Following up on Recent Feedback

oh and one last thing ...

BRING EX BACK TO WHAT IT WAS !!!!!!!

Thanks GGG for some fun in some previous leagues, bye bye
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Scyriu wrote:
I agree with others, Harvest was *always* able to be traded. Removing deterministic crafts with that justification is wholly wrong. Allowing deterministic crafting doesn't reduce the average player's playtime, it allows them to possibly set a goal for an item themselves, and spend the time to get it, even if it's slow going. Now, apply that time into every item, and most people will at least dabble a bit more with the crafting and spend even more time playing as a result, with others finding enjoyment in finding ways to fine-tune their gear and not rely upon trading with others or trying for 5 straight 1/2500 chances. It discourages the vast majority of players from rolling their own gear outside of things like +3 bow, and as a result, once people trade for gear they feel is "good enough", odds are they're going to stop playing shortly thereafter if that's the extent of that character. They may reroll, sure, but it's going to have the same process done to it.

Sure, keep influenced modifiers off Harvest, keep alt/regal spam a thing for that. Fossils and Essence will always have their place as well, even if it's used mainly as a setup tool for Harvest, but gutting Harvest and keeping it gutted with the justification of it being tradeable is completely farcical. Remember, the league started off with massively inflated costs of crafts, with absolutely horrid lifeforce droprate, yet reinstating one of the few things that made Harvest worth it can't be figured out?

I love this game and have played almost every league for almost a decade, and just want to be able to play and enjoy it while feeling like I have a say or any control over what gear I use without a 99% chance to ruin it, and by extension, the character.

Totally agree, it seems like everytime GGG makes QOL changes, they need to sacrifice some fun we have in game, and since they have been doing this over 5 leagues, we barely have any fun left now in game.
A suggestions for improving the Lake of Kalandra rewards from mists to make them feel impactful.

The item that comes from the (random) reflecting mists being mirrored sort of takes all the wind out of your sails when you find a good item, there are very niche cases where a ring with +150 life and -80 lightning res is good, but not everyone is wearing Doryani's prototype. I believe the item should have the split tag from the lake instead of mirrored, meaning that it is craftable. (Imagine hitting the annul on an item that is almost good)
This doesn't feel completely out of proportion to me after seeing items that have all positive mods come out of the Mist but doubled.
- If you try to put the item back into the reflecting mists it should either reroll the negative and positive outcomes or just not work to balance this.

Not sure if this has been said yet but way too many mobs spawn in the lake of Kalandra tileset for breaches, pretty sure everyone who tried it out once was shown the respawn button.

Also just removed my horticrafting station from my hideout, thanks for saving me space!
I'm seeing ssome great things here! I'm interested to see the league specific remarks from players. I can tell you that the base level of divine shrines shouldn't be something the lake gives, it's weighting also takes away from some other content. 3 45 second buffs, even when placed to try and help with later content don't often seem to do enough.

Harbinger sucks, but I never screenshotted, part of that is the ex to divine changes, etc. The Essence ones were interesting, but causing multiple essences to be influenced by a remnant of corruption already causes them to not be able to be upgraded further. It's also something that already scales to be far too difficult to try and do on high difficulty tiles in the lakes.

Hope to keep seeing awesome improvements!
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Lognlock wrote:
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fACElol wrote:
Just bring Harvest back already. PoE is not an eSport, it's a for fun game, doesn't matter if we can craft our gear easier. Just means we get more good items overall and therefore can progress our characters more. Why is this a problem?


+1


This so much.

Harvest was in a decent place last leagues in my opinion. Making it tradable but removing all the good crafst doesn't make any sense. The crafst remaining are useless and you might as well remove Harvest as it is.

How fun would it be if more people could get to the higher end game easier. I do not see a problem with this. I understand you do not want "casual players" spit out mirror tier gear with harvest but if the top crafters cannot craft any decent or top tier gear everyone playing trade league will suffer from this:

- Less people buying top tier crafted items = less people running end game. Also some bricket crafts(still decent but not mirror tier) could be bought for reasonable prices last leagues.
- Less people playing end game is less overal uniques from bosses etc. which are build enabeling for some builds or needed to progress into endgame.


All the changes together were just to much for the economy and for the game to feel fun to play. A loot explosion from one mob every 100 or 1000 maps doesn't feel good(besides the fact when you kill it you know you could have gotten more loot if you would have gotten a MF culler which makes you even sad when you kill one alone).




Bring back the harvest recipes! how a player crafts things for the endgame, because there is no analogue!
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Much of the community's feedback this league has focused on the rewards coming from the Lake of Kalandra. We're making the Reflecting Mist 50% more common while also assessing other item drops. Currently we feel that general drops from the lake are okay but that past league content that appears in the lake may not be rewarding enough. We are keen for specific feedback around which past league encounters in the lake don't feel quite right in terms of rewards. Please include as much detail as possible around your experiences.


It is not just in kalandra lake, it's the entire kalandra league loot drop is really bad.

Kalandra lake difficulty overall mobs scaling it's off balance.

Arch nemesis mod shouldn't be in core at all, it could have been like essence mob, it's up to us the players choose to challenge it or not, instead of forcefully pushing down on player's throat.

This league when going through campaign the overall progress felt sooo much slower compare to before.

And the changes of currency swap, it's nice, but you MUST give a certain trade recipe so player could guarantee to get divine orbs.

The whole market it's so bad right now any decent gear I want to get, but it's all in divines, my STASH doesn't have any Divines.

Please go check the trade page yourself.

Keep on dragging this issues longer , you can say bye bye to your game player's base
Last edited by vortex226#4915 on Sep 2, 2022, 3:00:22 AM
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Harvest's crafting potential without being gated by rarity is just too high.


GGG, crafts you removed can also be gated by high prices, not only by rarity. The kind of absurd prices you have initially made on 3.19 launch. With respect, your fear about players "completing the game" and "feeling there is nothing left to do" has reached irrational scale, to the point that you are driving many casual players away with extreme grind loop lengths just to artificially stall progression for the minority of skilled crafters.

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Now that crafts are tradeable, Harvest's power was reduced to be more in line with other crafting methods.


Crafts were always tradeable, denying the obvious doesn't give you credit. Back when advanced players bought crafts in TFT on demand, was the outcome so disastrous for economy? With new lifeforce system, you can give all players equal access to these crafts once in a while. And if many players choose to sell their lifeforce so someone else could spam crafts - you already have the data on what would happen, thanks to TFT, and current situation won't exceed how harvest was working since 3.14.

If you choose being too aggressive about taking away every bit of deterministic progress and insist that players should only use your engineered time waste pure RNG currency farm + spam for crafting, you would only bring more backlash on yourself without improving player retention. "It is not worth it, I quit", and "I am feeling like an idiot keeping grinding" posts are already pretty common.
AH not ok, loot not ok, no rewards in lake, expedition nerfed, etc... and all of you crying about harvest.Shame on you.

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