Development Manifesto: Harvest Crafting

I'm mad about the Nerf, i wanted more storage and a way to trade the crafts outside tft. It is possible to clear the entire atlas and the end game bosses with just a "mediocre" build 3-4 weeks in the league, after that i'm out of goals and out of reason to keep playing the rest of the league, i dont care about challanges or getting lvl 100, the only thing that usually keep me going is getting better items and improving my gear, thats why harvest league and ritual were the league i played almost till the end. I dont want another heist league that i finish everything with 3-4 weeks and quit the game bored, improving my itens is the only last enjoyment in the league for me and i wont do it with ex/chaos slaming like ggg intended, thats boring and tedious.

I suggest that any ggg staff member try to get explode mod or harbringer drops rare currency with alterations, thats 2k+ alterations, not fun at all and when you roll by accident the mod you actually wanted you just want to quit the game on the spot. We dont need more of this shit, harvest is powerful but is something we need, just buff all monsters 200% again but leave my harvest alone.

Or created a type of "custom private league" that we can choose what mecanics will be in befores they got nerfed.



As a long time player (8 years) with 4000+ hours who usually gets a headhunter each league.
I agree that Harvest is TOO powerful, and in a way trivializes a lot of the content, because it is much too easy to craft good items with the right augments compared to pre-harvest. But it does feel really nice for build diversity.

My biggest problems with pre-harvest is that slamming an Exalt and a good piece of gear can often BRICK your item making it from good to pretty much trash.
Exalt slamming carried too much of a risk for it to be that "exciting" that most of the "above average" casual players would not prefer using Exalted orbs to craft.

The plan to remove annulment mods is the most disappointing.

Having the ability to "unbrick" an item is good for progression instead of feeling like you have to start all over again with a new item cause you've now slammed t5 life regen onto your Explodey, reflect, +50 intelligence crusader chest.

Go ahead remove Augment mods fine.

But PLEASE let us retain the ability to annul shit mods.
:(
You can see how utterly redundant it would be to make crafting EVEN HARDER, and proceed with game changes that basically destroy the previously mirrored items every patch...

It's insane if the devs think this is what gives a game longevity.
"
If this league is a success, it's because of the Atlas rework (it's fun), the Maven missions (it's fun), Ritual (it's fun and more mobs and more loot!). Yes some players like, adore, worship harvest, but the limited evidence we have is that players absolutely hated the original Harvest league.


Regarding player retention: This doesn't account for the fact that the garden was a real pain in the bootyhole to set up, and a lot of people quit over that. A lot of normies didn't bother wanting to spend hours trying to set up something if they didn't know if it was worth their time.

Honestly harvest became way more accessible this league and that accounts for a lot. Sure the groves are time consuming but even noobs know that rem/add, aug, rem was all good.
Last edited by Nihigami#4979 on Mar 12, 2021, 5:04:43 PM
Heres a lesson GGG.

Overdoing nerfs = less fun for most
Less fun for most = less people playing
Less people playing = less $$ income
Not enough income = no GGG

Or

Not enough income = seek outside investors
Outside investors = not GGG anymore

So either path your philosophy and wishes will inevitably crash and die.

I have never heard of a company that surged in success from being unenjoyable and disliked by the majority of its customers due to decisions it repeatedly makes.
Last edited by CrimsynVinsyndt#3066 on Mar 12, 2021, 5:12:08 PM
wtf GGG, what are you doing?
i am just start thinking about crafting, about ssf, about new builds, but that?..
What do you mean the crafts are to easy to obtain. I was playing SSF style this league and it took me 50+ hours of running atolls to get somewhat decent rings (not perfect) for my build. This is with 4 harvest watchstones

but you know what? I actually enjoyed the experience. Knowing that I was getting closer and closer to what I wanted to achieve. (instead of blindly deleting currency)

Normally in a league I hit endgame play for a few days and quit. You know why? Not because my character is super overpowered. Its because farming good upgrades in endgame is ridiculously tedious. More then half of the time its literally gambling and deleting currency that you spent hours farming. The people who find this an enjoyable experience must literally have all the time in the world to play this game

GGG in a recent forum you said your hiring some new employee's. You should hire some players of the game also. Your so disconnected with how the average player plays this game. It is not fun closing your eyes and throwing an exalt at my item. Literally nobody does this! Who is going to brick an 100ex item when they have a 0.1% chance to make it better with that slam.

You guys should really come out with polls or something before you decide things like this so you stop getting so much backlash.

Well thats my 2 cents. It has definitely sucked out my will to play next league.

Last edited by bigboyblue#1007 on Mar 12, 2021, 5:46:03 PM
GGG you don't play your own game huh?!
i trust ggg knows better.
good job,for me this brings new fun rules to play by in next league.
Last edited by BlackPulsar#5393 on Mar 12, 2021, 5:12:19 PM
Here are some examples of statements that make sense:
- Crafts that add mods of specific types to items can now only be applied to non-influenced items, except for Boots and Gloves.
- Crafts that add mods of specific types to items can now only be applied to non-influenced items, except for crafts that apply Fire modifiers to items
- Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing craft that applies an influenced mod to an influenced item.

"
Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing mod that applies an influenced mod to an influenced item.


As written, this statement does not make sense. Is this statement specifically talking about augments or is it also talking about remove a random non-X modifier and add a random X modifier?

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