Crafting is inherently flawed in this game and will never be fixed
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We need the crafting bench from POE 1. Period. I'm sure that they will implement it soon after the act 5 launch.
Poe2 0.4 character: - ButurugaGroasa
- https://poe.ninja/poe2/profile/AndreiM92-9220/character/ButurugaGroasa Poe1 3.28 / character: VrajitoruldinOZN - https://maxroll.gg/poe/pob/hc9pdu0e |
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Crafting is the Chinese word for gamble.
This is the next PUBG we can use our gatcha token to buy new hats and boots for aesthetics. 5 season token and 200 gold get you a new hat. 2 season token , a wizard token , 200 gold can get you a red wand!!. You character can now dance , buy you new dance moves and pony skin from the store now!!!! Convert your wizard tokens for season tokens for 20 gold or get warrior tokens for the new sword options. Cleric token expire next week so don't forget to use them up!!!! Craft your gear now with PoE tokens and your credit card! Last edited by Jitter912#4278 on Mar 28, 2026, 7:23:34 PM
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" Have you tried poe2filter? It's pretty good and easy to use too, you can hide all these things you mentioned, change colors, label size, sounds, etc Being able to quickly distinguish 90% of the loot on the screen is a huge upgrade to the overall experience in poe2, GGG really downplays the importance of loot filters for some reason, but at least we have a workaround Like you can hide small amounts of gold, make it smaller and transparent, hide currencies you don't judge necessary anymore, and make valuable loot stand out even more Last edited by Vyend#2601 on Mar 31, 2026, 5:03:18 AM
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I wish GGG would take inspiration from The Division 2 to make ground loot more exiting, ground loot in that game matters in many different ways
If something drops with bad rolls, you can Optimize it to improve its stats, in the case of poe it'd be like dropping a weapon with a T9 %phys mod, but you're able to turn into a T1 if you spend enough materials/currency on it It's obviously very expensive to do that, so it's not very efficient, which means that dropping the equivalent of a T1 mod is exciting, first because you got a good item, but also because you won't need to waste materials, or you can spend it somewhere else You can destroy ground loot for materials/currency, which is self explanatory, but you can also extract mods with high rolls, or donate them to the Expertise system Extraction is similar to recipes, if you get an item with T1 res for example, you can extract the mod by destroying the item to use it later, it's one of the endgame goals to collect as many T1 mods as you can, and ofc they're rare You can always change one mod of your choice too, similar to horticrafting Expertise would be going from a regular item to an Exceptional item, it's the final min-maxing phase You can only increase your Expertise level by donating ground loot/materials, or by actually playing with as many different gear bases as possible until you reach max level with every one of them Which it's cool bcs it incentivizes using different items and bases to see what better fits your style I think that something like this would fit perfectly in the game because in theory, we are incentivized to try different bases while progressing through the acts Not to mention how the no lifers would play with every imaginable build to min-max their main character too Last edited by Vyend#2601 on Mar 31, 2026, 7:12:14 AM
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The whole point of juicing maps is loot
,not going to the store. Man! I just went to the store! I bought a sick sword! doesn't quite hit. but thats the goal it seems. Crafting is required, period! it is the gear lubricant. Got that new piece you cant fit. lube it up with some fire resist and there we go , still max resists. Cant wear that sword, no worries grease that shaft with +20 str and you off to bury that bad boy to the hilt! No craft .... no lube no fun. Last edited by Jitter912#4278 on Apr 1, 2026, 3:20:40 AM
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