Following up on Recent Feedback

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Junkkis wrote:


item editor harvest made game a joke to play. It was too much power too easily. Now it's a husk but less useful for the role it was playing, what needs to be done if kept is more lifeforce, topend crafts have 3x-5x costs and add more lower-end crafting back.

The main crux is getting early gear, rare drops don't cover it. If you add that then harvest will be more useful of a tool. Otherwise it's just a point of contention that is doing more harm than good.
Last edited by zfate#1803 on Sep 4, 2022, 9:45:48 AM
At this point GGG still thinks their vision matters. Funny.
Last edited by llindvior#2871 on Sep 4, 2022, 9:45:42 AM
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Harvest crafting
We're making it so that you can see how much Lifeforce of each type you have available at the Horticrafting Station.

We are also aware that there is a lot of disappointment around certain Harvest Crafts being removed. Previously, Harvest Crafting was balanced by how difficult it was to get the crafts that you want. Now that crafts are tradeable, Harvest's power was reduced to be more in line with other crafting methods. We understand that there is a call for us to bring those crafts back but it isn't really possible while allowing Harvest to remain tradeable.

While this isn't exactly what you want to hear, I can say that this issue was pushed very hard during discussions to see if any compromise could be made. Harvest's crafting potential without being gated by rarity is just too high.


just a little idea, whats about a rare token(maybe t4 seeds?) that drops and is an additional part of one of the strong crafts, so it can remain in game but is still gates behind rarity?
Game is dead
sadge, I'm skipping this one...
Bruh. Fix the loot and Harvest and I'll think about downloading your game again.
sad mode: eternal despair
hopefully d4 will fix all this mess.
did you see the recent reviews on steam??

that's what the community idea of the harsh changes u made this league (and the past few leagues as well but this one is the biggest impact).

*) u ruined crafting to the ground with this harvest huge nerf

*) u removed some of the most important build enabling unique items or nerf them talking mainly of the fated items.

*) good items now are hard to come by so their prices are up making most of the community suffer to get his build going

*) no Divining option making every item in the game weaker unless you are filthy rich with divines

*) continuing to nerf good skills and items and continuing to buff enemies

*) ARCHNEMSIS!!!, why you u dont want to revert this to the old rare mods no one likes AN mods
Last edited by LordMerah#4830 on Sep 4, 2022, 11:11:38 AM
Grimro and Tarke did great videos on this already which I generally agree with.

Difficulty down, or reward up - It's surprising you're asking for specific feedback since we don't have the specifics of what you're willing to change. Is the difficulty not going anywhere? Then it doesn't really matter what you do with rewards. I'm not picking breach if I can't kill the guaranteed breachlord.

Shrines for an extra 30 seconds when the lake takes 10+ minutes to run? Never taking that.

Tormented spirit tile when the lake has no base quant?

Armour/weapon chests don't keep up with past league mechanics in rewards imo. Temple armour room the vaults in the walls can drop div cards and uniques, same for Heist - sure the ones in the Lake can drop fractured stuff but in 3.19, so does a rare mob every 3rd map.

Gem tile reward is very underwhelming too.

Metamorphs should drop 1 catalyst minimum and this is the thing that should probably scale with distance. 1 catalyst +1 per 2 distance. Also if this metamorph could not spawn with soul eater (or any AN mods) and repeatedly make itself minions that would be nice.

Harbinger is killed b/c of the divine/exalt swap, you would have to big increase the amount of ancient and harbinger shards here, and/or decent chance to drop beachhead maps (which will then still suck b/c exalt shards suck).

Beyond needs so much help.

Idk, just watch the grimro video, he goes a little overboard with reward suggestions but dial his reccomendations back like 33% and do those and the Lake would be a blast.

https://www.youtube.com/watch?v=XCwDokZxCrM

Edit: you know how when you allocate your atlas passives or regular passives you always wish you had 5 more points to go get one more wheel or one more jewel slot?

There is very little reward based push-and-pull in the Lake system. The tiles should be so rewarding at Distance 8+ that you're going crazy trying to decide out which one you want to put there. I'm generally ok with distance 1-4 being 'nerfed' if needed in exchange for having long distance tiles worth getting excited about. Or to bring construction choices in maps down from 3>2 and 2>1 if that's what's holding rewards back.

As it is now, I place a distance 11 tile and basically shrug. Eh. Hope it rolls currency chest, will probably roll gem and I'll get a 23% quality blood and sand. Feels bad. New league shouldn't feel bad.
Last edited by innervation#4093 on Sep 4, 2022, 11:27:44 AM
you totally fuckedup the market tyvm.

Best regards,

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