Following up on Recent Feedback

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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 don't understand why. That's something that the market has to regulate in terms of price. But basically I can buy loot from bosses that I wouldn't be able to get myself. What's different about this?
still not playable
You're jumping through a huge numbers of hoops just because of Archenemesis...
Nerf / Buff / Changes how many done, how many more to do just because of them...

It will still be forced in every aspect of the game.
GGG you said POE was a game about being able to always opt-in harder content for more rewards.
How can the playerbase choose / opt-in a mechanic if they can't opt-out ?

It's everywhere... Invasive like an alien landing, ruining a fragile ecosystem.
Glad you start to see it, cause you removed a problematic mod on archnemesis inside delve. But still far from the mark.

The harvest hate dev side is crazy. At this point just delete it and show us the finger. Harvest like it was in 3.18 was ok.
All you had to do to make harvest tradable was an orb like Einhar orb, balancing around the cost of the orb. So we don't sell every single craft possible.
(1 divine maybe ?) [Old divine btw]

Still in favour to put a stop to this weird Exalt / Divine identity crisis.
(revert the 6 link recipe change)

Still in favour to cage Archnemesis behind an atlas point & revert the loot changes done because / due to Archnemesis existing in the current form.

Put a leash on the beast. Please.
Harvest has one problem: time of spawning monsters. When rare spawns at last, it is problem to get profits from bleedplosions etc. It should be reduced, all monsters should spawn faster (without worthless animation) and at the same time. (now i need to run away and wait ~ 15 sec to spawn, another problem is stopping animation if I am too far.

Another problem is removed possiblity to activate another harvest, if one is not fully completed. It should be possible if single monsters are alive - the same solution is on the lake (80-90% is enough)
the playerbase offered you so many chances to listen to all the feedback in the world and YOU BLEW IT: https://www.youtube.com/watch?v=m8IxTUnWdSA
Tencentorship
Last edited by jrv209#2500 on Sep 2, 2022, 4:21:05 AM
please, make this game better, like it was in the past. not worse. thanks
Last edited by K0C0UR#0602 on Sep 2, 2022, 4:27:56 AM
"
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.


AKA The people in charge are too stubborn.

Let's be real. As it seems that GGG quintuples down on their "vision" of the game... Discussing what tidbits we can give the player base is important yes. But we will always push forward with our ideal vision of the game, ratings, reputation, staff futures and salary availability be da.... condemned to the bowels of the black hole that sucked up The Elder.

There's a difference between making your vision a reality and keeping your business afloat. I don't know the numbers. But you have a large chunk refusing to buy anything in support of GGG, You have a very large chunk of your clients/customers leaving and downright disappointed. You have content creators that have given up advertising and singing the praises of your game. If you think that with the current state of things and how unwilling the company seems to be to undo some of these things, that in a year or so none of it will matter because PoE 2 will be released and it will fix anything... no, the damage is done. Support for PoE 2 is dropping. Eventually investors will pull out. Quite honestly, even if you undid all of the negative changes, I'm honestly afraid that it wouldnt be enough. That doesnt mean stay the course though. Because its like an unfaithful partner, you can never fully trust them again. And it saddens me to see a game that I played for years to just get flushed down the tubes for the sake of someones vision.

Kudos to the part of the team that is in charge of making the content itself before the balancing team comes in to press it too far into the whetstone.
Harvest could have been an easy fix, don't make the life force tradeable, let the players keep the good crafts at a reasonable price. Instead, you demand we interact with the garbage tier trading system because "it's fun guys! I promise! extensively QA & alpha tested! 60% of the time its shit 100% of the time!

Make sure to keep us posted at the end of this league cycle on how MTX sales did compared to leagues like Harvest that "had people quitting because getting good gear was to easy and fun was to much to handle."
Eldritch currency can't replace reforge keep suffixes/prefixes because they simply don't apply to non-eldritch items. There are ways to hide those craft behind the paywall for example making so you need to pay additional exalts/divines to perform a craft. Exalts would be good here as it could bring back a little value to them as currently they sit at 1/15 of Divines price.
I really don't understand this point about harvest crafts. You can balance it by cost in lifeforce, or making keeps, for example, t4 seed craft. Removin keeps totally killed a lot of options for crafting non-eldrich influenced items and jewels, the fact that you are increasing chances for eldrich currency to drop doesn't solve the problem, because you cannot use them for old influences, jewellery and jewels. This is the most dissapointing post in the whole league. I don't see any logical poin in this decision.

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