As a Player of 8 Years, This Is Why the PoE2 Economy Feels Broken
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The problem is that recent game content allows players to generate massive amounts of both gold and Divine. Once players accumulate large quantities of these resources, they can flood the market by buying out all important crafting currencies and then relisting them at prices several times higher.
The question is how GGG can break this vicious cycle. Currency flipping of this kind has existed for a long time, even before NPC-based or system-assisted trading was introduced. However, it was much harder to execute in the past, as players had to manually DM sellers one by one, which naturally limited scale and efficiency. With the current system, trading is significantly more accessible. In many ways, this is a positive change, as it greatly improves quality of life for players. That said, this same accessibility also enables large-scale flipping to operate with unprecedented efficiency when combined with excessive currency generation. One possible solution to counter capital-heavy players would be a progressive tax system on high-volume currency trades. In addition, introducing more iterative crafting mechanics could help rebalance currency usage within the economy. Adding crafting options that allow partial resets, similar to Orb of Scouring, could help increase the usage of Exalted Orbs within the system. This could be limited to specific item categories, such as Waystones, to ensure that failed crafts still require players to obtain new base items rather than endlessly reworking the same one. Finally, there should be more systems that actively consume Divine Orbs to reduce their overall supply. In Path of Exile 1, Divine Orbs served as a core pillar of crafting, naturally regulating their availability through constant demand. A similar role could help restore intended scarcity and stabilize the economy here as well. P.S. English is not my first language, so I used translation tools to help write this post. I apologize in advance if anything is unclear or poorly phrased. Zuletzt angestoßen am 09.01.2026, 08:37:58
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The largest and most glaring issue is the gap between the average player and groups.
groups can have 500% rarity aura bot easily your average solo can get 150% with damage/defense sacrifice group play ceiling needs to be reduced the second largest gap is the difference in currency earned depending on the mechanic pushed (deli/breach/ritual/abyss/temple should all have roughly the same outcome at the top end - currently they do not). temple is ~10x stronger than the other mechanics. the difference between what players can achieve, on average, needs to be lowered significantly. to me this all boils down to party play buffs and currency ceilings being vastly different between different end-game mechanics. P.S. your translation was fine, i just think fixing a core game issue is a better approach over adding more things to the pile (otherwise we get POE1 in POE2) Zuletzt bearbeitet von tdonov5#2743 um 09.01.2026, 08:40:42
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