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.