Will Harvest Become Core Path of Exile Content?

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EpsiIon wrote:
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KinJin91 wrote:

So what is your conclusion? GGG nerfed multi-modding because it was simply to easy to craft extremely strong items, especially weapons.
But they will leave Harvest like it is where you can reroll every single affix you want?

Logic at it's finest. xD


Ah. Hey. You actually managed to make a coherent sentence and ask a question that, while answered in the post you quoted from, is actually a good question. Here's what I would conclude;

Multi-modding was power creep that did not impact the game in any positive way. It did not really affect or benefit build diversity, not improve play experience.

Harvest crafting is power creep to such an extent that it makes, readily available, the gear in high enough quality that certain builds that have never really been XP+ viable in late game content (Such as basically any non-PF ranger build). It also allows the casual player to experience the full breadth of content that is normally exclusively reserved for 8+ hour/day players (Such as deep delving or boss farming).

In Multi-moddings case, it was power creep with next to no appreciable benefit. While in this case it's power creep with clearly observable benefits. That is why I would say, arguably, one is acceptable while the other isn't


I cannot take anyone seriously saying that Deadeye and Raider are unable to take on end-game content. Only because YOU are unable to do so, it does not mean the rest of the playerbase shares the same poor playing skills and opionion that you have.

You can steamroll the content with any ascendancy with very little gear.
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KinJin91 wrote:
"
EpsiIon wrote:
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KinJin91 wrote:

So what is your conclusion? GGG nerfed multi-modding because it was simply to easy to craft extremely strong items, especially weapons.
But they will leave Harvest like it is where you can reroll every single affix you want?

Logic at it's finest. xD


Ah. Hey. You actually managed to make a coherent sentence and ask a question that, while answered in the post you quoted from, is actually a good question. Here's what I would conclude;

Multi-modding was power creep that did not impact the game in any positive way. It did not really affect or benefit build diversity, not improve play experience.

Harvest crafting is power creep to such an extent that it makes, readily available, the gear in high enough quality that certain builds that have never really been XP+ viable in late game content (Such as basically any non-PF ranger build). It also allows the casual player to experience the full breadth of content that is normally exclusively reserved for 8+ hour/day players (Such as deep delving or boss farming).

In Multi-moddings case, it was power creep with next to no appreciable benefit. While in this case it's power creep with clearly observable benefits. That is why I would say, arguably, one is acceptable while the other isn't


I cannot take anyone seriously saying that Deadeye and Raider are unable to take on end-game content. Only because YOU are unable to do so, it does not mean the rest of the playerbase shares the same poor playing skills and opionion that you have.

You can steamroll the content with any ascendancy with very little gear.



have you ever considered that maybe you are actually at the top few percentage of people who are able to do that?

" it does not mean the rest of the playerbase shares the same poor playing skills and opionion that you have. "

^ this is what the top percenters think most players are capable of.

but based on the statistics they post only the actual 10% of players are even able to reach TRUE end-game.

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Rextec wrote:
You made a good decision not letting this trash go core, it killed the league 2 weeks in. The only good thing about it was making leveling a bit smoother without having to buy leveling gear. If you do make something like this in the future, it needs to be HEAVILY, HEAVILY watered down. If it's "crafting" keep it as that, no gambling with it, etc. only making items.


Have you beaten Kitava Act 10 yet or? ...
Maybe GGG will finally realize that capped monster levels and fancy visual pollution does not make a game.

I retired from the gaming industry with three decades of experience and seen the rise and fall of many gaming companies. GGG is at the precipice of that delicate balance. GGG introduced too many WoW/D3 style components back-to-back and is now paying the price with Harvest being a league that equally divides the player base.

They either need to satisfy the 1%'s and lose those influencers or keep the 99% happy with keeping harvest. Tough call, they will just churn some new players with new gimmicks. Those top 1% elites that can sway many more opinions than the ones in this thread are whom GGG is going to bow to in the end.

My solution is to remove monster/tier levels, let the difficulty be gear/skill based. Let someone that has 10ex of gear fight a more difficult version than a 1ex character of the exact same tree.

I am a disabled player so anything that can remove some of multiple layers of RNG would be nice. I could not stand a couple of the past leagues and will log, alt click on the map node just to avoid that content.

I have played since 1.0 Nemesis and found a single headhunter and thought I was a god back then. My have times changed, yet the still remain the same.
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KinJin91 wrote:


I cannot take anyone seriously saying that Deadeye and Raider are unable to take on end-game content.


Well, I never said they couldn't take on end game content. They can, but the context I put it in is XP+. Evasion is designed in such a way that once you hit level 95 or so, you have absolutely no way to further scale your defense in such a way that your XP gain exceeds your death rate. That is why most Rangers level with the omnipresent Light coil+Somekindofchaosdamage build, then swap to Deadeye for speed clearing after hitting 100 or finish their build otherwise.

Deadeye can, very much so, flatten end game content, but what it can't do, is scale any amount of effective defense so as to be XP positive viable outside of potentially a conversion build and so many defensives that their DPS is hilariously lackluster.

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KinJin91 wrote:
Only because YOU are unable to do so, it does not mean the rest of the playerbase shares the same poor playing skills and opionion that you have.


Ah. Yeah. That's right. I'm sure that's why Ranger has historically been one of the worst classes in the game and the fact that there's 3 times as many Necros this league alone then Rangers. Let alone other witch ascends.

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KinJin91 wrote:
You can steamroll the content with any ascendancy with very little gear.


I mean. Sure. But that isn't the point.

It also isn't lost on me that, instead of addressing my point, you nitpicked at my specific example.
Last edited by EpsiIon on Aug 12, 2020, 8:58:43 PM
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Harvest has made it too easy to gain very powerful items that previously required a lot more work and investment to ac quire


Required a lot more work and investment ? You call throwing more currency mindlessly in a stupid slot machine work ? Really ?! Until now the game was all about playing more to get more currency to waste more to try to counterbalance your RNG wall, oh no sorry : TO BUY ITEMS DIRECTLY TO PLAYERS BECAUSE ITEMIZATION AND CRAFTING SUCK !

I mean, I'm a SSF players. So I know you don't give a shit about this way of playing your game, you're too busy to stare at discord's buying services stats to tune your game around anything else. But I'm certainly wrong being negative, you may want your itemization and crafting system look like an asian RNG gated mobile game next to Last Epoch and even more summoners (aka the best RNG gate wall circumscriber) in your player base, who knows . . .
Last edited by Dedisdead on Aug 12, 2020, 9:20:39 PM
This leauge is literally what poe needed, a way for more casual players to achieve better builds without having to devote every hour of their day to it. Harvest is perfect the way it is. The old method of mindlessly throwing currency into an item was incredibly bad. There are still items that are extremely hard to get such as weapons with multiple mods with the same tag. This is honestly a terrible decision on GGG's part. The only change harvest needs really is to fix the various visual bugs and to add more slots to horticrafting stations, besides that Harvest only improves the game. This decision only makes it so that POE becomes more of like the mindless grinds that so many other games of its genre are.
Last edited by DrPineapple21 on Aug 12, 2020, 9:09:54 PM
By introducing HARVEST, GGG you broke the craft monopoly on creating items in the game :). Most loudly here, those who have an interest in it protest. I think that Harvest should be in the core / create new opportunities, it is an alternative to creating without Eternal Orbs (to which most players have no access) - by excluding Harvest you do not equal the chances ..... you do not even give such hope to other players. New recipes and methods of deterministic crafting are a great idea. Don't give up on them and don't be intimidated by [Removed by Support] Redit
Last edited by Scott_GGG on Aug 12, 2020, 9:11:58 PM
Guess it's back to farming currency and buying my gear through halfassed trade. Devs never consider people with fulltime jobs.
I'm glad about this because I really hate the trust bench crafting discord economy.



If Harvest ever gets added I would like it to be either completely untradeable or itemized trading.

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