2 possible ways to 'balance' Harvest by rarity - would you prefer these or GGG's 'solution'?

Option 1 hard code. It will totally seperate both crafting systems. It doens't stop the fithly disgusting rich from doing the old crafting method and gives people hope without relying on wealth or luck. In the meantime they accumulate wealth anyway and will still be totally willing to buy an awesome item if it becomes avaiable.

Also option 1 greatly expands the concept of "Good bases"

I would almost rather have havest than the crafting bench.
Last edited by Quiex__VZ on Mar 16, 2021, 4:15:59 AM
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Exile009 wrote:

So which of these would ya'll be willing to accept? Or would you rather just have GGG's solution than either of them? Once again, please note that this isn't a contest between these and current crafting.


None.

Its basically just an attempt to keep the powerlevel of Harvest around with some minor drawbacks compared to the power you´d get.


So its still an invitation to buff mobs significantly while also still sucking the air out of crafting for anything other than Harvest crafting.
Tons of players will keep playing Harvest league forever and ignore the rest of the content because nothing can compete with Harvest.

Means no future crafting leagues introducing new stuff. Anything added on top will simply buff Harvest even more.
Means players are likely to burn out on Harvest in a few leagues and only then start to realize its nowhere near as fun as they thought the moment they have to repeat this over and over and over again - simply because its still the best and fastest way to gear up.


Compare Harvest to any other crafting mechanic in this game and realize how much more powerful it is. It needs to be nerfed hard or has to be removed.
Also the upcoming nerfs are nowhere near as harsh as people tend to present it. Harvest is still fine, its still the most powerful crafting method by a far shot and still way to go.
Still think harvest should exist like it is, but with minor changes. All mods should be combined in larger groups. Like "life" mods should be random in one group with "mana" and any other tags.
Plus mods like "X cannot be changed" to not work with harvest
Last edited by Uoykai on Mar 16, 2021, 5:11:37 AM
option 1 all day long!

to cater to both sides of the players base, the 99% and the 1%..

1%ers can still make their mirrortier items and try to sell those..

while us average/casual players can still have achieveable gear/goals over time.

average/casuals = mostly people with not much time on hands (nothing to do with skill or challenge)
Last edited by Graas Hoppa on Mar 16, 2021, 5:13:36 AM
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Kairuto2020 wrote:
Option 1 is not easy to implement as you will have to accound bound millions of items.

Option 2 is also not easy as you will not know how many times that item has been Harvest crafted esp those sold in the trade market.


There's already millions of quest items in the game that can't be traded, so this is hardly new to the system. They just need to designate crafted items to a similar, but slightly different (so they can be stashed), category. But the database can handle it. Also, if it's too hard to re-categorize existing items, then just don't do it retroactively. Standard is full of OP stuff anyway, so only implement the account bound change for items made after 3.14.

As for Option 2, we already have a precedent - incubators. Even trade listings show the incubator bar. All they need to do is put in place a similar bar for Harvest crafted items showing how many times they've been crafted. If it's full, then the item can't be manipulated in the garden anymore.

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