Crafting system is garbage

im convinced crafting isnt just gambling. it is designed to favor the worst result.

do this simple test. find a weapon with an awesome +phys roll, use a chaos on it. the chaos will STRONGLY favor rerolling the +phys replacing with it something undesirable and useless.
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cwfoster72#9149 เขียน:
"i wish one day to come to this forum and say something good about this game."

Why not start today? You *surely* have things about the game you like and I would hope that those faaaaar outnumber the downsides. If the downsides outnumber the upsides, AND youre still playing, you may want to consider that you are the issue and not the game.


maybe you mean roll itens with mana and light radiuos??.
+1
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dmc9014#4875 เขียน:
im convinced crafting isnt just gambling. it is designed to favor the worst result.

do this simple test. find a weapon with an awesome +phys roll, use a chaos on it. the chaos will STRONGLY favor rerolling the +phys replacing with it something undesirable and useless.


Yes, it does seem that way. Out of the few dozen times i've actually taken the risk to do that, in my case as well, it almost always rerolled the one thing i wanted to keep.
I guess it could be my awful luck, and yours, but strange coincidences nonetheless
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
It's rng on top of rng Which is terrible game design. Chance shards have a very low chance of dropping and then a very low chance of working. So where's the reward for grinding long enough to get a chance orb? No designer with any brains would make it work like that. if chance orbs had a guaranteed chance of success maybe they'd be too powerful? Fair enough then lower the drop rate, can't find anyway to balance that, ok then remove them entirely. Same problem with recombination why is the chance of success so low, aren't players who grind to that point supposed to be rewarded? You can even still apply rng to that system and make it work. Just have it so that transferring one mod is guaranteed to work and the chance goes down the more mods you want to add/the number of times the times that item has been recombinated.


They spent so long normalising this nonsense to the Poe1 player base, they're now convinced that it's what Their audience wants. In reality I think alot of people tolerated it for the games positives, and they wanted Poe2 to fix it. But GGG simply don't see value in rewarding players. You don't directly earn anything you simply grind for privilege of gambling.
I truly hope they do an overhaul one day =(
Market is empty, no one willing to craft anymore.

Market is empty. Junk drops all over the exiles doesn't help the bad situation of market.

Market is empty. Good items in gambling mashine are destroyed 99% of most times.

Market is empty. People quitted from a bad designed game.

96.2% of players who tried the game.
No longer play.

Crafting, Trials, Portals.
Bad choices, bad results
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Der1337_ToD#6350 เขียน:
Omens could be perfectly fine as a crafting system BUT they'd need to be common material with a rarity similar to the omens of corruption and definitely NOT a 3-5 div each luxury that only the mirror rare crafters aka 0.1% of the playerbase can afford to do.

Then upping the chances for recombinator for lower tiers and we would be cooking.


The Recombinator needs to be higher chances in general. As soon as you have something even close to a high tier, it goes to single digit rates. It's ridiculous.

In general, both PoE1 and PoE2 treat players like they have no life at all. Anything that can actually push you towards min-maxing your build is so incredibly rare, in both games, that it becomes a joke. They've started to move the right direction in PoE2, but a lot of things, like omens, are still so far away.

The basic currency in PoE2 is way better than PoE1's basic currency. PoE1 wins in crafting because it has a crafting item list five miles long one distinct item for every single possible thing you could consider doing when crafting "the perfect item". That all assumes you can actually get those items without playing the market or getting obscenely lucky, because it has the same exact problem with dropping said items as PoE2.

However, at least in PoE2, even with no money, if I get something that has 4 or 5 affixes I can use and empty slots, I can try to fill in those empty slots with something. In PoE1, it costs me way too much currency for a simple Exalted Orb. In PoE2, I juice strongboxes with spare Exalted Orbs. In PoE1, that's a terrible idea because it'll drop me 100c and I'll get nothing back. Just an example.

Neither game has a perfect system, but I like the beginnings of PoE2's way more than PoE1's, because the basic currency is way better in PoE2 than it is in PoE1. The drop weighting compared to their function is way better.
แก้ไขล่าสุดโดย Polantaris#1920 เมื่อ 16 มิ.ย. 2025 11:58:55

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