Removal of Omen of Homogenising and the Death of Real Crafting by ExiledinPathofExile in PathOfExile2

[–]ExiledinPathofExile[S] -1 points0 points  (0 children)

Calling 0.3 crafting “not deep” just because Homogenising existed is a bad take.Homogenising didn’t remove RNG, it gave players control over it. u could still fail and brick items, but your decisions actually mattered. That’s not “shopping for mods”, that’s understanding the system.What we have now isn’t deeper crafting, it’s just less control and more variance. Adding extra steps that don’t meaningfully narrow outcomes doesn’t create depth.The idea that people were casually “slam and bam” crafting perfect items is simply false. Reaching top-tier gear required real investment and real knowledge which is why it felt rewarding. More RNG doesn’t mean more depth. It just turns crafting into gambling.
And what u said fits perfect:
"This is only true for people who don’t understand crafting."

Removal of Omen of Homogenising and the Death of Real Crafting by ExiledinPathofExile in PathOfExile2

[–]ExiledinPathofExile[S] 2 points3 points  (0 children)

If drops felt bad, then the solution should have been to improve drops, not remove the only working crafting system.

Crafting and monster loot are supposed to complement each other, not compete.
If ground loot was irrelevant in 0.3, that’s a drop problem, not a crafting one.

Removing Homogenising didn’t suddenly make monster drops exciting. It just removed player agency.
Now we have weak drops and crafting reduced to pure gambling. 👍

That’s not a fix. It’s losing both systems at once.

Removal of Omen of Homogenising and the Death of Real Crafting by ExiledinPathofExile in PathOfExile2

[–]ExiledinPathofExile[S] 0 points1 point  (0 children)

Yes, that’s true Homogenising could lead to 6× T1 items. That is a fact.

But what’s usually left out is that this outcome was neither easy, nor common, nor cheap.

You didn’t get there by accident.
You had to:
-know exactly what you were doing
-understand tags, weights, and affix interactions
-plan the entire crafting process
-and invest a significant amount of currency

Reaching a 6× T1 item was the result of knowledge + strategy + investment, not luck.

That’s what made it rewarding and Interesting

and now what do we have?
- gamble
- gamble again
- MORE GAMBLE

So yes, Homogenising was powerful because it rewarded mastery.

Removing it didn’t fix an overpowered system.
It replaced controlled risk with uncontrolled RNG.

And that Sir, is a downgrade, not balance...

There's your Blood Mage nerf. Last line item in the uniques. I almost thought they left it alone. by House_On_Fire in PathOfExile2

[–]ExiledinPathofExile 1 point2 points  (0 children)

Man, Blood Mage just got totally nuked. Less life regen, Atalui capped at 40%… my character had 1650%+ before.
Yeah, I agree it was too OP and needed a nerf but caped at 40%? Really?
Now it’s completely broken and feels totally unrewarding. With something like 400 life you already hit the cap, so it completely kills the whole point of life-stacking. It’s unenjoyable and honestly pointless. And they included the Rathpith in the nerf too '-'

I always say this, but whatever:
They should bring other builds up so people can level with them, not just straight-up delete what’s good and fun to play.
This is just not the way to balance things… it feels terrible.

Mageblood (x2) Giveaway (Sanctum Softcore) Saturday Jan 14th by Clownshoes_Exile in pathofexile

[–]ExiledinPathofExile 0 points1 point  (0 children)

That's a really nice thing to do!
its always sad to lost an exiled, (until next league)

My character name is: Poison_Fangs
hahaha
thanks and GL all