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Over the last year of playing PoE ive loved some of the vendor recipe systems as cool quality of life stuff and ways of getting certain currencies (especially in ssf obviously)

However i really feel that some of the priorities/order of overriding and importance of clashing recipes are really either outdated or just wrong/silly and could definitely use a review from ggg

one example of this is below: with two 20% quality flasks that the vendor recipe states should give a glassblowers bauble, however the recipe for 2 alteration shards from the mods on it takes priority over the far greater value bauble... then weirdly offers a bauble for 2 flasks when just scouring them and selling gives you a bauble per, this is shown below

glassblowers bauble vs alteration shards

similarly to this theres been a few others ive spotted over the years that could be updated or changed very easily for better quality of life:

another example being the selling 5 of an item for 1 unidentified version that could be cleaned up so it when mass selling stuff for shards it only turns it into new unidentified copies if the number youre selling is an exact multiple of 5, so that youre not limited to literally only selling 4 of an item at a time...

if anyones interested or have some other examples of silly/weird interactions between recipes as well id be interested to read them in the replies (or if im wrong and theres a good reason for these priority choices)

thanks for the read

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over 3 years ago - /u/Mark_GGG - Direct link

1) There is no recipie for getting a glassblower's Bauble from just one of those magic flasks - the single-item at 20% quality recipie requires normal rarity items, not magic. This is the same for all equivalent quality currency item recipies. There is a recipie for items totalling 40% quality giving one quality currency, which kicks in if you sell both.

2) Multi-item recipies always have priority over single-item recipies. This allows the player control over which result they get by selling items individually or in a set - specifically avoiding cases were recipie priority would otherwise deny the player one of the possible results.