Development Manifesto: Harvest Crafting
I knew Harvest would get a change but i was
hoping it was are more user friendly one that the community actually wants and needs instead of butchering the whole system.... Does GGG want ppl to use a "random" discord so they can get the best out of the crafts ? Is that the game experience you want ? No ? Good Job then because your patch didnt adress this, in my opinion biggest, issue at all. Also i hardly disagree on your point of view. Not every player was able to craft the best items, not every player accumulated tons of crafts. It was only for those who put effort and currency into watchstones, missions and gameknowledge. Just like every other aspect of the game. Why not remove Uberlab Helm Enchantments ? Uberlab Runners make a fortune with it ? Why not remove Fossils, Delvers make a fortune with it ? and so on.... Your game design was made so everyone can do the content they enjoy. Harvest offered a very nice crafting content and now you butcher it. I hardly disagree with your decision and hope this gets read. |
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Hear, hear!
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All you had to do was make harvest untradeable and slightly tone it down instead you ruined a great feature :( come on guys think it through before doing this absurd full nerf might as well remove harvest if you gonna do this.
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" because at least, they keep the harvest chaos roll. this league, i did 20 exa from it (70% of my money) |
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Yes. Thank you. (I have channelled some of that very same, sweet sarcasm dripping off this reply.)
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En serio ?
Que tenemos que hacer para recurrir a items para "min-max" las builds de los que no tienen bots para farmear y tradear (que en teoria es ilegal y banean, pero cada vez se ven mas)? Tenemos que terminar matandonos para farmear de a "puchos" para terminar cayendo en un bot, que en definitiva si esta, es xq beneficia a la compañia del desarrollador del juego, para poder comprar un item con 10+ de hp, o 5+ de res. Muy bien GGG, lo hiciste otra vez. |
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The problem I have with these changes is that I have never liked the base crafting system in the first place. As in, I have never used an Exalt or Annul on an item, ever, since Beta.
The simple reason is I do not like RNG. Even if it is favor of me, the loss of an item hurts much more than any possibility of a good item outcome (see "loss aversion"). That is why people liked Divination Cards. The simple reason being you can work your way to an item with incremental progression feels good, no matter how long it takes. I only play trade league but I almost never buy anything other than Uniques and Currency, and I am sure a lot of people do the same. I do not like the randomness in the game and I try everything to avoid it (which is why I hated the map progression in the earlier iterations, but this got significantly better). Harvest craft allowed me to enjoy crafting for the first time. Until then, I have never tried to craft an item because ruining an item just doesn't feel good, and the power you gain compared to that just doesn't justify the risk. If anything, I would rather have Harvest Crafted items soulbound (to account, not character) than to remove Harvest. I think Soulbound is generally a bad thing but this is how much I hate the base crafting system. Again, incremental progress is important. Another issue is that the end game difficulty without good items is kind of ridiculous right now. You can't just nerf Harvest Craft without addressing the other core issues like rare drops being pretty much completely useless, the Screen Clutter, and one shots, which occurs even with godtier gear, now imagine everybody has 30% less life 30% less defense and 50% less damage. One post a day, keeps the Death away
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The big crafters in Standard will be happy about this.
They were bitching and moaning when Harvest League was on about how easy it was to craft items. |
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Compare the number of replies with all other manifestos and you'll very much see how impactful this change is. It'd be best to attach a poll so you actually can see how people would receive those changes as a collective. I've catched up on the pages and... the replies - and the removes by moderators - speak for themselves.
Is GGG going to read it and give it more thought? Probably not. At least we got some more MTX we can buy. (Obvious sarcasm) My Hideout -> https://hideoutshowcase.com/hideout/show/2881 (PoE1)
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I have a pitch: what if instead of Harvest crafting serving the same purpose of currency, Harvest crafting could instead contextualize currency we'd have to spend even without it?
Like, instead of a Harvest craft acting like a chaos orb that will re-roll a rare item with a fire modifier, what if the harvest craft would say "Harvest Craft: Fire Mod -- using currency on an item in this window will roll at least one Fire mod." Higher-tier Harvest crafts could be "Harvest Craft: Fire Mod Lucky -- using currency on an item in this window will roll a Fire mod with lucky values." Or maybe "Using any Conqueror's Exalted Orb in this window will result in an item with any conqueror Influence and one Influence mod." Or mimic other stuff available elsewhere in the game, like the Temple of Atzoatl: - Spend a stack of Vaal Orbs to double-corrupt an item - Spend an Ancient Orb to change a unique to another unique of the same type, including league-specific items A lot of the Harvest crafts could even stay the same but require the currency to fuel them: - Spend one Jeweller's Orb to re-roll the sockets on an item 10 times, keeping the highest number of sockets - Spend an Orb of Horizons to change a map into another map, but prioritizing maps you have not yet competed yet. - Using a Gemcutter's Prism on a gem in this window will add quality to a gem between 1% and 10%, but not raise a gem's quality above 20% We'd actually HAVE to use our currency to get deterministic results, but the deterministic options would still be RNG in terms of discovering them. Then it'd really be end-game only, cuz you'd have to save enough currency to take advantage of the Harvest crafts when you got them. |
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