Development Manifesto: Harvest Crafting

If you keep balancing the game around the activity of the top 1%, then that's the player base that will remain after you're done balancing.

There's a reason player activity drops off so hard after the first few weeks of the league - because there's no "end-game" for the vast majority of us.

Let's not even talk about how badly this is going to affect SSF's end-game.




Harvest was fun. I really enjoyed the strategy. I enjoyed setting up my garden, planting seeds, and getting crafts. It was my favorite content. And it was pretty. Harvest is watered down to a point that it doesn't really fit any niche. If I need new gear, I'm going to use currency - I'm not going to wait to progress my build until after I farm 2390482 harvests for the 'chance' at something decent.
Yeah, what about no? I really dont see the problem with TFT. Is it because 3rd party apps? Hahaha POE overlay, Path of building, idk bruh seems like the game is already 50% 3rd party. Is it because of players getting mad at scammers? You are gonna get scammed in normal trade at some point. Is it because the items in trade league are too good? Remove beast print, cmon we all know the real cheese is at printed bases. Worst change all around for harvest. Who even likes throwing an ex at an item and rolling +7 maximum mana?
“This sentiment was summed up by a member of our design team”

-- funny that the sentiment of one memeber from your team is more correct, important and valuable than 95% of the player base.

Just make harvest crafts non-tradable like people already mentioned in this thread (no storage, only host can enter the harvest in map).
good riddance to that hot garbage
well, thats way too hard of a nerf tbh, idk if ill be enjoying crafting as much in future leagues, IF I'm going to play future leagues.
To GGG,

It might be worth the time to consider re-evaluationg what the players' vision of the game has become, instead of what it initially set out to be.
Last edited by Khoned#2556 on Mar 10, 2021, 9:39:35 PM
These changes are terrible.
After reading manifesto I feel like there is an assumption that 50% of player base is running mirror tier items all over the place on 6 characters each.
I'd like to get some real data on real mirror tier items in the game right now
as not every 6x T1 affix item is mirror worth already imo)

I agree with point that sitting in discord for more than actually playing the game is wrong but maybe there are easier ways to limit Harvest's crafting potential. Let's say make harvest outcomes non-tradeable at all + items modified by it also 'soulbound' to account?

That would give chance anyone to create items, but for own purposes, not sitting 24/7 in trade groups/forums searching for crafts to buy. Still to get all crafts you really need would require a lot of grind but at least we could still call it crafting ... and not gambling like in case of chaos/exalts/alteration/augmentation slams. Also that would give possibilities to enjoy time and keep fun by trying different builds over the span of a league.


I'm just casual player who never traded any Harvests outcomes and had much fun&satisfaction creating my own stuff (not mirror tiers :D) and idea above is just first one out of a few which came to mind already how to modify Harvest.
Proposed changes may push casual players to trade even more as they will have to buy such items without real possibility to craft themselves as they're not spending as much time as top 1% who will create mirror tier items anyway and offer mirror service for outragous prices :)
I compleatly agree on this nerfs. While crafting most powerfull items was fun, i really dont want to go to discord trying to buy or sell these crafts. It's so annoing but at the same time its nessecity. And whats more i dont want exalts to feel useless. We trade for them and stuff but have anyone used them this league? Multicraft is garbage with harvest craft as well as using them on items. They are just piling in your stash with no reason.
My suggestion that I just came up with really fast, probably very flawed in many aspects, but can get some polishing.


Keep harvest exactly as it is, but make the mods weaker. A mod augmented, or changed by harvest is "defective", rolling, for example, to a max of t3. Influenced mods, like explode, can only roll to 1% instead of 3. Of course, no one wants to stay with a weak item.

How to fix Them? 2 Birds with one stone. Oshabi has a new Orb that fixes the broken harvest mod. That way, it adds value to the now useless grove encounter, keeps the deterministic aspect of crafting, and when you grind/collect enough currency, you can fix your items with oshabi orb.

This might be extremely flawed in some way, open to suggestions of course, but I think that with some polishing it could be great!

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