Development Manifesto: Harvest Crafting

Exactly!!

"
syncope33 wrote:
Not to be overly critical, but does GGG even watch the top players streams?

They literally never pick up gear in maps.
The removal of remove, and remove / add, would be more than enough, the rest I would not change.

"
MackBesmirch wrote:
I have a pitch: what if instead of Harvest crafting serving the same purpose of currency, Harvest crafting could instead contextualize currency we'd have to spend even without it?

Like, instead of a Harvest craft acting like a chaos orb that will re-roll a rare item with a fire modifier, what if the harvest craft would say "Harvest Craft: Fire Mod -- using currency on an item in this window will roll at least one Fire mod."

Higher-tier Harvest crafts could be "Harvest Craft: Fire Mod Lucky -- using currency on an item in this window will roll a Fire mod with lucky values."

Or maybe "Using any Conqueror's Exalted Orb in this window will result in an item with any conqueror Influence and one Influence mod."

Or mimic other stuff available elsewhere in the game, like the Temple of Atzoatl:
- Spend a stack of Vaal Orbs to double-corrupt an item
- Spend an Ancient Orb to change a unique to another unique of the same type, including league-specific items

A lot of the Harvest crafts could even stay the same but require the currency to fuel them:
- Spend one Jeweller's Orb to re-roll the sockets on an item 10 times, keeping the highest number of sockets
- Spend an Orb of Horizons to change a map into another map, but prioritizing maps you have not yet competed yet.
- Using a Gemcutter's Prism on a gem in this window will add quality to a gem between 1% and 10%, but not raise a gem's quality above 20%


We'd actually HAVE to use our currency to get deterministic results, but the deterministic options would still be RNG in terms of discovering them. Then it'd really be end-game only, cuz you'd have to save enough currency to take advantage of the Harvest crafts when you got them.




That is a BRILLIANT way to go, I wish this is what they would add instead of the dementia fueled nerfs they are thinking of adding.
No harvest - no possible me play my own build.
no possible me play my own build - no fun of game.
no fun of game - no more buy supports pack ever.
Righteous Fire forever.
Show me plz GGG how to creft best item with out havest show me plz with spam ex + c to craft.
Logging in today is no fun. Fells bad.
"
Schnarrchnase wrote:


Cheers,
cya for 4.0 in the hopes, that you finally realized, balancing around the top 1% is NOT the way to go.


The constant and repetitive nerfing is not meant to balance the game around the top 1%. They are trying to balance around Quin69 only, so we can all enjoy the pleasure of playing ZDPS builds for a change.

KEKW
1
Last edited by home8012#4776 on Jan 17, 2023, 9:02:41 PM
Good job GGG! You calculated a long time and as usual you came to the right conclusion and implemented it poorly: from now on, all the players that don't play poe for a living( 99.9%) won't be able to access end-game content because everything will be so damn steep. Ritual was a fail imo(the league mechanic) and was only saved by the fact you brought back harvest.

You are killing the game bit by bit same as blizzard.

Want to nerf something ? Nerf the fucking mechanics that punish the 99.9% of the player. E.G. if you don't have a build to kill maven fast you'll run that stupid "memory game" 3 times / phase. Your logic is "you can't afford a stronger build so we'll make it harder for you to get any drop and limit your chance to improve and favor once more the 0.01%". Flash news: without the 99.9% your game would be dead so you might wanna hear what we want.

But hey, the same way I hated ritual and decided not to pay for supporter pack, I'll do it next league.
Last edited by Android324#2378 on Mar 11, 2021, 1:45:04 AM
I ABSOLUTELY HATE this with a purple passion

Too much RNG is NOT a good thing.

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