destruction" "of Incision" "of the Gale" "Ultramarine" "Perandus'" "of the Leviathan" "of the Titan" "of the Gods" "of Nirvana" "of the Jaguar" "of the Phantom" "of the Wind" "Dragon's" "of Excavation" "of the Savant" "of the Virtuoso" "of the Genius" "Zaffre" "Chalybeous" "Mazarine" "Blue" "of Conflagrating" "of Blocking" "of the Span" "Vigorous" "Weaponmaster's" "Atrophying" "Disintegrating" "Zealous" "Fanatical" "Splintermind's" "Winter Beckoner's" "Lava Conjurer's" "Tempest Master's" "Tecton's" "Atrophic" "Festering" "Mortifying" "Acidic" "Dissolving" "Corrosive" "Agonizing" "Harrowing" "Excruciating" "Pernicious" "Inimical" "Baleful" "Gelid" "Heartstopping" "of Sortilege" "of Finesse" "of Numbing" "Duelist's" "Hero's" "Legend's" "Assailant's" "Predator's" "Inculcated" "Interpolated" "Inspired" "Haruspex's" "Harbinger's" "of Rebounding" "of Revitalization" "of Refuge" "of Sanctuary" "Cruel" "Merciless" "of Immortality" "Flawless" "of Bameth" "of the Polar Bear" "of the Ice" "of Haast" "of the Volcano" "of the Magma" "of Tzteosh" "of the Maelstrom" "of the Lightning" "of Ephij" "of the Apt" "of Infamy" "of Celebration" "Tyrannical" "Martinet's" "Queen's" "Empress's" "of Ultimatum" "of the Slavedriver" "of the Despot" "Catarina's" "Elreon's" "Haku's" "It That Fled's" "Korell's" "Leo's" "Rin's Veiled" "Tora's" "Vagan's" "Vorici's" "Gravicius'" "Jorgin's" "Aisling" "Cameria" "Hillock" "Janus" "Riker" "Brinerot" "Haunted" "of Haunting" "Subterranean" "of the Underground" "Xopec's" "Citaqualotl's" "Tacati's" "Topotante's" "Guatelitzi's" "of Guatelitzi" "of Matatl" "of Puhuarte" "of Tacati" "of Citaqualotl" "Matatl's" "Essences" "of the Essence" "of Saqawal" "of Farrul" "of Craiceann" "of Fenumus" "Infamous" "Elevated" "Sentinel"
SetBackgroundColor 76 23 23 240
PlayEffect Yellow
Continue


I have included all Veiled mods and all special mods to this, because in my mind it made sense to count them as good mods as well.

# Grouping
It's not a simple filter anymore. It takes time, effort and knowledge to fine tune it every now and then with the updates. It is working as described, but understanding and finding the configurations is a bit hard. I would say it's because of the grouping of filters. For example rules for filtering jewellery is in 4 different places, while flasks and gems are neatly in 1 place. I'll try suggesting the following groups, and maybe you'll get the idea.
สปอยล์
Flask and Tincture Filters (Previously Flask Filters)
- Leveling filters
- Rarity filters
- Base type exceptions
- Quality exceptions
- Good crafting excepted base highlights
- Good crafting base highlights
- (Good crafting bases as drops do exist, with high quality. Not applicable to low level base life, mana and hybrid flasks)
- Excellent identified excepted item highlights
- Excellent identified item highlights
- (Flasks and Tinctures have tiered mods, so they can have good rolls. Not applicable with low level base life, mana and hybrid flasks)

Currency Filters
- Keep existing filters for currency
- Move all vendor recipe options to here

Jewellery Filters
- Rarity filters
- Base type exceptions
- Excellent identified excepted item highlights
- Excellent identified item highlights

Jewels Filters (new)
- Rarity filters
- Base type exceptions
- Excellent identified excepted item highlights
- Excellent identified item highlights
- (Abyss and Cluster item mods have ilvls to them. Regular jewels do not have ilvl mods, but personally I do not show 3 mod identified jewels anymore)

Highlight Uniques and Chance Bases (stays same)
Highlight Crafting Bases (removed, part of other exceptions now)
Highlight Identified Items (removed, part of other exceptions now)
Highlight Jewellery (removed, part of other filter now)

Extra exceptions (new)
- Except influenced items
- Except Memory Strand Gear
- Except identified items with special mods (with label override as well)
- Except identified fractured items
- Except 6-link items
- Except items with corrupted mods (with label override as well)

Extra Highlight Options (Previously Highlight Other Items) (stays mostly the same)
- Highlight 6-link excepted items
- Highlight influenced excepted items
- Highlight identified excepted items with special mods (with label override as well)
- Highlight excepted Memory Strand Gear
- Highlight excepted items with corrupted mods (with label override as well)

Hide Weapons and Armour (unchanged)
Leveling & Recipe Exceptions (removed, part of other filters and rules now)
Quality & Link Exceptions (removed, part of other filters and rules now)
Influence Exceptions (removed, moved to other rule)

Weapon Exceptions
- Leveling exceptions
- Type exceptions
- Socket and quality exceptions
- Good crafting excepted base highlights
- Good crafting base highlights
- Excellent identified excepted item highlights
- Excellent identified item highlights

Armour Exceptions
- Same as with suggested Weapon Exceptions

Map Filters (sorry, can't say anything, I haven't tried it)
Highlight Gems (stays the same)


This is not supposed to be a way to show you how it should be done, but rather an attempt to show an example of simplifying configurations. It's also somewhat hastily written, even though it took me almost 2 hours. :D

One thing I've noticed, is that I generally need just my personal addition to the Custom Rules to show items with N number of good mods, because the item base determines the mods it can have, so I generally get the desired mods by choosing correct excepted gear pieces.

In my mind, it would be easier to write the filters, if you had the Highlights with a Continue early on in the filter, and then hide nonexcepted items without changing the item labels, because it will keep the highlight configurations, without PlayEffect and Sounds, when you press Alt to see the hidden items.

# Overriding label styles
I find them nice, because I can modify them so that I can test which rule made matches. But they felt kinda irrational, as in they were in some places, but not in other places. Maybe they would feel better in cosmetic tab or something. Maybe have label overrides for Highlights, Crafting Bases, Vendor Recipes and Hidden Items.

# Ending
Hopefully this is helpful, and I'm eager to see what you come up with next. :)
แก้ไขล่าสุดโดย Celd#2630 เมื่อ 25 ก.ค. 2025 06:19:33
Hey, thanks so much for this thorough feedback (also on Reddit)!

Say, wouldn't you feel like doing a call? You put so much time in these posts, it's very much appreciated, but unfortunately I don't always manage to follow everything 100% along. You write very well, but sometimes when I don't understand a little thing here or there then I lose a lot of information I think, it would be useful if I could interrupt from time to time :D so you can clarify it so I understand it. Also that way I can explain you the reasons for doing or preferring not to do certain things, so we can talk about the 'why' you need certain things, and hopefully look for ways to cater to those needs but in a way that is more in line with my 'design goals', and which also work well for PoE2.

A couple of examples / thoughts:

- If at all possible, I'd rather not add any *information* in label styles, like you're suggesting here and on Reddit, e.g. depending on which identified mods are on the item. This is one of the things I never liked about NeverSink's filters, and one of the reasons I created this alternative. I'd really just want the user to be able to hide all items they would not be interested in, and use the tiered highlight beams to determine how (potentially) valuable the item is. I'd like to brainstorm with you about whether that is at all possible for your use case; I'm having difficulty trying to wrap my head around it just theorising from my armchair :D

- I've thought about re-organizing the quick filters tab. I'm not necessarily against it; however, there's probably something to say for various different approaches. Like, does it make more sense to group stuff by class (all jewellery/jewels/weapons/armour/...); or does it make sense to group stuff by 'function' (crafting base/identified items/...)? I've also considered moving all the 'leveling' stuff to one section. But ultimately, for now, I figured that there's also still something to say for the current more thematic approach and keeping the distinction between filters (top half of left-hand-side) and highlights (bottom half of left-hand side). In the latest version I'm working on, the Presets will also collapse/expand the different sections of the quick filters automatically, based on which sections make more sense at that point, which I believe makes it less daunting. As to your remark that it's getting too complicated: I'm migrating (& much improving) the presets to a new separate tab, which is the default for new users, as to not scare them away with the complex quick filters tab (and then the tutorial becomes much less important).

But I'm not necessarily ruling out a restructure. It's just that it's probably a lot of work -- especially the migrations; and I always have to keep PoE2 in mind. Ideally I'd like to use the same structure for both. I understand that the games are different enough that a completely different structure would make more sense for PoE1; but I'm trying to look for a compromise. But I am aware that that might be a mistake. For now though I'm not yet convinced enough that it is to take the effort.

- Indeed I should also add mods for jewels and flasks; I'd need a way to separate them from the other gear mods. I considered this as lower priority. (Although it would be nice to have for my kingsmarch map runners xD)

- The reason I added the 'label style override' just for the 'crafting bases highlights' and 'identified items highlights' sections, is because a) there I think it does make sense to be able to distinguish them from other similarly styled items; and b) using the 'regular white item' and 'regular rare item' label colors make sense, I think. For the 'crafting bases'; if they always just drop as Superior white items, you immediately know what it is, while sticking to the game's default style. Same for purple & orange highlighted yellow gear, which would always be excellent and good identified items. The current default setup allows for immediately, intuitively knowing what is what, I feel; while sticking to default styles, the tiered beams,... which is what I'm aiming for.

There's a ton we could talk about, which would take me a long time to write down; and I don't mean to say that I don't agree with what you write and won't implement it; rather the contrary, I'd love to implement all of your suggestions to make the filter better, but do it in a way that sticks closer to my design goals, and for that I sometimes need to better understand the reason(s) *why*. Again, I'm not a very experienced player (and haven't seriously played SSF), so undoubtedly there's a lot of nuance I'm just not aware of -- for that, advice like yours is invaluable.

So, in short, hoping there's a way we could schedule a call or chat, on discord or some other (video) call platform, would be awesome, send me a PM!

If not, then when I finish my current changes, I'll give this a more thorough read through to try to understand everything, and to see what I can do. Thanks again!
Author of https://poe2filter.com and https://poe1filter.com - Path of Exile 1 & 2 Custom Filter Generators

รายงานโพสต์

รายงานบัญชี:

ประเภทรายงาน

ข้อมูลเพิ่มเติม