New tier of currency items is an awful idea imo and thats why

Corrupted Quarterstaff with 4 sockets will be fun. I assume this also means an Exceptional Grand Regalia is possible . . . 6 sockets inc!
Does it say stupid on my forehead ?
seriously does it.

Crafting sucks so .

Introduce items that instead of having global value are now tiered.
So now less value drops, what more often?
So GGG can now assign currency tiers to map tiers.
No longer can you get a exalt random at level 2 .

Nope you gonna get the Exalerino the junior more appropriate currency for your
level. That way you are not gaining anything toward endgame as you play..

Nice.. another mind numbing control layer.
แก้ไขล่าสุดโดย Jitter912#4278 เมื่อ 22 ส.ค. 2025 01:53:25
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Legoury#0138 เขียน:
Hi guys,

I discovered, like all of us, that there are just 2 new tiers of currency for 0.3, with greater and perfect for all currencies (trans, chaos, exalted,...) and in my opinion its an awful idea and thats why :

1) GGG said about Poe2, that they want a game much more accessible than PoE1 is, specially about loot quantity. So they decided to delete some currencies from PoE1 in PoE2. Than right now, they just decide to multiply currencies by 3. Thats a total non sense and it would make the game much more hard to understand for 1.0 release. Most of new players would ask themselves why there are 3 same but different currency in this game and whats the difference between it (and ofc, we wont find it in the game).

2) People who tell me : "but you know, there would be some really powerful currencies now and thats what really matter" and I would respond : you are wrong. This 2 new tier (harder to get so) will just dilute good loots into some new trash loots. Because even if normal chaos, exalted, trans,... would stay the same, for most of players, it would be trash loots. So players would have the feeling that there are more bad loot in this 0.3 version. And if its the same than for greater and perfect jeweller's orbs, people would be really frustrated about it, because they would feel they cant loot it and so, normal exalted, chaos,... would be trash for them. And we will see it in auction house !

3) About auction house, Im pretty sure normal exalted would be totally abandonned by community to sell item, and be replaced by new greater, perfect,... and it would be awful for most of players. Cause most of items would be totally unbuyable for casual players, cause people will always ask for some greater exalted, or greater chaos or some perfect ones. Marketplace would be a total mess for next weeks cause we just have too many good new currencies to trade with.


I cant see the future, but in my opinion, every arguments I exposed here is pretty obvious and it makes me feel its a terrible choice of GGG. Even just about craft, I think it would be pretty bad.
What do you think about it ?


its normal for a game to become more complex whit time =/ so i disagree .
the game must become more complex slowly to be interesting .
The one 10% chance dollar slot machine has been replaced with
100 new 10 cent slots each one with with a 1% chance to win!!!


Yeah bro!
แก้ไขล่าสุดโดย Jitter912#4278 เมื่อ 22 ส.ค. 2025 03:05:08
If you look at a $20 bill, then find out about $10 & $5 bills and get confused... Idk what can be done to help you.

Good luck tho lol
Cause you get paid in 5's but the hot chicks only take 20's
If you dont get that I get paid 2 twenties a day and you get 8 5's

I don't know what to tell ya , i mean we both have 40 bucks right.
too bad the bank wont upscale your cash ..
"
UnholyKirin#7925 เขียน:
its normal for a game to become more complex whit time =/ so i disagree .
the game must become more complex slowly to be interesting .


The game will be more complex just with add of abyssus mechanic of craft. Adding 2 new tiers of currencies is not that good for complexity cause it uses mechanics we already use and know.

In the interview of Jonathan with Talkative Tri, he said "we drop too much transmutes in the game. Why not having 10 times less transmutes but have more powerful one ?" And I totally understand that as a SSF player with my 1000 transmut and only few exalted or regal to craft.
But when they decided to have 2 new tiers for transmut, they decided to do the same for all crafting orbs. And imo, the choice of having 2 new tiers of transmut is a bad choice : it would be more interesting to have 1 new currency to craft powerful blue item in end game, and maybe another currency to do the same for rare item. But why 2 new tiers ? Why not just 1 for end game only ???
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SkyPrince30#4110 เขียน:


Some valid points, but I think there is a trade-off that people have to accept.

The issue with the old system, that is of having less currency, is that we don't have a lot of options. If you want more options, however, you kind of need more currency. There really aren't that many other ways around it.

I think, at least for now, this is the best possible solution if what you wanted was more agency and deterministic crafting. Is it perfect, who knows, it hasn't been released, but it is a step in the right direction.

It's also worth noting that yes, it's "new" currencies, but it's just variations of the same thing. You're not remembering 3x as many currencies. It's still the same currencies, just with new levels. That's different than having all new stuff.

So yeah, everything in this game is going to be a trade-off. If you want it simple, it means it's probably going to be more restrictive. If you want lots of agency and options, probably means more currency.


this is to compensate for the trade-off of not being able to regenerate or reset (scour) a base.

bases are the bottleneck for the utilization of related currency, if there's more currency than adequate bases then you'll see perpetual inflation of those currencies. because bases have a much higher logistical cost to manage, store, trade etc. it was inevitable.

what they're attempting to do is compensate for this issue (the trade-off related to the reset/regen of a base) by reducing the number of bases required to create a worthwhile item.

so while the trade value of these basic currencies become nearly worthless, the higher tier versions will better match the supply of bases needed to use these currencies and craft desirable items.

personally I think PoE1 revolutionized the genre when they freed the player from the burden of ground loot, constant appraising and inventory tetris... but this is attempting to address some of the economic issues this has caused for PoE2.
แก้ไขล่าสุดโดย Dak01#7115 เมื่อ 22 ส.ค. 2025 05:22:29
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Dak01#7115 เขียน:

what they're attempting to do is compensate for this issue (the trade-off related to the reset/regen of a base) by reducing the number of bases required to create a worthwhile item.

so while the trade value of these basic currencies become nearly worthless, the higher tier versions will better match the supply of bases needed to use these currencies and craft desirable items.


What I really dont understand in the way they think, is about having more and more tools (orbs) to craft around the always exact same base, when they can just change the base ?

I mean, why a normal base item of chest/weapon/ring could not have just a reduce range of affix while it's getting a higher and higher ilvl ???
Why you cant keep the few normal item that drop in a map, but make it having a more powerful potential ?

If an item could have 10 tier of an affix, why could we just have tier 5-10 when item is ilvl 30, but we cant have tier 1-5 when item is ilvl 80 and we still have tier 1-10 for an item ilvl 80 ???
In this situation, we stil have less drops of items and you make trans, aug and regal still important to craft...
And if you tell me "yeah but its not like that in PoE1", I really think in general, GGG team need to think out of the box of what PoE1 is.
แก้ไขล่าสุดโดย Legoury#0138 เมื่อ 22 ส.ค. 2025 05:40:36
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AintCare#6513 เขียน:
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Lobo#4398 เขียน:

Trust me, I won't be more excited. Ultimately, all I really want is to occasionally find meaningful upgrades naturally as I level up. All these mostly trash drops and rare jackpot moments are more frustrating than exciting for me. Of course, monopoly-minded guys could see that differently.


really, ok well we are getting lots of DROP ONLY bases now for late end game. you can slam these with your best/premium orbs for best chances- if hits great! if not you can farm another high value base and be excited when it DROPS, not sit in your h/o throwing thousands of alts at it, looking up Probablity values, blocking suffixes/prefixes, bench crafting the rest. and sure you don't need all that in poe1- you can chaos spam as well- how EXCITING! *barf*


Why are you you telling me this? I'm not sure you understand what I'm trying to say. My main issue with currency tiers is that it is unnecessary complicated solution.

Here is my initial take on currency tiers:
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Lobo#4398 เขียน:
I'm also surprised by how unnecessarily complicated solution GGG came up with just to avoid making more deterministic crafting accessible to a wider audience.

Introducing currency tiers will only add to inventory clutter and make things even more convoluted.

It seems like they're trying to address the following issues, but I'm not convinced it's a good solution:

1. Reducing the amount of RNG in crafting.
2. Creating a sink for underutilized currency.

Why not define a range of mod tiers for each item tier? I'm surprised this hasn't been implemented already.

And what about giving underutilized currency a new purpose or making it useful in a different way?

Perhaps GGG is just experimenting with new ideas. It's EA, after all.


Of course, I don't want to play the game through the inventory. But how is frequently interrupting the flow of combat to pick up a base item and do the crafting attempt any better? And if you don’t do that, you’re missing out. Currency tiers improves the situation by making crafting slightly more deterministic, but I just don't understand why the solution has to be so complicated.
แก้ไขล่าสุดโดย Lobo#4398 เมื่อ 22 ส.ค. 2025 07:04:52

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