Following up on Recent Feedback

-The kalandra room with the worst risk:reward is by far beyond. I honestly, have just not been placed league mechanic rooms at high difficulty to comment on the others (unfortunately my brain learned from the first few days and is struggling to un-learn).

-Please also increase rate of 'reflection of kalandra' or have some way to guarantee it at least once. I think in general, you guys really under-tune the rate of experiencing the 'peak' of league mechanics, even during the league itself. For most of the community to not be able to give feedback on the league's pinnacle addition always felt strange. Over-tune it, or at least give everyone a chance (maybe after your 50th or 100th lake) to see it and give feedback before you have to decide about adding it to core.

-I think the eldrich currency change + harvest is absolutely a positive. Harvests QoL warrants so much sacrifice, however sad it may be. HOWEVER, please try to address it being a complete waste to utilize life-force on certain crafts now. Please consider a ilvl scaling for some crafts for example so they can actually be used early without feeling bad.
Kalandra Lake Mechanic: As a casual player, it would help SO much if we made it so that with the options we chose, it'll show us what kind of rewards we would get - kind of like how heist characters have specific traits about them. If possible.

Harvest: we'll never forget the reforge/keep debacle, however please consider adding 'new' crafts into the game that'll leverage interest in trying them out!

Divine shards would be SO helpful, or Exalts having lucky outcomes (this would increase the value of Exalts and make RNG slamming an actual thing rather than a meme forever). I've never used atlas currency unless it was for challenges so there's gotta be a way to make the game simpler but more effective - same thing with tainted currency.
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Harvest's crafting potential without being gated by rarity is just too high.


Why?. In terms of keep prefix/suffix, eldrich currency does the same thing with an extra cost of using chaos/exalted orbs. The difference between them is that harvest can be used on everything while eldrich currency can only be used on 4 armor slots.

Solution:
Why not buff eldrich to be used on weapons/offhand and limit harvest to be used on all other pieces of your build like jewellery/jewels while the extra cost can be crystalized lifeforce?

In terms of "more likely" crafts, add a rarer variant of drop in purple/blue/yellow lifeforce that's balanced similar eldrich currency scarcity and/or the cost of purchasing it.

Thoughts:
You have an ever increasing amount of crafting mechanics/options at your disposal. Currently 6 (bench/beast/delve/harvest/eldrich/recombinators) league mechanics that you can utilize for crafting endgame gear.
Why not split deterministic crafting between them by having it apply to certain build pieces instead of having a blanket either/or situation over everything?.
As you add more leagues you can re-adjust what goes on what or release crafting options for leagues around new building mechanics like delirium's cluster jewels. To simplify/QOL this you can have a v2.0 crafting bench that centralizes and sorts all of the different league crafting options with an associated inventory of currency/items.

We get deterministic crafting without having to "funnel" into 1 or 2 leagues, and by splitting them up, will also have a compounding "time" trade cost associated with it aswell for players looking to craft a lot of different pieces or an entire build.

Opinion:
It doesn't matter how enjoyable you make a league mechanic, doing it 1000's of times over years turns every mechanic into a stepping stone for your endgame aspirational content. And as the numbers show, for alot of people, that's deterministic endgame crafting.

Edit: Another opinion:
Path of Exile has hands down thee most robust itemization in any arpg.
With the direction that it is currently going, removing deterministic crafting from the game only serves as a contradiction you've invested in all these years. Your game has evolved past that and i feel like the direction of these changes are bringing it back to the stone age it was years ago, a diablo 2 mod.
Last edited by SandboxRooK#3487 on Sep 2, 2022, 11:06:44 AM
I am getting a sinking suspicion that I will be uninstalling PoE when the 3.20 reveal happens.
Roll back the Harvest changes then.
The QoL of the current Harvest isn't worth the loss of the essential crafts.
This is really dissappointing. I hope you reconsider.

Community_Team, Bex,
it's quite a simple idea, we want to incrementally upgrade our equipment because you feel like you earned it.

Instead, if you id something good, you are happy, but that happyness dissappears quickly because you don't feel like you earned it. And playing hours and hours without a plan, just hoping something good drops, it's not as fun as having a plan for every item and incrementally make them the way you want, earning your gear and your satisfaction.

And if something cool drops in the mean time, your head starts thinking about how can you make that new cool thing work, and start planning gear around it that you can make with time.

This is what we want, and what you have been taking away from us since harvest.

You should balance it availability, the speed and the final power of that incrementally upgraded gear, but not take away our ability to make it completely.
Thanks!
[redacted]
Last edited by musemechanic#0995 on Sep 3, 2022, 10:50:34 AM
The truth is GGG doun't care on feedback. They do only fixes to hard mobs and nothing useful for gameplay, nothing that really players need and asking for.
bad
Ditt j*vla flöte Danne!!

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