Will Harvest Become Core Path of Exile Content?
The bottomline here is, no matter what side of the debate you're on, you've lost, all GGG have managed to do is drive a huge wedge between the community.
That ain't good for anybody. Last edited by DeeUU8938#8241 on Aug 13, 2020, 9:18:58 AM
|
|
" " Yeah but that's the thing with top players complaining about deterministic crafting: The problem isn't that it's too easy for their OWN gameplay, it's that it's "too easy" for those other plebeians to also enable such levels that were previously exclusive to the top. It's all about being butthurt that their e-peen is no longer infinitely longer than other players'. But consider this: Even IF these items become more accessible to worse players they will still take magnitudes longer to get them than the top guys, so the elite will still be miles ahead of everyone. So what's the harm? Please don't use economy as your only reason. Trading in this game is seriously broken and you KNOW it. €dit:
Spoiler
" Brilliant analogy! Last edited by Wissle#6106 on Aug 13, 2020, 9:22:23 AM
|
|
" But why are UElder und UAtziri necessary to call it a success for yourself? Are you playing SSF and need them for specific drops? I am not trying to crap on you but the mentioned bosses are very specific and very end-end-game in my opinion. |
|
F Harvest
|
|
fu
|
|
" That's really well done, nice! |
|
So sad and disappointed about this, hope next league will be extremely fun and powerful because after we taste for the first time a real crafting system return to previous slot machine system makes me disgusted...
Just rebalance a little and insert in game deterministic craft in every way, i don't care about garden |
|
Hope that will never see harvest again.
|
|
I think this has actually been my favourite league to date - I've really enjoyed the Harvest mechanics and enjoyed being able to gear myself a little better/faster.
I think realistically that this could be implemented in a small manner into the core game, with a few tweaks and re-iterations of course. For example, if Oshabi was to be found in a map at a garden, you could talk to her and buy out a selection of seeds she has. She may not want currency, she may want a specific item, or perhaps you harvest the patch for her and you gain some T1 seeds. Another example, perhaps there is no set "garden" area like the Sacred Grove that currently exists, but 3 plots in your hideout (1 each for Wild, Vivid and Primal) that you need to "upgrade" via tasks for Oshabi within maps, to be able to harvest T2 and higher seeds. This would limit the sheer volume of crafts that people can create over time, by limiting players to a maximum of 1 patch per seed type at a time. Perhaps we could consider making crafts a non-tradeable kind of item, that perhaps aren't super OP like the current 3.11 system. Being able to 5-link items all over the place is awesome, but if I can buy that craft for 2 chaos orbs from someone else, it kind of ruins the overall fun of doing it myself. Another idea could be finding a way to scale the rewards to have less impact later in the game. For example, setting certain limits on crafts. Let's say an iLvl 20 item can have a "+1 to all ___ Skill gems" craft. An iLvl 50 might not be able to get it, but can instead get a "#% increased damage with ___ Skills." This could mean that levelling times could be sped up, but the end game was still quite a challenge for all players, not just the newer/undergeared players. Another possibility is changing or removing types of seeds. For example, remove crafts such as 6-socket and 6-link crafts, because we can gain those through the delve mechanics as we explore late game. This encourages players to spend more time utilising other game mechanics and reduces the amount of overall use (and abuse) of the Harvest mechanics. As a side note for the players who really did not enjoy Harvest's content, I didn't enjoy other leagues as much, we all have our favourites. I like to take the best of each and enjoy them =) |
|
ok so i see your point kinda makes sense.. yet the already 1% mirror services players that had a shit load of currency to gamble with to do mirror tiers btw well deserved,, since u already have the currency to do god tier craft,, yet again those ppl are heavy grinders... for the 1st time crafting wasn't all about gamble and hoping rng hits the rolls u want and game is very helpful to sustain yourself in ssf or in any version,and making ppl learn and love to craft their gear ... to be able to craft yourself after trying a few time instead of grinding endless and trying to accumulate currency to buy the top end game gear u want ...so from what i'm seeing more mirror items to the ((heavy grinders)) and if u miss it u dont get it.... thats is total... and no sry not going core ...
that's even .... Fyi GGG the only ones complaining about harvest going core are those 1% mirror services players that are already already alreadyyyyyy swimming in mirrors... so you alienated 99% of the players for the benefit of the 1% ... quoting Einhar :stupid Beast ?!?! quoting Zana : still sane ggg ?!?! Last edited by LordSilkroad#7724 on Aug 13, 2020, 9:54:18 AM
|
|