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POE What We Now Know About Recombinators in 3.25


imjwmka: we also know that it respects mod weighting now, so rip all t1 phys weapons
InkDevil999: IMO they should just remove recombinators, wildwood and sentinel if they are not going to SIGNIFICANTLY buff them. They are just bloat and bait in the game. I am honestly a bit pissed that they used recombinators (my all-time favourite crafting mechanic) for hype and then butchered it like this. I expected nerfs but I also expected it to have some use still. The very niche cases where recombinators are useful does not justify their existence in the game.
Mageblood: 50/50 to slam an essence mod onto a fractured essence base... or you could just use an essence on it :D
tylerx2ez699: "GGG Try not to ruin everything they reimplement into the game" Challenge(impossible)
damirovich: He is back and the world would love it
Ku1so: Can I transfer a fracture mod into another base?
antonwerdinov1951: You made my day a little better, but at the same time worse. :(
GULAGMONK: I have so far thrown about 10 div into the recomb by trying to combine temple mods. Don't think it works either.
madhatten5123: This is one of the laziest most dishonest things I’ve ever seen GGG do. Why even bring this mechanic back instead of making something new when anyone that uses it for 30 seconds can tell it’s basically useless. “How can we boost launch numbers”? “Tell them recombinators, wildwood, and sentinel is back”.
kurogiri8397: What about influence items? I got told it doesn't work anymore but i don't find any confirmation on that...
tennumb2710: What happens when you combine a fully anulled rare item with another rare. Lets say you want 3 open suffix and maybe that increases the chances of removing what you want?

Aug 09 2024

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