Following up on Recent Feedback

its been a good 10 years with ya guys.. but sadly, We cant handle the game as it is at the moment. Hopefully things will get better in the next league.
I'd like to hear more details on what was the discussion around Harvest, as from my perspective there's some piece missing in the explanation of the choice.

In particular, you say that the more "powerful crafts" had to go because of the ability to trade life essence between players.
However, as someone mentioned in the previous posts in this thread, those craft were always tradable and with little effort since they could be saved in the station (i.e. the player didn't have to wait with the instance opened for someone to buy).
I understand that that was already a problem and moving forward the decision was to embrace the ability to trade at the cost of removing some excessive power. The feeling I have (and please clarify to me if I'm wrong) is that the only players who could abuse this power are those who can buy a lot of lifeforce in order to spam certain crafts for the desired result. But this is hurting everyone else.
I know you are against "soulbinding" items as a philosophy of the game (i.e. it feels good to have a valuable item in general and not specifically because it's good for your character) but is it worth to not compromise on this and let players (mostly the average ones) sacrifice the value of some items in order to have a better chance at progressing their character?

I'd like to know how important is the purity of the driving philosophies of the game against exploring compromises that could potentially increase the fun for the average player.

Thank you for discussing the players feedback.

As always peace & love to everyone! ♥
Another damage control, another "we hear you". Game is dead.
It's unbelievable how much, depends on the few craft on this game.

But yes , some build is expensive some no. Some build without super hard craft gear dont work - for expample cwc volatile dead + desecrate in 6link.

I think , craft want restriction Character Class and boost craft,no nerf.That class char restrict make game more interesting.

All players here killing milions mob and, no they want this do kill still same stile :)

I like channeling skills and with that i have only few build can kill uberboss.Mayby 2?

the 3.2 COPIUM shipments are already being processed and prepared for shipping. Imagine looking forward to next league after this behavior. You optimistic types are just enabling an out of touch developer to not listen to their players.
Tencentorship
Last edited by jrv209#2500 on Sep 2, 2022, 3:55:29 AM
"
Community_Team wrote:

Archnemesis
In Delve, Archnemesis monsters with the Heralding Minions mod are too punishing. We've fixed this internally so that the Heralding Minion Mod will no longer appear on monsters in Delve. We will deploy this change in an upcoming patch.

Community feedback reports that Archnemesis Modifiers that convert rewards to quality currency and flasks feel bad. We are discussing this internally but don't have an outcome to report just yet. However, initial discussions suggest there is a fair bit of team agreement around it feeling bad.

As we mentioned in our last post, some players have noted that they'd prefer item drops to have lower variance - i.e. fewer big spikes of valuable rewards with the rewards averaged out across more encounters. This is something we're still discussing.

Also mentioned in our last post was that monsters that can't drop items shouldn't have large numbers of Archnemesis mods and will be capped at two mods. This change has happened internally and will be deployed in an upcoming patch.

We are also aware of feedback around monsters applying permanent Marks feeling frustrating, particularly in the context of Archnemesis mods and Delve but also in other areas of the game. This issue has some technical complications around it that make it tricky to improve but this is something we'll be working on.


Cool i guess but why are you doing only one drop instead of a bucket full of changes and dont fix AN in a meaningful/impactful way?

Should be clear by now that AN does not feel good with past league mechanics when there are tons of rares that aurastack each other. Even with the old Nemesis mods they would be a challenge since lots of them spawn and buff each other and have unique league mods anyways on top.

Change it in one of the following ways:
-Remove AN completely from most league mechanics
-reduce the amount of rares that spawn
-Reduce the amount of mods they can have
-Remove aurastacking from AN mods in League mechanics
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
Last edited by gandhar0#5532 on Sep 2, 2022, 3:57:16 AM
Than just bring back previous state of Harvest, dealing with TFT wans't big issue and we weren't in stoneage with crafting.
Signed
Vermyn
goodbye harvest, goodbye 3.19. see ya 3.20, hopefully longer then 5 days like in this league.
I like the new harvest but if you can't bring back remove prefixe suffixe, or implicit on jewels, I prefer the old harvest.
so when will this roll out?

Report Forum Post

Report Account:

Report Type

Additional Info