Development Manifesto: Harvest Crafting

I understand the issue with harvest crafting and I'm fine with the nerfs. But I don't really like / understand the "we get the problem with having to use external means to access a part of the game. So to solve that, we decided to nerf that part of the game" part. It really feels weird, like... you wouldn't put someone in jail to stop him from being robbed ? Then why do you have to nerf a system because it has an external problem... instead a trying to find a workaround that problem ?
Idk, overall great nerfs, but weird explanations imho.
This is, hmm not sure. Most of us expected a reduction of power in harvest. Something as benign as aug to be made unusable to aug on influence feels like a mistake.
Thank god, in the long run this is way better for the health of the game. Too many people don't realize how having what is essentially an item editor for the game is too much. It basically de-valued ALL aspects of the game, crafting, farming, everything, Harvest warped the game around it. I'm very happy with these changes, they are fairly similar to one of the suggestions I had so yeah.

Influence mods were suppose to be rare and powerful (duh otherwise the weighting doesn't make sense,) they were far to accessible with Harvest crafting. All around these are great changes.
Hello,

thank you for your explanations, GGG team. I read it all and carefully, and i think you missed a parameter though, resulting in a little flaw in the reasoning.
Here it is : you consider difficulty as being only luck, randomness. You state for example that "mirror-tier items should be rare, difficult to obtain", and in this sentence you mean roughly that the ratio of people having such items should be little through luck, through a random process.

You forgot that "difficult" can also mean (and it's better in most games when that's the case) "the player has to be better in [something] skill to succeed". In an ARPG like Path of Exile, [something] could be :
+ power of the character (very simple in PoE where awesome comboes exist, so i don't favor that),
+ thinking (makes sense, but some players want to beat stuff, not think at all),
+ timing (dodging some bosses mechanics fall in this category, and it makes sense for an ARPG),
+ cooperation (but PoE is supposed to be played fully solo)
maybe others i'm forgetting right now.

And feel free to imagine a combination of these.


The sense of achievement is incredibly more important when a player actually has to improve, try again, try new tactics, before finally achieving the challenge, rather than trying again until luck finally smiles.

So, please, consider this in the reasoning. Your crafting difficulty, in Harvest like in any crafting process, could come from something else than luck. Don't we have enough randomness in the game already..?..
Of course you're right to compare Harvest crafting and other crafting, and the slight (hey, don't say it is FULLY deterministic, right? read again the crafts, it's just MORE deterministic than other methods) determinism is what a lot of players loved... and also causing balance problems comparing to the other methods. Still... time to balance things with more than just the "random" parameter only.

In hope of being read...
Keep up the good work, your game is awesome.
Last edited by NewMilenium on Mar 10, 2021, 5:01:22 PM
I'm looking forward to Diablo 2 and 4. I'm so tired of so many changes that directly interfere with the fun of this game.
Really? The idea of removing all of the annul mods throws me off a little..

Especially as the rate at which you find harvest is way to rare to actually warrant a super heavy handed nerf like this. I don't know how other people have been finding harvests, but I find a natural harvest in a map maybe once or twice a week at best, and then maybe 6-8 from Zana (which seem to offer really low-tier crafts compared to natural finds).

I agree that the harvest crafting is a little bit too powerful, but I think these nerfs will just totally destroy harvest and make it unrewarding (like breach and prophecies). The non-harvest craftable Influenced items is also a huge no-no, I feel that there should be another way to nerf guaranteed influenced mods than the no-brain "JUST DELETE IT" approach.

Either way, looking forward to 3.14 :) I have faith in GGG always.
That's too bad. Harvest crafting was the only way I could engage with the absurd time-suck and roulette wheel that is standard crafting. Unfortunately, there aren't enough competitive end game unique items to support a wide variety of gameplay. I was looking forward to playing next league, but no longer. Bye, Felicia.
It's just a damn shame they didn't announce this 2 days ago, before I dropped $265 on a fucking support pack. I absolutely would not have purchased it had this come out then. Ya got me!
those nerfs are sooo massive, atleast give us back tradeable horticrafting stations then so we don't have to rely on a stupid discord to trade crafts....
Let us store harvest crafts like beasts !

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