Following up on Recent Feedback

"
Anemia1723 wrote:
"
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.


Then remove the trade capability. Turn lifeforce into a resource like Expedition. Automatically picked up and not tradeable.

I for one have never traded a Harvest craft on TFT or otherwise, and I'd be willing to bet that represents the majority of players. Removing the more powerful crafts to enable unnecessary functionality is punishing.


people still trade on TFT to GET big currency, though.

I think the trade excuse is rubbish cuz people will still trade unofficially so long as the official version isn't safer or more convenient.

It's not about trade, it's about keeping shit chaotic and random instead of deterministic. Which is out of touch with what players are trading and picking up to begin with -- not even casual players bother to pick up rare items dropped by monsters unless they're SSF and chaos-recipeing. And why do the trade leagues trade? To get currency to buy the big ticket items. Be they chase uniques or extraordinary mirror-tier gear.

The irony to my mind is... if everyone had a grindable way to access top tier, somewhat deterministic crafting, it would level the playing field for SSF and casual players. Top tier elites could then diversify and get creative with more builds. If the game is fun enough to inspire creativity, even people who "beat" the game won't just up and quit. I hate how so many of these "make the game harder" changes seem to target keeping the 1% amused instead of keeping the rest of us loyally enjoying the game.
"
aframil wrote:
I dont know how buffing Eldritch Exalted Orbs, Eldritch Chaos Orbs and Eldritch Orbs of Annulment would solve the harvest craft problem.
I NEVER DROPPED ANY OF THOSE.
The harvest craft was a viable option for SSF and "newbie crafters" like myself.
Now i cant craft anything cause i never dropped, neither know how those orbs work.
Ty for making the game a lot harder for non-advanced players like the majority of your playerbase.


exactly
One piece of advice I would give for the Archnemesis rewards, is to utilize the "more likely to get..." tech, having each AN more likely to drop rewards that are useful for (at least some) builds that find them more difficult. That way players are rewarded for fighting something that takes significantly longer.

For instance, if a mod gives the AN chaos resistance, make that mod also make it more likely for loot it drops to have a mod with the chaos tag.
> monsters that can't drop items shouldn't have large numbers of Archnemesis mods and will be capped at two mods
> can't drop items = can't Archnemesis mods! i think it rightly

---

> 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.
> I, and my friends never trade of this. Now we can't ever craft of this. Thank you

---

#delete_archnemesis
#delete_archnemesis
poggies in the chat boyos.

all good stuff.
Solution for harvest rarity gate: bring the old powerful crafts back and create a special lifeforce currency (tradeable) and make them the price of the craft along with regular lifeforce (similar to what some more high end crafts have. If the special lifeforce currency has the same rarity of the old harvest, then you’ll have your desired gate.
Last edited by wariows#0069 on Sep 2, 2022, 1:04:28 AM
"
Much of the community's feedback this league has focused on the rewards coming from the Lake of Kalandra. We're making the Reflecting Mist 50% more common while also assessing other item drops. Currently we feel that general drops from the lake are okay but that past league content that appears in the lake may not be rewarding enough. We are keen for specific feedback around which past league encounters in the lake don't feel quite right in terms of rewards. Please include as much detail as possible around your experiences.

It's feeling pretty good after the patch the other day. Other than the stated Beyond being too tough (and tainted currency being too weak) the rest of the nodes feel good. I pretty much always take Expedition, I took Legion to work on challenges, and generally the others feel fine and unique. More mists would always be good, especially now that I'm running Lakes that take twice as long as they did in early league with difficulty at 9-11 on avg rather than just 5 or 6.

edit -- Although Harbinger is also too tough and not rewarding, but dunno if that is fixable. Harbinger needs some tweaks following the div-exalt swapperoo.
Last edited by Gescom#1904 on Sep 2, 2022, 1:27:00 AM
I really don't know why changes "have to be pushed really hard" that everyone hates. Archnemesis .. you cling to it as if your life depended on it. you don't need to balance it you need to get rid of it. Its antifun. It's unhealthy to the game. Everyone from noob to pro hates them. Not because of difficulty, not because of skill need - its just NOT FUN. Harvest was so hard nerfed that as it is now you should have just erased it. It technically doesnt exist. Anything even remotely good was deleted. And you say it is because it is tradeable? It HAS ALWAYS BEEN TRADEABLE - only it needed a 3rd party software - TFT on discord. Not to mention the divine changes - forcefully repricing a currency that was a mascot of the game for years. You had Merch depicting exalts it was one of the most iconic little icons of the game. You really are out of tune and getting more and more so over the last 2 leagues. And it is sad to see that you seem to misunderstand what people are upset about. The league fied out in a week and you still try to make minimal adjustments because oyu thin everything is otherwise fine and you are satisfied. I mean... you know you need players right?
Would it work to make it so that the prefix-suffix beastcrafts (Farric Wolf/Lynx Alpha) would be able to be used on items that had full prefixes/suffixes? That way if you have an item with full prefixes/suffixes, you could use Farric Wolf Alpha to remove a prefix or Farric Lynx Alpha to remove a suffix.

Or could the crafts come back at a much higher price? For example, I feel like the lucky divine, the divine prefix only, and the divine suffix only could all come back as long as they were Sacred Lifeforce crafts requiring 30k to 50k Lifeforce. Heck, even if you costed them at 100k lifeforce, at least they would be in the game as aspirational content.
"
Alialun wrote:
So 4 and 5 link recipes, simple socket recoloring crafts were too strong? You cant mean this seriously... You tease us for so long that you're discussing Harvest and then when you finally speak about it it is just straight up slap to the face.

I understand that certain high level crafts when too accessible may be too strong but you have removed so many straight up QoL crafts that this reason really isn't a viable one and is either a lie or you didn't really think about it.


right?

LOL or maybe give us archnemesis monsters who explode into the currency we gotta spam for QoL... 100 chromatics, 100 jewelers... ha!

with the widely known crafting bench technique of getting off-color sockets, just get rid of the chromatic orb socket-color crafts and replace them with the Harvest ones. I'd rather turn one non-blue socket blue for chromatics on a 6-link than the jewelers-for-off-colors method.

In PoE2, you're getting rid of sockets on gear anyway, so why not give us this in the meantime?

Report Forum Post

Report Account:

Report Type

Additional Info