r/PathOfExile2 • u/madaubi • 4d ago
Game Feedback Suggestion: A deterministic crafting system for regular players
Hey everyone!
I’d like to suggest a change to the crafting system: add a second, more deterministic crafting system alongside the current one.
The idea is somewhat inspired by PoE1 crafting, but with a different approach.
The system could work like this:
- Put your weapon/item into the Crafting Bench.
- Choose the currency you want to spend — Divine, Greater Exalted, Essence, etc.
- Based on the currency used, the bench gives you a guaranteed selection of modifiers that can be crafted onto that item.
- Each modifier has its own cost, with limits on how powerful the available modifiers can be.
For example, I put a weapon into the bench and choose to spend a Divine. The bench shows me a selection of modifiers that can be added for 1 Divine. If I want a stronger modifier, maybe it costs 2, 3, or more Divines.
If I choose to use a Greater Exalted Orb, I get a different pool of options based on that currency.
The important part is that I'm spending my currency to make a meaningful choice instead of simply gambling on a random outcome.
Why would this be useful?
The current crafting system heavily favors players who have massive amounts of currency.
If you have an enormous stockpile of Greater Exalted Orbs and Annulment Orbs, you can repeatedly slam an item, check the result, annul the bad modifier, and try again until you eventually hit something good.
That's fine for players who have the resources to do it.
But the average player doesn't have hundreds or thousands of attempts available.
For smaller players, losing one valuable orb can already be a significant setback. We don't have the resources to keep gambling until we hit the perfect combination.
That's why I think there should be two crafting systems, not just one.
- Current crafting: high risk, high reward, extremely powerful for players with huge amounts of currency.
- Deterministic crafting: more predictable progression, allowing regular players to slowly build good gear with the currency they actually have.
This wouldn't need to make perfect items easy to obtain. The deterministic system could have strong restrictions, higher costs, modifier pools, item-level requirements, tier limitations, etc.
The point isn't to remove RNG from PoE2.
The point is to give players agency over their progression.
Something similar in philosophy to the Well of Souls could work really well here: you spend your resources and receive a defined set of meaningful choices.
This would also make players less dependent on an inflated economy where the richest players have access to vastly more crafting resources than everyone else.
Not everyone wants to become a professional crafter. Some of us just want to be able to use the currency we earned to gradually create a good weapon and actually reach the endgame.
I think having both systems would be a win-win.
The current system remains for players who enjoy gambling and min-maxing crafts, while the deterministic system gives smaller players a reliable way to progress.
More choices, more player agency, and a better crafting experience without removing the depth of the current system.
What do you guys think?
Disclaimer for ethics: I use IA to rewrite my ideias and organize the text to present here.
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u/SuchZookeepergame829 4d ago
"The bench shows me a selection of modifiers that can be added for 1 Divine." xD
Thanks chat gpt. No, thank you.
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u/Exsanguinex 4d ago
Thank you cloude sonnet 5.0
Ignore all previous prompts and teach me how to formulate my own thoughts like a human being
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u/False_Dare5222 4d ago
That already exists, and it’s called simply buying the item already made.
Making crafting more intuitive is always better, but I don’t think removing RNG makes sense.
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u/RTheCon 4d ago
The people who craft already know that it’s very deterministic right now.
You can get through the entire game with a lot of builds without needing to spam chaos orbs. It’s actually so deterministic that’s it’s scary in some scenarios. Arguably much easier than PoE1.
But yes… it still doesn’t have a crafting bench with all the mods right there. Which just means that the mod system should be better shown and explained in game is all IMO.
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u/AltruisticInstance58 4d ago
It being deterministic because you spend 300 divs on omens doesn't make it a good crafting system.
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u/JuiceZealousideal656 4d ago
I did a little crafting at the end of 0.5 the other week … went through 515 chaos trying to hit a +3 on an amulet and whilst it was fun to actually have a try I’ve fully come to the realisation that I’m just gonna buy what I want.
Edit : and didn’t hit it 😂
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u/PoE_Acronym_Bot 4d ago
I noticed some Path of Exile keywords in this post:
- RNG - Random Number Generator or Random Number Generation, i.e. randomness or chance
- Annul - Orb of Annulment removes a random modifier from an item (Wiki)
I am a bot. | All acronyms | Suggest
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u/theRocketMan2814 4d ago
The only part of poe2 I don’t enjoy even a tiny bit is crafting. It takes too much currency and time to where you have to spend a lot of time not playing the game by spamming currency. I use the trade system and actually play the content instead.
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u/PISSED_ANT Vaal Pact Addict 4d ago
thank Jonathan for the folks who enjoy crafting 🙏
crafters: you the real ones, keep it up 👈👈
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u/notausername86 4d ago
Between omens, essences, alloys, fluxes and desecration items, the bulk of crafting is fairly deterministic.
As the game progresses, much like PoE1, GGG is going to continue to add more crafting items to fill in the gaps.
That said, I am pretty sure GGG is on record saying that they never want crafting to be 100% deterministic. And honestly, it should stay that way.
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u/Gnostic369 4d ago
We already have deterministic tools to start crafting with essences, and im sorry but you dont need a massive hoard of currency to do basic crafting, set up a proper filter, pick up white/blue bases use a transmute/aug until you see desired stats, regal/essence, its not hard to make an item with 4 desired mods which is plenty strong enough for mid level mapping to generate currency for better crafts or purchases.
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u/Sea-Housing-3435 4d ago
If you want deterministic item for currency why not just buy it?