Will Harvest Become Core Path of Exile Content?
WTF bring back more power creep stuff like zana useless mods instead of putting relevant stuff core......
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It would be easy to fix the harvest x loot x economy problem. Just make it so seeds would be vendor recipe only. When you get a rare armor with t1 life, you get 1 to 5 vivid weta seeds with the same ilvl as the item and so on and so forth. That way those that only want to kill stuff would be happy, as well as those who like crafting.
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Sayonara the worst league ever made. Wont miss ya. (:
STUPID BEAST
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" Exactly, I've been playing a lot more than I usually play due to the pandemic but even with that I have not being able to craft those "godlike" items less than 1% of the players have. The true problem is that everything gets balanced around less than 1% of the players. | |
As someone who has played the game for many, many years, one of the major draws this had for me over other ARPGs was that the currency mattered. If I found an orb of some kind, it wasn't just gold that I'd auto pick up and forget about. It meant something. It could be used for something, regardless of whether that something resulted in RNG.
This league has bothered me, and I'm very glad it's not immediately going core. It feels to me as though the 7+ years I've played the game have been trashed with the new crafting system. The currency that drew me in is now essentially pointless. Why would I want to use this part of the game's core mechanic, when I can use a Harvest craft instead and ensure I get precisely what I want? Getting Leo to level 3 in Research was a waste. Why would I want to exalt slam an item (something I used to greatly look forward to for free), when it would likely just need to be crafted off again using the OP Harvest system? What if I hit mana, or attributes, and had to start over? While I understand that people felt better about a deterministic crafting system, I don't think this worked. Replacing a core portion of the game with something 'free' is not an effective system. If it should go core down the line, force a player to 'give up' the currency that a craft would take. Much like with the upgraded engineer's orbs, or the lab portals. It would then be a choice. I give up say an exalt and an annul for the craft I want. The craft is then placed onto a new consumable item, which is preferably untradable. I can then use it later on an item of my choice, but I've given something for it rather than having it be free. Much as I also understand the desire for saving decent crafts via the horticrafting stations, I dislike the concept. The crafting is so heavily OP, that even with giving up currency, I'd rather see the crafts disappear with your portals. Use it, or lose it. Come prepared, or don't pop your seeds. | |
back to horrible rng crafting again *sigh*
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When we designed Harvest, we wanted to experiment with a more deterministic crafting system that would enable players to access powerful items earlier in their character progression
You could always rework Essences to behave like exalt orbs When you use an Essence on an item it behaves like an exalt would you can "slam" the item within the range for a desired result. If you use a second essence on the same item it will act like a divine orb. You can only use 1 Essence per item to limit the power. I believe this would be more in line with what Chris mentioned on Baeclast. This would introduce players to the experience crafting at an early level and not feel like hey I have to save this exalt to buy gear. If Harvest has shown it's players like craft the gear for there character than simply buy it. Eg. Muttering Essence up to level 45 Screaming Essence up to level 75 Deafening Essence up to level 100 Essence of Insanity up to level 100 Personally I would rework these levels to fit to the storyline like muttering is below 20. Screaming is up to 65 Deafening and Insanity restricted to item level 83-100 only. I would remove exalted orbs from the game they hold no real purpose. Change all crafting bench costs to Chaos orbs that were exalted prices. So that 1 exalt is now 50,60,80c. You can keep transmute,alterations and alchemy orbs raise these values if you like that is fine. I would keep Conqueror exalts as they allow you to target influence a base of your choosing which is very fun for crafting moreso it benefits a SSF player who cannot trade for influenced bases. I have really enjoyed Harvest I kinda new that it wouldn't go core. Essences in the core game already don't get used besides Essence of Horror and Insanity at the top end. |
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I think the harvest league made it clear that the crafting system in the core game is just not functional and practical in many ways.
I for myself have never gone far into the crafting system becuase the amount of currency needed to do so is way too much, and the crude trading system is just not for me as for many other poeple. So I would always get into the leagues with the "idea" of getting to the point were I can craft my gear but it would never materialize becuase I would stop playing before I could actually ever craft. The harvest mechanic at the very least shortens the gap between getting to the point you can actually craft with currency and building up to get there. Which is why this is the first league I have killed atziri and uber lab, and experienced so much more of the game after years of casually playing. While harvest league may be too overpowered to stay in the core game, ggg may as well learn from this experience and take a deeper look into the core crafting and try and find ways to reinvent it. | |
I'll be rich in standard!!!
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guess i will not reach endgame again until harvest crafting is implemented as core............
this is stupid, 90% of the time i quit becouse i hit a wall in progression (not having the needed gear or maps or currency) in harvest i could craft my gear so i could progress in maps, THIS was the first league where i fight SIRIUS, did not beat him guess i leave that to the 0.1%. |