Path of Exile 2: Content Update Timeline

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Werdx_1#3669 schrieb:
New class when?

We need proper crafting , not rng bullshit.

look at poe1. the entire thing is just a straight casino at this point.
About trading - I'm not sure if this would be a good improvement, but what if you could trade with other players that are in your hideout while you're still on a map, and your stash tab would pop up along with the trade window? I think it could be a nice feature, because sometimes I don’t respond to trade messages until I finish the map — I don’t want to keep tp in and out — and by the time I’m done, it’s often too late.
Zuletzt bearbeitet von czokomariusz#3410 um 17.07.2025, 02:03:09
Open for offline trading please
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default_mp3#9394 schrieb:
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Werdx_1#3669 schrieb:
New class when?

We need proper crafting , not rng bullshit.

look at poe1. the entire thing is just a straight casino at this point.


I would say that it's more like poker, where you could calculate a chance to win instead of hoping for a luck only.
POE1 craft provide you a solution not only for early-leveling but for endgame setups as well.
It's nice to have deterministic craft where you could get anything you want for a price. Only Harvest reforge with tags like "Caster" or just alteration orbs more better than aug+regal+exalt slam.
And that's like only a part of POE1 crafting system. You could calculate or simulate with tools how much currency you would spend for crafting item and a more optimal method (like using fossils instead of recomb/harvest).

POE1 provide solution to farm currency by farming a crafting resources like beasts, essences, byond, guardians/bosses orbs, harvest juice.

POE1 craft even rewarding you for knowledge because you could find a cheap way to craft item and sold items for 10x more than you spent, I was doing it myself in Archnemesis with RF Helmets.

So, poe2 craft is not 'craft' but roulette or flipping a coin
Zuletzt bearbeitet von ForsesGIT#6499 um 17.07.2025, 06:36:34
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ForsesGIT#6499 schrieb:
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default_mp3#9394 schrieb:
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Werdx_1#3669 schrieb:
New class when?

We need proper crafting , not rng bullshit.

look at poe1. the entire thing is just a straight casino at this point.


I would say that it's more like poker, where you could calculate a chance to win instead of hoping for a luck only.
POE1 craft provide you a solution not only for early-leveling but for endgame setups as well.
It's nice to have deterministic craft where you could get anything you want for a price. Only Harvest reforge with tags like "Caster" or just alteration orbs more better than aug+regal+exalt slam.
And that's like only a part of POE1 crafting system. You could calculate or simulate with tools how much currency you would spend for crafting item and a more optimal method (like using fossils instead of recomb/harvest).

POE1 provide solution to farm currency by farming a crafting resources like beasts, essences, byond, guardians/bosses orbs, harvest juice.

POE1 craft even rewarding you for knowledge because you could find a cheap way to craft item and sold items for 10x more than you spent, I was doing it myself in Archnemesis with RF Helmets.

So, poe2 craft is not 'craft' but roulette or flipping a coin

poe2 crafting can be very deterministic and frankly quite easy. we just need the omens to be 100 times more common so they are accessible to everybody not just to rich people. whittle should cost 8 chaos at best, not 9 div.
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Jerdslaw#6583 schrieb:
As per big support via the community on Reddit:
https://www.reddit.com/r/PathOfExile2/comments/1kc0p2d/best_solution_for_trade/

Please put Hideout Trade Vendor on your priority list.
The state of trade has been a long standing issue in Path of Exile but can be addressed with this simple implementation. Trade friction can still exist but this solution solves many afk/toxic interaction/scam issues:

In practice:
1. Players put items into Hideout Trade Vendor window and price them (just like the current way with public stash tabs)

2. Buyer finds item from Trade site and messages Seller (or implement Visit Hideout button).
Seller Invites to Hideout (no need for sellers to leave map, leave boss fight or change the party)

3. Buyer opens Hideout Trade Vendor and buys whatever they want at their convenience

4. Currency appears in a "Sold" tab from the Hideout Trade Vendor to collect later.
Optional automated message to notify seller when a trade occurs.

Buyers might even find and buy other stuff from your vendor too, which is an extra fun experience for everyone involved.

This could even encourage people to make more interesting hideouts which is good for MTX sales too.


God damn bro. This idea is the best thing i ever read in this forum. GGG should hire you after that.
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LeFlesh#9979 schrieb:
If an issue is detected, then it already existed. Detecting problems doesn't create problems. It detects them. Children can grasp this basic understanding of Cause and Effect.

Nice condescension, but you're missing the point entirely. Yes, problems exist before detection - congratulations on that groundbreaking insight. The issue isn't detection, it's the resources required to address those problems during an active league cycle.
When problems are found in Standard during leagues, they don't magically fix themselves. They require immediate attention that pulls developers away from league support and ongoing balance work. That's the additional workload you keep pretending doesn't exist.
Your "children can grasp this" comment is rich coming from someone who can't understand that finding more problems during peak development periods creates more work, not less. Detection without the resources to properly address issues just creates technical debt.

But sure, keep insulting my intelligence while demonstrating you don't understand basic project management principles. Really strengthens your argument.
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ForsesGIT#6499 schrieb:
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default_mp3#9394 schrieb:
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Werdx_1#3669 schrieb:
New class when?

We need proper crafting , not rng bullshit.

look at poe1. the entire thing is just a straight casino at this point.


I would say that it's more like poker, where you could calculate a chance to win instead of hoping for a luck only.
POE1 craft provide you a solution not only for early-leveling but for endgame setups as well.
It's nice to have deterministic craft where you could get anything you want for a price. Only Harvest reforge with tags like "Caster" or just alteration orbs more better than aug+regal+exalt slam.
And that's like only a part of POE1 crafting system. You could calculate or simulate with tools how much currency you would spend for crafting item and a more optimal method (like using fossils instead of recomb/harvest).

POE1 provide solution to farm currency by farming a crafting resources like beasts, essences, byond, guardians/bosses orbs, harvest juice.

POE1 craft even rewarding you for knowledge because you could find a cheap way to craft item and sold items for 10x more than you spent, I was doing it myself in Archnemesis with RF Helmets.

So, poe2 craft is not 'craft' but roulette or flipping a coin
Calling POE1 crafting "poker" doesn't make it any less of a casino - you're still gambling with currency, just with slightly better odds calculation. The fact that you need external tools to "simulate" crafting costs pretty much proves the system is fundamentally broken.
Your nostalgia for Harvest and deterministic crafting conveniently ignores how that completely trivialized item acquisition and made the game boring for most players. Sure, it was great for the 1% who could afford to spam crafts, but it turned the entire game into a spreadsheet simulator.
And this whole "knowledge rewarding" argument? That's just gatekeeping with extra steps. The system shouldn't require a PhD in crafting mechanics and third-party calculators to be functional. Most players don't want to spend hours researching optimal fossil combinations - they want to actually play the game.
POE2's "roulette" system at least has the honesty to admit it's RNG instead of pretending layers of complexity somehow make gambling more skillful. At least now when I brick an item, I don't have to wonder if I should have used a different essence combo or fossil weighting.
The real issue isn't that POE2 crafting is too simple - it's that POE1 crafting was an overcomplicated mess that people mistake for depth.
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Blooper#6330 schrieb:
When problems are found in Standard during leagues, they don't magically fix themselves. They require immediate attention that pulls developers away from league support and ongoing balance work.

Cute fantasy. Nothing GGG does is immediate. Any potential issues detected from Standard's access to new content will be handeled the exact same way as they do now whenever a league concludes. No problems are generated from giving Standard the same treatment. The workload is the same.

[Removed by Support]
Zuletzt bearbeitet von Sameer_GGG#0000 um 18.07.2025, 01:34:47
Not interesting, 0.2 was terrible and most likely 0.3 will be no better.
✨ Beta tester Path of Nerf 👀

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