me: Harvest made game so much more fun... its seriously insane how much more time i spent in poe just because harvest and ritual had harvest crafting
GGG: NO FUN ALLOWED
Why not just make harvest crafts sellable so we don't have to use TFT discord?
What will be point of maven orbs if harvest gets removed :DDD Seriously i cant understand this decision... its like you have no idea what community wants.
Here are some tips how to greatly improve poe
1. Remove beast duping
2. Make beast/invites for leader only or so it cant be abused with AFK chars
3. Keep harvest how it is now (or just minor nerfs)
4. Make harvest crafts sellable (no need for discord)
5. Make Alva/Jun things sellable (no scammerinos)
6. Remove the shit loot so we can run 100% delirium with more than 10FPS
As a semi tryhard gamer i feel sorry for all dudes who don't spend 12h/day and have to play with trash items... the gap with rich and poor will be even huger :DDD
I've stopped playing PoE after Harvest, which was the league I played and enjoyed the most, cause of harvest crafting and being able to gear up 2 builds i wanted to play, which would be otherwise impossible for me with playing 20-25h/week.
Then I heard that harvest crafting got reintroduced but I was playing some other game and thought to get back into PoE next league.
After this though, I don't know...
Last edited by gt33#0905 on Mar 30, 2021, 3:31:27 PM
I've already posted my initial 2c on this, but I've been keeping this change in mind while playing over the last couple weeks.
Since then, As I'm sick of alt spamming my staff to get a T1 mod (maybe 2000 so far) I decided to start a new character that required a lot of expensive gear. I don't have a lot, maybe 15 exalt, and I earned about another 25 along the way. As such, this requires a lot of harvest crafting for add / remove. I've been running mostly Haewark Hamlet and maybe 1 in 10 maps gets a sacred grove. Out of that, I've gotten I think 2 add remove which were not even for the mods I needed. As such, I'm still trying to perfect the gear, not to mention trying to make my jewels have better mods.
This is super slow going and incredibly boring. As such, I just don't want to play. Progress in making my gear better is bad enough as it is. Taking this crafting away (and we all know with the proposed changes it'll be useless) is giving me no incentive to play beyond my usual skill cap. Right now, I'm only pulling about 12M dps and I've yet to kill Maven (I know, right?). I can't get past the final stage. I haven't been able to complete the Breach invitation and I die half the time on the elder / shaper guardian invitations. I NEED a build with like 30M+ dps if you guys put out content like this.
You are very very wrong if you think it'll be useless ...why is everyone so doom and gloom? Its just untrue.
In fact it will still be very OP and still override all other crafting systems in game. Shoulda been deleted but it wasnt only nerfed and here is an example of how OP it remains.
Crusader Elder chest with Explody and +1 gems prefix.
Lock prefix's
Reforge Crit and hope you get both Power charge on crit and crit to attacks.
If not try again.
Doesn't take much to have a very OP very deterministic 4 influenced modded chest, try it yourself at the emulator. Add influence and life/w jun if you didnt get it initially on meld - GG.
For weapons its even better since they are usually not influenced and still get add crits. Spam phys chaos or fossils until you get some good phys rolls then add crits..add IAS and GG.
Rare Jewels which are only 4 prop it's even more powerful.
You will brick some items sure but I bricked them with Full Harvest too trying to remove untagged mods trying for perfect... This was an explody frenzy chest..oh well RNG happens
But by in large I'm afraid harvest will still be the alpha and omega of PoE come next patch and that bores me even if you won't be making perfect stuff like some have.
It'll still be 100x better than anything else and still all-hamlet-all-the-time.
Not sure what do you mean by Reforge Crit??? The Manifesto already said it very clear that there is no remove of any sort, includes remove/add. Once you add a mod and it's bad, just close your eyes and slam Annul.
I've already posted my initial 2c on this, but I've been keeping this change in mind while playing over the last couple weeks.
Since then, As I'm sick of alt spamming my staff to get a T1 mod (maybe 2000 so far) I decided to start a new character that required a lot of expensive gear. I don't have a lot, maybe 15 exalt, and I earned about another 25 along the way. As such, this requires a lot of harvest crafting for add / remove. I've been running mostly Haewark Hamlet and maybe 1 in 10 maps gets a sacred grove. Out of that, I've gotten I think 2 add remove which were not even for the mods I needed. As such, I'm still trying to perfect the gear, not to mention trying to make my jewels have better mods.
This is super slow going and incredibly boring. As such, I just don't want to play. Progress in making my gear better is bad enough as it is. Taking this crafting away (and we all know with the proposed changes it'll be useless) is giving me no incentive to play beyond my usual skill cap. Right now, I'm only pulling about 12M dps and I've yet to kill Maven (I know, right?). I can't get past the final stage. I haven't been able to complete the Breach invitation and I die half the time on the elder / shaper guardian invitations. I NEED a build with like 30M+ dps if you guys put out content like this.
You are very very wrong if you think it'll be useless ...why is everyone so doom and gloom? Its just untrue.
In fact it will still be very OP and still override all other crafting systems in game. Shoulda been deleted but it wasnt only nerfed and here is an example of how OP it remains.
Crusader Elder chest with Explody and +1 gems prefix.
Lock prefix's
Reforge Crit and hope you get both Power charge on crit and crit to attacks.
If not try again.
Doesn't take much to have a very OP very deterministic 4 influenced modded chest, try it yourself at the emulator. Add influence and life/w jun if you didnt get it initially on meld - GG.
For weapons its even better since they are usually not influenced and still get add crits. Spam phys chaos or fossils until you get some good phys rolls then add crits..add IAS and GG.
Rare Jewels which are only 4 prop it's even more powerful.
You will brick some items sure but I bricked them with Full Harvest too trying to remove untagged mods trying for perfect... This was an explody frenzy chest..oh well RNG happens
But by in large I'm afraid harvest will still be the alpha and omega of PoE come next patch and that bores me even if you won't be making perfect stuff like some have.
It'll still be 100x better than anything else and still all-hamlet-all-the-time.
Not sure what do you mean by Reforge Crit??? The Manifesto already said it very clear that there is no remove of any sort, includes remove/add. Once you add a mod and it's bad, just close your eyes and slam Annul.
U can still use "reforge critical" "reforge physical" "reforge prefixes" etc etc and if they not change (not mentioned in the manifesto" u can still lock prefix or suffix using meta craft. In other words those that know craft and have a lot of currency can still make op stuff and profit (using tft...)
They didnt fixed the tft problem. Infact they made more profitable to use it.
I've already posted my initial 2c on this, but I've been keeping this change in mind while playing over the last couple weeks.
Since then, As I'm sick of alt spamming my staff to get a T1 mod (maybe 2000 so far) I decided to start a new character that required a lot of expensive gear. I don't have a lot, maybe 15 exalt, and I earned about another 25 along the way. As such, this requires a lot of harvest crafting for add / remove. I've been running mostly Haewark Hamlet and maybe 1 in 10 maps gets a sacred grove. Out of that, I've gotten I think 2 add remove which were not even for the mods I needed. As such, I'm still trying to perfect the gear, not to mention trying to make my jewels have better mods.
This is super slow going and incredibly boring. As such, I just don't want to play. Progress in making my gear better is bad enough as it is. Taking this crafting away (and we all know with the proposed changes it'll be useless) is giving me no incentive to play beyond my usual skill cap. Right now, I'm only pulling about 12M dps and I've yet to kill Maven (I know, right?). I can't get past the final stage. I haven't been able to complete the Breach invitation and I die half the time on the elder / shaper guardian invitations. I NEED a build with like 30M+ dps if you guys put out content like this.
You are very very wrong if you think it'll be useless ...why is everyone so doom and gloom? Its just untrue.
In fact it will still be very OP and still override all other crafting systems in game. Shoulda been deleted but it wasnt only nerfed and here is an example of how OP it remains.
Crusader Elder chest with Explody and +1 gems prefix.
Lock prefix's
Reforge Crit and hope you get both Power charge on crit and crit to attacks.
If not try again.
Doesn't take much to have a very OP very deterministic 4 influenced modded chest, try it yourself at the emulator. Add influence and life/w jun if you didnt get it initially on meld - GG.
For weapons its even better since they are usually not influenced and still get add crits. Spam phys chaos or fossils until you get some good phys rolls then add crits..add IAS and GG.
Rare Jewels which are only 4 prop it's even more powerful.
You will brick some items sure but I bricked them with Full Harvest too trying to remove untagged mods trying for perfect... This was an explody frenzy chest..oh well RNG happens
But by in large I'm afraid harvest will still be the alpha and omega of PoE come next patch and that bores me even if you won't be making perfect stuff like some have.
It'll still be 100x better than anything else and still all-hamlet-all-the-time.
Copied from OP:
Some mods that had overly-deterministic behaviour have been removed. These include all annulment mods (other than the ones that remove a mod that isn't of a specific type before adding one of that type), and all type-specific divine mods.
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.
Last edited by Spurnshadow#0836 on Mar 30, 2021, 9:10:16 PM
Last season I played, I had great fun getting a headhunter as a drop from a random delirium encounter before I had even gotten to maps.
What was the chance of this happening? I guess pretty low, right? It felt really fun. So, if we are to essentially remove harvest (which is what nerfing it to the ground accomplishes in practice), lets also remove ancient orbs, beast craft duping, 6x farms, etc, because they make great drops too accessible.
Or just keep harvest... There are solutions for keeping harvest and I mean keeping it as a meaningful form of crafting, like playing with tags or restricting it somehow so we need to use other forms of crafting as well and finish with harvest crafts, or something like that... Don't choose the easy (for you) solution, which is to nerf it to the ground. Understand that for us, casual (20-25h/week) solo players, a semi-deterministic way to improve our gear gives us a sense of progression and keep us playing, because we know that our time invested will lead to some improvement.
Without harvest, we know that our time invested will probably lead to no or little improvement, because we'll choose to spend that currency to buy overpriced gear, crafted by other players, instead of gambling it on a crafting system that usually needs tons of currency to reward you with something that is worth the currency spent. A system that in practice is disappointing to most casual players, because we are not able to gather enough currency to make the huge RNG less of an issue.
Playing for days to gather currency and then trying to craft and losing it all for nothing, because of -close your eyes and exalt slam-, is not fun for the average casual player, on most cases, so after going through that on 1-2 seasons, people are likely to not want to go through that again and choose not to play altogether. It's not like PoE is the only aRPG game out there.
P.S. Finishing my HoT autobomber staff using harvest, with 80% of crafts being my own crafts and not from trading, was a lot more fun than getting Headhunter as a random drop sometime earlier that season and 10x more fun than buying 90% of my gear through trading on previous seasons.
Last edited by gt33#0905 on Mar 30, 2021, 11:50:31 PM