Following up on Recent Feedback

1, I dont know why people keep crying about drop rate, it's been ok for most time (IMO), the problem in here is AN, its so deadly, maybe ggg can do some list of mod shouldn't go together, and add that list to code?
2, Please neft some item and node atlas for rarity and quality item drop, it's make game become super easy mode for group, while me and other player only can play like single player and trade.
Neither neft group - make game harder or buff single player - make game easy for new player - also single player, i know this will super hard but please think a little about it,
3, The layout, i dont like the layout of the lake and layout of uber boss, lake so small and have so many way, its make combat so easy for long ranger and more harder for close combat.
In uber boss list, i see that people just run around, use some skill and win, if that people have good timing, they almost get no hit, i thought uber must be harder, so please make it have some things can block the road some time, or chance the layout after wave 1 of boss, chance layout to something harder.
will post more if i have time.
Thank GGG. Send my respect to Dev and Supporter, they're so calm to not do "toxic" response to those toxic comment.
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Jateu wrote:
Maybe if some of you guys stop acting like drama queens and instead provide somewhat constructive (and readable) feedback, these discussions will be a bit more healthy.

It's like reading the WoW forums with ppl whining no matter what.

Actually, i hope GGG doesn't read too much into these posts. Or game will end up fucked just like WoW.


If it's not really unplayable, I won't come to leave a message
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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.


This problem can be easily fixed by making crafts cost more lifeforce, particularly the cheaper crafts.

I don't think it makes sense to have people using harvest reforges as they would use essence or fossils, during the beginning of the crafting process. What's unique about harvest is that it respects metamods, so it should be used at the end of the crafting process, and it should cost an appropriate amount.

If harvest crafts were made to cost an appropriately high amount of lifeforce, then we can have powerful crafts that are tradeable, because their "rariry" is achieved by how much lifeforce is required to use them.
sorry buddy, not enough.

you got two choices with harvest, remove it or buff it.
S L O W E R
Not good enough, where is the fun or sense of achievement? The game is not worth playing, even on Standard.
Last edited by Marhallet#1689 on Sep 3, 2022, 7:08:50 AM
Pog,

Getting some sort of Icon you can hover over just like in Expedition to see what Altar debuffs and buffs you have taken would be very appreciated.

Also, the fact that not a single tainted currency dropping from a difficulty 10 area level 83 tier 3 Scourge encounter in the lake is pretty sad.

Else good improvments.
Monster affixes that make my life stealing useless and I'll just have to die, it's a ridiculous game
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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.


You're right, this isn't what we want to hear.
There seems to be a flaw in the inherent logic here, these crafts did not just become tradeable this league, the process to trade them was made easier and within the game, rather than using third party discord's

As such, you "bringing them in line with other crafting methods" is not an accurate statement.

What you have actually done, is significantly reduce the ability for end game crafters to create gear, directly harming the SSF community as well as there being FAR less desirable gear available on the trade sites.

Losing those crafts has harmed the game experience, coupling it with the general feeling that the game is significantly less rewarding has left a very bad taste in a lot of players mouth. Your response here seems to miss the point entirely and that will just exacerbate a lot of the concerns.

Please rethink your approach.
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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?


This is a very good question.
"People ask me why I do this at my age. People are rude."
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Darkee wrote:
I want to want to play PoE but nothing about 3.19 is making that easy.


This is exactly how I'm feeling at this point.
"People ask me why I do this at my age. People are rude."

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