Will Harvest Become Core Path of Exile Content?

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ZionHalcyon wrote:
Can I say something?

It seems like only people who figured out how to craft and are willing to do so end up with access to the "end game".

I've played these leagues since incursion. Only one league, where I got lucky enough to get an EX to drop in the regular Acts, was I able afford a piece of equipment to effectively map high enough where more EXs drop and complete the game maps.

Otherwise, even following build guides, I end up getting wiped by red tier maps even following build guides.

Harvest proved to be an equalizer. It opened up end game for more people.

I understand if stuff got TOO powerful, but some of that was just opening up the game to new audiences to finally participate in end game content.

The game needs to be loosened up just a LITTLE, but it does.

Because coming from the other side of the tracks, it is incredibly hard and frustrating to need 50-100ex+ in gear to actually do end-game content...

This.
I've played off and on over the decade (1100 hours so far - 100% SSF since that option was introduced). This is the first time I haven't hated crafting. If nothing else, leave the garden (or something similar) for SSF leagues with a mechanism to prevent any garden-crafted items from making their way to the standard leagues, so the tycoons won't complain about a possible reduction to their relative wealth in their precious grindarchy. (Or is it a grindocracy? Did I just coin a couple new words? They feel cromulent to me.)
How can we make the Harvest League to Core Game? Suggestions.


1- Set multiple seed caches to spawn on each map like Alva. For example 3 to 5 seed caches each map triggered with 10% chance.
2- Set the number of seed caches spawning according to tiers. For example 2 on campaign, 3 on white maps, 4 on yellow maps, 5 on red maps. But fix the total seed drop from one seed cache. For example 20 random seeds total.
3- Change the seed caches to open a portal only when they have collected them completely. Or when a seed cache is opened, close previous portals like Alva.
4- Each seed cache gives a growth cycle.
5- Limit Horticrafts. For example 100. But rework it to carry 5 craft.
6- In order not to slow down the speed, you can give a basic tier1 tier2 seed farming layout to players on start.

These are my suggestions. Any different suggest appreciated. Thank you.
"Some things that slumber should never be awoken."

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When Harvest Migrates to standard will players still have access to the grove? Can I still use my stored crafts?
I like how they think a 10% chance to appear in maps is actually how their RNG works. I can go 30 maps without seeing a specific temp league content while seeing others repeatedly. And since they're nerfing the shit out of it, it's going to be useless.
Well you won't see me back in PoE until you put back Harvest crafting or a BETTER deterministic crafting.

I don't want a stupidly insane RNG fest loot that make it impossible for casual player to get good gear.

And I sure as hell find no fun in trading. Fuck trading, fuck this instant gratification of getting loot from others. Has a casual player I finally managed to beat the game, alone, with my own time and dedication. I could not care less if the no-lifer managed to get more mirror gear. But you balancing the game for them and not the average player is a big disappointment.

And too easy to get decent gear? Do you even play your own game? I've spend more hour on Harvest then all other league combine and I'm FAR from good gear. The RNG is still there. Going from +70 HP to 22 to 7 to 22 back to 10 on my chest piece. Talk about mirror tier gear imaright GGG?

I did what I wanted, I killed the end-boss, farmed T16, got to lvl 95. Did some delve deeper than 100, all by my own time and dedication. And you are taking that away in favor of no-lifers.

GG GGG
Last edited by Toooooooobad8#6532 on Aug 12, 2020, 10:02:44 PM
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Morgoth92 wrote:
In my opinion you should mantain the deterministic crafting mechanic in the main game, as one of the main possibilities for crafting. Crafting could be reworked in order to be somehow "Harvest-like". It could be like an add-on to the Crafting Bench. For example you could obtain some specific Harvest crafts while running maps, killing bosses, etc. Those would drop as seeds, that can still be traded. You can just scrap the whole Garden, even if I'm sure some people enjoyed it.

I think that for Path of Exile it would be very nice to have deterministic crafting not as side-content, but as main part of the game.
Make it way harder to create perfect items by manipulating the odds of the single exalted outcome for the highest level mods.

That's my personal idea.


Couldn't agree more, except for the last paragraph, it is still RNG based with exalt slamming! As someone who doesn't have a lot of time and dedication to game life, this mechanic has really made me feel like a God in the game on how easy or easily it was to make EX+ gear. The gear I have obtained in this league is no way obtainable for me in any other league, unless of course Chris Wilson himself smiles upon me and awards me a mirror.
Last edited by SmackD4B#3096 on Aug 12, 2020, 10:04:19 PM
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knolly wrote:
I like how they think a 10% chance to appear in maps is actually how their RNG works. I can go 30 maps without seeing a specific temp league content while seeing others repeatedly. And since they're nerfing the shit out of it, it's going to be useless.

I know right?

That's the hamster wheel working as intented, the more maps you go maybe you will find something you enjoyed once and when you do you realize it has been nerfed to the worst only to make the current league "better" so players don't skip them (jokes on them anyway some players will skip the current league mechanic regardless)
"Parade your victories, hide your defeats. Mortals are so insecure."

Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words.

poe2 = ruthless 2.0.
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Unseensenpai wrote:
How can we make the Harvest League to Core Game? Suggestions.


1- Set multiple seed caches to spawn on each map like Alva. For example 3 to 5 seed caches each map triggered with 10% chance.
2- Set the number of seed caches spawning according to tiers. For example 2 on campaign, 3 on white maps, 4 on yellow maps, 5 on red maps. But fix the total seed drop from one seed cache. For example 20 random seeds total.
3- Change the seed caches to open a portal only when they have collected them completely. Or when a seed cache is opened, close previous portals like Alva.
4- Each seed cache gives a growth cycle.
5- Limit Horticrafts. For example 100. But rework it to carry 5 craft.
6- In order not to slow down the speed, you can give a basic tier1 tier2 seed farming layout to players on start.

These are my suggestions. Any different suggest appreciated. Thank you.


Free suggestions. Please use them and stop with the over complicated mechanics.
Something like the harvest level of crafting should've been added from the start.
Heavy RNG is good but not in the crafting process. That's why I only play unique heavy builds.
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KinJin91 wrote:
Remove Harvest completely. Ty. I like you GGG but this league was a fail for me personally the first time ever. I even liked Synthesis a lot more.

Majority of players are just low IQ'ed, not realizing how Harvest league is/was destroying the core game completely:
Hunting for the good items by actually slaying monsters and not by rerolling 100 times some random items.




Ah yeah how silly of us low IQ I forgot that monsters drop the best items in the game for every slot.

Meanwhile some high iq guy spamming 100000 alts to hit a prefix. Fun indeed.

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