Development Manifesto: Harvest Crafting

+1001 to this.

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Miraille wrote:
Mods, you're still reading this, we know you are. We watch you handle your jobs, so here's a request from us players. Make Chris sit down and read this. Every page of it. Make him do it. Don't ask him, don't plead with him. TELL him to sit down and read. Let him see what the base really wants.

I want well for this game. I have since it began. However, casino gambling is not crafting by any definition. Yes, you are making items, but by rerolling them randomly, augmenting them randomly, etc. It's literally all one big casino gamble.

Harvest fixed that for me. Harvest removed the one detail from the game that plagued me most. So I'll chill around here and see how this plays out, my only hope being that somebody actually does tell Chris to sit down and read this feedback.
So surely, since players are not intended to be able to reach these extreme levels of power that we apparently can with harvest, you plan on making the content possible to complete without these levels of power?

Right now, good luck doing anything past t13 maps without t3+ life rolls on every single piece of your gear and devoting 2 suffixes per item just to capping out your resists.

For reference, getting an item with those properties only just by spamming chaos is going to run you around 1000 chaos... Per slot. Obviously, nobody is doing that.

I totally agree that there needs to be a high gear ceiling to keep people trying to get just a bit better.

Right now though, the game is set up in such a way that having high quality gear is entirely mandatory unless you run one of a handful of totally broken cookie-cutter builds.


My personal suggestions:
Prevent harvest crafting from giving any influenced mods unless specifically using the one that is labeled for influence, but still allow using harvest crafts on influenced items.

Delete the targeted remove + add crafting options completely. These are the main problem. Having a single craft that removes the thing you don't want, and gives you the thing you do want is what people are abusing.

Do not get rid of the purely remove crafts, and make them have a meaningful cost. My main use case (and I imagine a lot of other people who aren't abusing the discord to circumvent the rarity of the craft options) is removing a single spell damage mod that doesn't fit my build, and using that open slot to add in some extra life at the normal crafting bench. I can't even imagine what it is like to have enough exalted orbs lying around that I would spend them on even the harvest crafting options, let alone normal usage of them.

Some more general things that I think could help a ton:
Life and resistance mods are just too important. It's not possible to have a realistic build without basically the same mandatory mods on every piece of gear. Not only does this raise the bar for entry to post act content, it also makes pretty much every build need the same mods on their gear and causes a ton of global value disparity between rolls.

To combat this, maybe cut the overall magnitude of all resistance and life mods on gear in half, and then increase the base life gained from levels, and decrease the resist debuffs from kitava kills to compensate for it?



Anyway, the main thing that irks me (you know... aside from the implication that somehow I should be using my tiny stock of 20 exalted orbs adding random modifiers to my gear in hopes of getting that 0.1% of outcomes that doesn't effectively brick my character and force me to start over from t1 maps again) is the removal of the pure targeted modifier removal options. That change alone makes harvest entirely useless to me as a player. Instead, next league I'm most likely just going to be alteration spamming to get good influenced mods, and then crafting the multiple crafted modifier to get gear that can at least function. I can't be bothered spending thousands of chaos that I don't have just to get the bare minimum quality gear to clear most of the game's content.
I understand that currency has it's crafting uses but the post makes it sound like they have no use if the entire craft part of it is taken away. If that was true then the price of exalts/alterations would not be where they are... 100c and 1/3c but worthless...

An example of currency being worthless was back in Heist,

We saw exalts down at like 40-30c with the duplication bs (fenumal arachnid), which got fixed along with some other drop nerfs. Which was reasonable because it ruined the value of currency all together.

I think this nerf for 3.14 is a bit overboard and should have been incrementally changed not just slammed into the ground like this. But I guess it's the boss' decision (it's not the player's game ??? I guess???)

Guess we'll have to wait and see


Oh well : \
Mash the clean
Addressing the changes, my biggest issue by far is that the change to influence slams really disproportionately hits certain builds more than others. For example: Bleed and Poison Bow characters absolutely have to use Elder influenced bows to scale through maps well, while someone crafting a PDPs bow is more or less unharmed by this. I understand wanting to gate GG influenced items more, but shooting some builds in the foot about it is a bad time.
Look at all those TFT spammers malding ! Ah, what a sight to behold.
Are you serious?
.
The same as with the initial harvest & synthesis league?
Those discord "teams" already HAVE crafted the most valuable items, offering them for mirror service, partly for real money trade. With this change the rest of the Players loosd their chance to craft something equal for the same invest and are forced to pay the prices of These mirror Service Teams if they want to keep up. this change is just strengthening of their market position.
Saving their position by removing the chance for potential competitors.
...
Processing tuned down tempest shield MTX [pending...]
Kusoge.
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Kazh wrote:
Look at all those TFT spammers malding ! Ah, what a sight to behold.

I don't even use discord to play poe and I never joined that shit discord to being with so this is also a nerf to solo players.

While you think this is wise for solo players it's really bad. But go on keep thinking this benefits you mostly for memes.
"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.

Retired since crucible.(Not a free tester anymore for a multi billion dollar company).
I'm sorry, but I gotta say this. I think you guys have become dumb and dumber as time goes by. I agree, Harvest mechanic, It's OP right now, the thing is, YOU tuned the end game to this crafts, without them, the late end game doesn't just become difficult but a complete frustrating GARBAGE.

If you remake this part of the crafting but let the end game fights as they're now, you're just killing this game. At least until you rework all that s***...
"
Lvzb3l wrote:
I'm sorry, but I gotta say this. I think you guys have become dumb and dumber as time goes by. I agree, Harvest mechanic, It's OP right now, the thing is, YOU tuned the end game to this crafts, without them, the late end game doesn't just become difficult but a complete frustrating GARBAGE.

If you remake this part of the crafting but let the end game fights as they're now, you're just killing this game. At least until you rework all that s***...

Careful mods are working against the clock and are deleting left and right for any sort of opinion.

But I agree I never even touch that discord in fact it's easy to not even be on that discord to being with.. never sold a single harvest craft and they nerf solo players while group player is really bad performance wise.
"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.

Retired since crucible.(Not a free tester anymore for a multi billion dollar company).

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