Following up on Recent Feedback

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

Harvest was already tradeable and traded, you only made it SAFE to trade.
Still, you only limited the game for the casual player... again.
I'm an average player. Like most players, I occasionally juice my maps but I spend most of the game "alching and going" until my character feels strong enough to run juice maps. During this time, I usually don't get much divine orb drops but I make enough low value currency to trade for chaos and trade what I need. Usually by the end of story mode, I would have enough currency to complete 70% of my build and by the time I reach tier 16 maps, my build would be pretty much complete.

With the recent changes, I have not been able to progress my build because:

1- I either have to reserve any juicing to save currency and trade it for items instead

2- Juicing results in getting one-shot by archnem mobs because I can't afford good gear for my build to begin with

3- Alching and going is not yielding much because of the new loot goblin mechanic. There is no slow grinding anymore. It's loot goblins or you get nothing but flasks and scrap

4- Harvest changes have left trade in a very sad state. It's pretty much impossible to run any creative or off-meta builds because of the lack of crafted gear in trade, as well as the lack of currency to craft yourself.

5- League mechanic takes 3-5 maps to play and it's just too slow and does not yield any good rewards.


Hope this helps. I have 2 pages worth of melee builds feedback if you want : )

I wish we could step into a time machine and go back 1 year and play poe because as of right now...... reward / risk and craft is like buying a sub from an advertisment board you expect something large and filling but it ends up being flat and deflated.
"
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.


"
These currency items are intended to fulfil similar functions to some of the removed Harvest crafts while continuing to be gated by rarity, though we're aware that they can only be applied to certain items and are still discussing whether similar solutions for other gear slots are appropriate. We understand that this isn't a full remedy for Harvest withdrawals but it should slightly improve the availability of powerful crafting tools.


This doesn't make any sense whatsoever.
How exactly are eldritch currency orbs more gated by rarity than harvest, when you can essentially purchase both?
Also, how was harvest gated by rarity pre-nerf, when all it required was currency and one copy paste into discord?

The only possible way I can find these 2 statements making any sense was if they were applied to ... SSF. Please, don't tell me you've started balancing your rewards system around SSF.
Last edited by arandan#3174 on Sep 2, 2022, 8:38:01 AM
Problem : Harvest craft pool is total trash for now.

Solution : Tradeable lifeforce doesnt matter. Bring back all 3-15 crafts and make items after harvest crafts with special implict "harvested"

"Harvested" = cannot be traded, dropped in any options, only sellable to vendors or destroyed.
Kalandra Feedback
For the time spent setting it up, and then the time spent clearing it, the xp and rewards don't feel the same as just running T16s with content I want to do.
Expedition seems worth it, but that's about it. Would rather be doing blight/legion/abyss in a map then fighting 4 rogue exiles for 1 min.
The chest timer on bringing up loot is too slow, and should be sped up as well, as it doesn't feel great waiting for it to rise, for scraps of currency.
Beyond takes far to long for currency I don't care about, the health pool on the boss at later tiers is far too high.
Legion needs a way to speed up the timer, as sitting there for 10+ seconds as you've cleared all the mobs doesn't feel fun or good.
The best node is XP beast.
Strongbox nodes don't seem to care about tier, since at level 1 I can get 2 divine boxes, but at level 6, i can get low tier ones I don't care about.
I have 24 83 tablets sitting in a stash I don't care to run, as just not worth the time. The allure of an OP amulet (like say +2 fire gems, +2 skill gems, high dex, high resist etc) is so rare and such an ask, not worth the time.

Jewellery/Armor are mostly hidden even at 84 bases, except for some exceptions so loot in this form isn't loot anymore. And IDing items was never really loot either, since the odds of getting something usable is abysmal, so not worth the trouble and time. Removing these as options, or increasing the chance of them having interesting influenced bases would have them feel more rewarding.
Harvest now more exspensive then it was before Kalandra! Single craft with sacred cost to much. But now we also lost most of useful krafted options! GGG open your eyes! You lie us again. Stop lying!
"Much of the community's feedback this league has focused on the rewards coming from the Lake of Kalandra."

You must be completely deaf?

Much of the complaints are about AN. My dudes, Just admit that AN was the worst possible change you could have made. Get RID of AN, revert the loot changes and the community INSTANTLY rebalances.

Removing Heralding minions from Delve is a step in the right direction, so you get a carrot. Now Remove AN from entire game, or you get the stick.
omg this is the F spike lighting thing that annoying me a lot thx ggg remove it
Can't you just make the Harvest lifeforce not tradeable so we can have those crafts back?

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