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Path of Exile 2 Crafting System: Problems, PoE 1 Differences, and Possible Improvements
For long-time Path of Exile 2 players, the drawbacks of crafting system have become increasingly apparent as the game has progressed. Not only do Path of Exile 1 players understand the difficulties of optimizing crafting system, but Path of Exile 2 players are even more frustrated by its practicality.
Currently, players have many complaints about crafting system. I will start with the most frequently raised issues and discuss from multiple angles what makes the current crafting system unsatisfactory.

Differences between POE 2 and POE 1 Crafting
1. Gems
As all players know, gems cannot be directly socketed into equipment. Players can find them in the skill bar and socket them manually. In Path of Exile 1, gems could only be socketed into equipment. This led to a significant weakening of early-game enhancements like socketables, soul cores, and runes.

2. Crafting Variety
While crafting materials are roughly the same as in the first game, there are currently over 80 different items crafted using almost identical materials. However, with the introduction of new classes and builds, crafting process will undoubtedly become significantly more complex.
The crafting system is meant to facilitate player progression and character enhancement, but the sheer number of crafting options adds unnecessary burden to players.
3. Missing Important Steps
Orb of Scouring Orb of Alteration are two of the most requested items, capable of resetting and regenerating equipment modifiers, respectively.
Surprisingly, PoE 2 lacks these items. Firstly, once equipment is enhanced, its modifiers cannot be changed.
Some argue that these items shouldn't exist in the current game. Their presence would lead to an overabundance of masterful crater items, causing numerical inflation and negatively impacting game balance.
However, I believe this idea is completely untenable. Only a minority of players actually have access to masterful crater items. Whether or not there are enhancement and reset attributes, the impact on this group of players is minimal, and the game content won't undergo large-scale changes because of some powerful weapons.
Introducing Orb of Scouring and Orb of Alteration would not only benefit players aiming for late-game crafting, but more importantly, it would allow newcomers to better navigate the crafting system and smoothly transition into the beginner phase.
4. Crafting Table
In PoE 1 crafting table, I could clearly feel that the approach to enhancing items was very straightforward. Basically, whatever modifiers you needed, you could enhance them accordingly, and it was directly stated on the crafting table.
However, in PoE 2 crafting table, while enhancements cannot be reset, unlocked modifiers can be locked, and an unlimited number of modifiers can be crafted.
To achieve powerful effects, in addition to the usual enhancement operations, many unavoidable steps are added. Even more troublesome is the amount of materials consumed. With some methods now missing, while you can lock in certain modifiers, you'll actually consume more materials.
To obtain more resistances and attributes, more comprehensive sockets are essential, and unlocking these requires another significant material expense.
So, does the current crafting table system truly optimize the crafting process as the developers claim?
More League content forces players to constantly craft
In the ever-changing game content, the frequency of League updates is one of the most important influencing factors. You need to do more than just understand the challenges of each League; more importantly, find the most suitable equipment for your character to face new adventures.
Now, with the continuous increase in League content, crafting suitable equipment requires a massive amount of POE 2 currency to support your crafting, which brings us back to our earlier question.
Does more game content provide most players with more opportunities to experience the game's content and mechanics, or does it simply increase the workload for players?

Low drop rate increases the difficulty of crafting
In the early stages of the game, there are several deliberately placed levels. The purpose of these levels is obvious: they are extremely difficult to complete.
This makes it much harder for players to become stronger. If you can't clear these levels, you can't unlock much of the game content, and you can't obtain many hard-to-find materials.
This has led to two types of players: those who study the characteristics of each level's boss and use one-hit kills to clear them, and mainstream build we're talking about.
Not many people can consistently clear levels using these characteristics; the complex mechanics and timing are beyond the reach of everyone. Most people use the mainstream build when facing these difficult levels. And the mainstream build requires a large amount of game resources to support.
Currently, these deliberately placed levels have led to an unavoidable situation. To achieve a build that most people can clear, you have to face an incredibly low drop rate, spending hours or even tens of hours farming for items. I don't deny that some players enjoy the process, but in reality, do many people truly find such lengthy, repetitive labor enjoyable? I believe that spending so much time farming loot is only enjoyable at the final reward, and this meaningless farming is merely a prerequisite for crafting.
In short, I think PoE 2 crafting system was designed with user-friendliness in mind; they wanted a unique style and features distinct from PoE 1. However, there are still many areas that need improvement to optimize the player experience.
More game content shouldn't offer players overly tedious repetitive tasks or frustrating crafting processes. What players need are other interesting aspects of the game.
I understand that some players feel the current crafting system is already quite good and doesn't need to revert to the old model. My view is that reverting to other models isn't necessary. We should adopt other methods, as long as we solve the existing problems and optimize most of the frustrating aspects, Path of Exile 2 gameplay experience will continue to improve.
…FC 27 Ultimate Team Budget Squad Guide: Best Starter Players from 5K to 50K Coins
In FC 27 Ultimate Team, building a squad on a low budget doesn't mean you have to settle for mere stop-gap player cards. While market prices fluctuate, 5,000, 25,000, and 50,000 coin tiers offer options that cover various positions - from starter-level picks to players capable of holding down a spot in your main lineup.
Let's organize some suitable FUT 27 players by budget - moving from low to high - so you can gradually upgrade your squad based on the coins you have available.
5,000 Coin Tier
If you're keeping your budget around 5,000 FC 27 coins, start by considering Portugal's Diogo Costa for the goalkeeper position. With an 86 OVR and Far Throw+ ability, he offers excellent value among budget goalkeepers.
For the defense, Frimpong is a great choice at right-back; featuring Quick Step+ ability and 94 Pace, he is invaluable for bombing up the flank and tracking back.
At left-back, Alphonso Davies is highly recommended. His 93 Pace, combined with solid dribbling and passing stats, makes him perfect for a starter squad, plus he offers chemistry links with Bayern Munich and Bundesliga players.
For center-back, look at Arsenal's Hincapié - his 84 OVR, Slide Tackle+ ability, and three standard defensive PlayStyles make him a highly practical choice among defenders in this price range.
In midfield, Juventus's Khéphren Thuram boasts a combination of Incisive Pass and Pinged Pass, which improves the quality of your forward passes and through balls.
For the attacking midfield (CAM) role, João Félix is a great pick, as his dribbling, shooting, and passing stats are all well-balanced in FIFA 27.
On the wing, consider Real Madrid's Athenea; she possesses Quick Step and Rapid combo, along with Low Driven and First Touch, making her arguably the best value-for-money player under 5,000 coins.
Chelsea's Pedro Neto is an excellent option for the right flank; with 91 Pace plus Low Driven, Rapid, and Quick Step, he delivers very reliable performance. For the striker position, consider Openda; with 94 Pace and 79 Shooting, he's a solid choice, though his Belgian nationality and Olympique Lyonnais club affiliation make linking him into a squad a bit tricky.

25,000 Coin Tier
Once you reach the 25,000-coin tier, you begin to have a wider selection of players for your lineup who are suitable for long-term use.
For goalkeepers, you can now switch to Chelsea's Emiliano Martínez; he possesses the highly valuable Far Reach+ PlayStyle, making him a real gem among keepers in this price range.
At right-back, consider Ona Batlle. Priced at around 7,000 FC 27 coins, she is agile and an excellent dribbler; combined with Rapid PlayStyle, she can effectively support your attack.
As for left-back, Theo Hernández boasts a combination of Quick Step and Rapid. His four-star skill moves also allow him to contribute to the attack, so he certainly won't disappoint.
Meanwhile, Chelsea's Lacroix is fast, defends well, and possesses excellent height and physicality. With Aerial Fortress PlayStyle, she is a perfect fit for the center-back position.
In midfield, keep an eye on Lavelle; this card flies somewhat under the radar in FC 27 but proves highly effective in actual gameplay.
For the attacking midfielder (CAM) role, Barcelona's Vicky López is a top recommendation. She is versatile enough to play on the right wing, right midfield, or as a striker, CAM, or central midfielder.
With stats like 85 Pace, 86 Dribbling, and 94 Agility - plus PlayStyles including Finesse Shot, Tiki Taka, Inventive, Technical, and Trickster - she is ideal as an attacking playmaker.
In this 25,000-coin tier, Temwa Chawinga is a must-pick for left midfield; she feels fantastic to control (as seen in FIFA 27 Draft mode) and boasts impressive abilities.
Bryan Mbeumo stands out for the right midfield position; he possesses Game Changer+ and poses a serious threat with his shooting.
If you still need a striker in the 25,000-coin range, the aforementioned Vicky López is more than capable of filling that role as well.
50,000 Coin Tier
With a budget of 50,000 coins in FUT 27, you can shift your focus toward player cards that approach top-tier status.
For goalkeeper, a superior option is Joan García from Barcelona; he possesses Rush Out+ ability and performs exceptionally well in actual matches.
You don't need to force a change at the full-back positions; while Ona Batlle and Theo Hernández belong to the 25,000-coin tier, they remain viable choices even as your budget increases.
At center-back, you can switch to Eric García. While his stats - 79 Pace and 85 OVR - might seem ordinary, his in-game performance in FIFA 27 is widely considered exceeding his face-card stats, making him a popular choice among high-level players.
Stanway (Bayern Munich) is an excellent choice for the midfield; her Pinged Pass+ significantly boosts her ability to create chances on the pitch.
Additionally, she features Jockey, Technical, and First Touch PlayStyles, making her highly versatile and effective in both attack and defense.

For the attacking midfielder (CAM) role, Messi is the undisputed choice - once you have him, you likely won't need to replace him. In FUT 27, his Incisive Pass+ replaces the previous Tiki Taka+, and with 90 Dribbling, 87 Shooting, and 89 Passing, he offers rock-solid reliability.
You can upgrade your left midfielder to Tabitha Chawinga. With 94 Pace paired with Quick Step, plus 83 Shooting and 81 Physical, she is perfect for beating the offside trap and making explosive runs following through-balls.
For the right midfield spot, Adeyemi (Barcelona) is highly recommended; boasting 95 Pace and Quick Step+, he is arguably one of the fastest players available for under 50,000 coins.
The striker position is once again filled by Tabitha Chawinga; her attributes make her ideally suited for a forward role that demands explosive attacking power.
By focusing on pace, passing, and defensive PlayStyles when building your squad, you can certainly assemble a competitive team in FC 27 on a modest budget.
…WoW Classic Plus: After TBC Anniversary Phase 3, What Will Blizzard Reveal at BlizzCon 2026?
With the release of the full schedule for BlizzCon 2026, discussions within World of Warcraft community have quickly become lively. The overall arrangement of BlizzCon this year differs significantly from 2023; instead of a single main stage, it has returned to a format where different games each have their own independent stage, along with numerous themed panels.
Meanwhile, TBC Classic Anniversary Phase 3 is in full swing, with news emerging one after another regarding Project Camelot, Chinese test environment, WoW CN Beta, and the official WoW Armory. Even the large private server Ascension WoW has announced the closure of all its WoW servers.

While these events haven't been directly linked by Blizzard, their timing, all occurring before BlizzCon 2026, naturally fuels speculation among Classic players. Especially given the long-standing discussion surrounding Classic+, this upcoming BlizzCon could very well become the most anticipated event of the year.
TBC Anniversary
WoW TBC Classic Anniversary Phase 3 officially opened on August 27th. The most important content in this phase is Mount Hyjal and Black Temple. After the two raids opened, the initial raid races didn't last long.
European guild Spatha from Spineshatter was the first to complete all 14 bosses of both raids, taking approximately 90 minutes. Progress followed second, also completing everything in under two hours.
This result wasn't particularly surprising. Players has studied TBC raids for many years; boss mechanics, class rotations, gear combinations, and even raid routes are no longer secrets.
Phase 3 added a practical change: Attunements were removed. Previously, you needed to complete a specific opening process; now you can challenge them directly. For players preparing to farm TBC gold and BiS, this undoubtedly reduces a lot of preparatory work.
Arenas also entered a new phase. Europe will enter a new Arena Season on September 2nd, with higher-tier Season 3 gear becoming available. Blizzard's continuous optimization and investment in TBC Anniversary ensures that Classic content goes beyond simply replicating older versions.
This demonstrates that Classic remains a crucial part of WoW content ecosystem. With BlizzCon 2026 approaching, is Blizzard preparing to bring some entirely new content to Classic?
WoW CN
Around August 21st, a 1.60 build was discovered on independent infrastructure used by Blizzard and NetEase in China, deployed via a Chinese CDN. This confirms that a mysterious WoW version is being prepared or tested in a Chinese environment.
A few days later, on August 28th, data miners discovered another independent product called WoW CN Beta, further fueling speculation.
Meanwhile, the official statement indicates that Titan Reforged is a product jointly developed by Blizzard and NetEase specifically for the gaming habits of Chinese players, and there are currently no plans to release a European or North American version.
Blizzard believes that Chinese players' gameplay in WoW differs significantly from that of Western players. For example, Chinese players tend to have more characters, spend more time in raids, and invest relatively less in other types of content. Therefore, Titan Reforged was designed from the outset around these gaming habits.
Currently, Blizzard does not see sufficient demand in Western market, so Titan Reforged will not be released in Europe and America for the time being. This also means that Titan Reforged and Classic+ cannot be simply equated.
Also Read: WoW TBC Classic Anniversary Arena Season 3 Rogue PvP BiS: What Gear Should You Actually Use?
Project Camelot
Project Camelot has not disappeared, and some current information even leads outsiders to suspect that Blizzard may be developing two versions with different directions. Classic+, as previously understood, typically adds new content to the original WoW, such as new zones, raids, quests, or class-based gameplay.
But another, more radical speculation has emerged: Classic+ might not simply be an extension of 2004 WoW, but a relatively independent new game. If so, it could involve a redesigned old world, new races, new visuals, or even a completely different Warcraft timeline.
What would Azeroth have become if certain classic events had never occurred? This idea sounds audacious, but it's precisely what makes Classic+ so exciting.
Classic Armory
Compared to the various rumors surrounding Camelot and Classic+, WoW Classic Armory is a feature that has actually been implemented. Blizzard has finally added Classic characters to the official WoW Armory.
In addition to viewing Modern WoW characters, you can also view Era, Season of Discovery, Hardcore, TBC, and Mists of Pandaria Classic characters.
This feature is actually quite late; WoW Classic has been around for almost seven years, and the demand for an official Armory has existed for many years as well.
Now that Blizzard has finally added Classic characters, and right around the time of BlizzCon 2026, some players are naturally speculating whether this is some kind of preparation for Classic+ announcement.
What's Next?
After the opening ceremony at BlizzCon, World of Warcraft will quickly take center stage, starting with World of Warcraft: What's Next. According to Blizzard, this panel will give you a sneak peek at the next chapter of Azeroth, including new adventures, features, and some surprises for both new and veteran players.
This description is quite broad, and one of the most discussed speculations in the community is whether Classic+ will make its debut here. If Blizzard is indeed planning to announce Classic+ at the opening ceremony, then this could very well be where we first see more details about the project.
Player Housing
The second day's World of Warcraft: Crafting Cosiness and Creative Freedom will focus on Player Housing. Based on official information, this panel will discuss layout, decoration, customization, and how to create a truly personalized space through various details.
Housing has become an increasingly important part of WoW, and Blizzard is clearly not just showcasing the final result, but also having developers explain how these spaces were designed and built.
World of Warcraft Developer x Creator Showcase is also worth noting. This event will allow WoW developers and content creators to play, converse, and engage in community activities. If Blizzard wants to preview Classic+ through content creators, this segment is a great opportunity.

World Building
The official description states that BlizzCon 2026 will invite World of Warcraft World Builders to discuss how to create a world that truly makes players feel alive, involving culture, geography, visual language, history, and various details within the environment.
For ordinary players, this type of content may not seem as immediate as a new raid or class, but WoW's world design has always been one of the game's most distinctive features. A similar panel appeared at BlizzCon 2019.
The developers even opened Wowhead and used different zones to explain the world design of Azeroth. For players who have played for many years, this kind of content can explain why a certain zone is the way it is now, and it also shows how Blizzard handles the relationship between culture, history, and environment.
If Classic+ ultimately involves an expansion of the old world, then World Building content will become even more noteworthy. How the new zones connect with Classic Azeroth is a problem that Blizzard must face.
Art Design
World of Warcraft art design is also worth noting. The official description of this panel is that it allows players to understand how WoW artists enhance familiar landscapes while maintaining the original spirit of Azeroth. This easily reminds us of regions like Quel'Thalas and Northrend, which are related to later WoW content.
However, from the perspective of Classic+, this panel can also be interpreted differently. The environment of Classic WoW is still based on the art style of 2004 version. If Blizzard is truly preparing to expand Classic world, then the new zones cannot completely abandon the original visual language; otherwise, the entire world would easily feel fragmented.
With BlizzCon 2026 drawing ever closer, WoW Classic community has once again entered a familiar state of waiting. TBC Classic Anniversary is progressing steadily, and Blizzard's true plans for the future of Classic+ are what we should be paying the most attention to now.
…War Plans Changes Players Really Want in Diablo 4 Season 15: Account-Wide Progress and Better Rewards
In Diablo 4's endgame gameplay, the most important progression system is War Plans.
This system, presented as a skill tree, connects various endgame content such as Helltide, Nightmare Dungeon, The Pit, Infernal Hordes, Lair Bosses, Tree of Whispers, and Kurast Undercity. Therefore, once a player enters the endgame, they inevitably need to progress through War Plans.
However, this system has long suffered from several issues that have drawn criticism from players, many of whom hope these problems will be addressed in Season 15:

Progress Is Not Account Wide
Because each account in Diablo 4 can only choose one class, players who want to experience other classes must create alt characters. Therefore, experienced players typically have multiple alt characters.
However, since progress in War Plans is extremely time-consuming and labor-intensive, and War Plans progress is not shared between accounts, players must grind War Plans on each of their alt characters. Therefore, players have been calling for War Plans progress to be shared across all accounts.
Successful Case Study
In fact, the game has a proven successful account-sharing mechanism: Paragon Points.
In Diablo 4 Season 14, Paragon Points were account-wide. Players only needed to level any character to 60 to unlock Paragon Boards.
Subsequently, when alt characters under the same account in the same Season reached level 60, they would immediately inherit the acquired Paragon Level and Paragon Points. This design received widespread praise from players.
However, with War Plans system, each alt character had to start from level one and unlock all event bonuses again, which was very time-consuming and tedious.
Player Feedback
Therefore, many players stated that they did not level any alt characters because War Plans were not shared. This led to two problems:
First, players leveled their main characters to max level and then stopped logging in until the next season started; second, players were unwilling to try new classes and builds. This directly led to a significant decrease in player activity.
In fact, another similar game, Path of Exile 2, had the same problem. In Path of Exile 2, each alt character had to run through the lengthy campaigns again, which deterred many players from creating alt characters.
Lack Of Catch Up Mechanism
Some players suggested that in Season 15, even if War Plans weren't completely account-wide, a catch-up mechanism should at least be provided, such as significantly increasing the speed at which alt characters gain War Plans experience, or directly inheriting a certain percentage of the main character's progress.
The key is that War Plans system shouldn't leave alt characters with no advantage in progress; otherwise, the tedious experience of having to repeatedly play the same content will only drive players to quit the game.
Although there are rumors that Season 15 will address this issue, the developers have not yet made any promises or released any information.
Insufficient Rewards
The rewards offered by War Plans have also been heavily criticized. This system offers players two types of rewards: first, the buffs provided by nodes, and second, other rewards - such as Diablo 4 items, gold, or experience points.
Regarding the former, a problem arises: for most players, only a few nodes in War Plans are truly useful - the double chests from Lair Boss branch, the extra Glyph upgrades from The Pit branch, etc. - other branches become worthless after reaching a certain level.
However, players are forced to spend a significant amount of time progressing through War Plans for a few useful nodes.
On the other hand, the rewards for the latter are too meager. This leads many players to believe that it's better to use their time on other endgame activities than to waste it on War Plans.
Furthermore, in stark contrast to the meager rewards, resetting nodes is prohibitively expensive. In Diablo 4, resetting a single node can cost nearly 50 million gold, and resetting an entire tree of skill nodes requires an astronomical amount.
Players can't even cover these costs with the benefits of War Plans - because the benefits are too meager.

Flawed Leveling System
Finally, some players have raised concerns about War Plans' leveling system. War Plans contain multiple independent skill trees, each with multiple levels. Each level requires a significant amount of experience points, which can only be obtained by completing the corresponding endgame content.
Therefore, if you want to become stronger or farm materials faster in various endgame content, you must have War Plans buffs. However, to obtain these buffs, you must participate in endgame content to grind experience and level up.
As a result, by the time you've maxed out the corresponding skills in War Plans, you no longer need those buffs.
For example, advanced nodes in The Pit's skill tree provide additional Glyph upgrades - but players often need to run The Pit hundreds of times to unlock these nodes, by which time their main character's Glyphs are already maxed out.
These are the opinions of Diablo 4 players regarding War Plans mechanic. Overall, on the one hand, War Plans consume too much of the player's time, causing fatigue; on the other hand, the benefits they provide are disproportionate to their cost.
Players hope the developers will modify War Plans in Season 15 to make it more reasonable and engaging.
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