Will Harvest Become Core Path of Exile Content?
One possibility to keep the beginner (and still very pseudo-deterministic) friendly side of Harvest without too much disruption, is to leave active the garden only with T1 seeds.
It would still be a great help to beginners, and not intrude too much in the normal (and horrible and very elitist) "crafting" system. |
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Did the whales in standard asked you to not implement it so they keep the value of their mirror tier items ? wow cheap....
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I'm glad I only play Standard now, so I won't be missing the harvest crafting, having never really experienced it.
That said, it's REALLY sad that it's removed. Was hoping deterministic crafting was there to stay €dit: To anyone bitching how harvest makes obtaining high end gear too easy... how about just not using the mechanic then, if it makes the game to easy for you? If your only concern with it is TRULY that it's too easy then that's a simple solution. Last edited by Wissle on Aug 13, 2020, 6:03:07 AM
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" It´s a solution for standard but not for the active league. If you are not doing mechanics in poe you have slower progression. Not everyone wants to play slow and steady while skipping 9 of 10 league mechanics because they don´t like it. Skipping league mechanics slows down your progress against other people. And if you wanna somehow compete with them you NEED to do Harvest then. | |
" " These +100 My 2ct: The main complaint against seed crafting I hear is "Targeted annuls and exalts make it too easy to craft GGG gear". While I disagree with this statement (it only applies to the top 0.1% of players, while the vast majority only crafted decent stuff for the first time ever), this seems to be the opinion of the designers at GGG as well. So how about giving us the non-random crafting capabilities as add-ons to existing orbs? So instead of "remove a lightning affix" we get "The next annul orb you use removes a lightning affix"? That way, exalts and annuls retain their value, crafting costs money and yet we can craft rather than gamble. From a mechanics viewpoint, the garden can go. It adds nothing which cannot be added much easier to beasts or prophecies. What do you think? May your maps be bountiful, exile
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Awsome!!! Now make drops somewhat meaningfull.
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" Even if I wouldn't use the harvest mechanic, other players would. And it means economy gets totally wreced. |
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TY GOD, I HATE HARVEST
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" The econoimy is already broken, what would break more ? For thoser who have made suggestions on deterministic crafting being used with orbs is an interesting idea, but the problem remains the same : Making 100+ exalts in 3 month need you to play 8h/day, playing Path of Trading with bots... From my personal experience, i play around 8h a week and never trade. In 7 years, i looted 16 exalts... I think we have a problem here... Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic... | |
This league shown us that craft can be fun. Not a frutrating method where you need to use thousands of currency and still not be able to craft the mods you want.
This league shown us you can buy a good item and adapt it to your gear. Like remove/add anull or switch elemental resist. From POV of an avarage player, who players 3-4 hrs per day, this is not easy but its fun because each item is a project to work on during a week or so. It keeps me enjoying the game longer. Without harvest, craft is just very frustating because of RNG and every league I stop playing after a sequence of frutations with it. If you want to balance, you could make harder to get T1 for example. I will never understand why you guys keep removing content that benefits most of players, but make the game "easy" for 0.1% of the population. PS: I will also never understand when you use arguments like "it will broke the economy" if the economy is just a illusion. It's dictated by bots. Your omission about it does not take it away from the reality. Last edited by fokolino on Aug 13, 2020, 6:39:05 AM
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