Following up on Recent Feedback

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TripleAMF wrote:
The uniques I wish to acquire being so rare that I need to farm half the league just to get them is just so mind boggling that I am sad you have let your game die in this way.


Yeah, it's really fun to farm the whole league, just to get your unique in time for the reveal of the upcomming league.
Good post, and good communication.

Thank you.

While this league has been about the worst for me (10,000+ hour player here), I think it is getting to the point where I am looking forward to logging in....

How Harvest crafting being tradable makes those crafts impossible to balance? How? Make it 10x or even 100x more power needed then not just completely remove it. Or make them be used with special item Oshabi drops very very rarely like an Exa... sry like a Divine. There are so many possibilities. Saying something can't be done is gaslighting over the fact you don't even want to try.

Players have traded those crafts even before it was "tradeable". What you managed to do here is make it almost fully useless by removing core crafts and along with the Divine changes we lost so many chances of crafting stuff I honestly don't even enter the grove anymore.

And then there is still nothing on Minion survivability either. I play mainly Necro in every league and holy hell can you tell me how a 42k life Zombie instantly dies on a non reflect T4 map? How am I supposed to do anything? I wont even take the effort to buy a Kingmaker for my AG cus it would be just lost and all my DIVINES too. My Ag btw has 106k life and still died 4 times already. Its insane ....

Lake also has so many issues even above the loot / league mechanics. I had my minions or enemy creatures stuck on the trees on stones so many times i stopped counting. My minions can at least be force moved with convocation but the enemy stays stuck there.

I play solo only me and my minions and very rarely I go to trade with someone. This league was like this for me so far:

-Minions nonstop die while leveling ---> I die
-Slow leveling cus overall noob and playing solo with no proper gear
-Barely get enough currency but swimming in Utility falsks
-Reaching maps finally mustering 1k str out of my Baron Witch only for my newfound tanky boi zombies to insta die on T4+ maps
-Literally no currency left at all
-Have to mind numbingly do the chaos recipe to get back something
-Nonstop rare weapons but no fking rare glove drops in 20maps
-Zombies die 6 times out of those i die twice
-Lose all xp i managed to gather and still no rare gloves

-I haven't logged in since tuesday

I feel like my playing time is only values as a few utility flasks and 20x armor scraps
ADD 2 NEW CURRENCIES
Remove a random prefix
Remove a random suffix
Do this and no one will care about the harvest fiasco you guys misfortunately caused. Not having crafters in the game makes mirrors worth so much less.

I hope to see a return in quant modifiers added to alva so she's not completely useless anymore and I can double corrupt items for fun again even tho I bricked my last 6 HH and magebloods. RNG is fine if I choose to do an rng mechanic. But everything in the entire game being RNG, FEELS SO BAD.
GIVE HARVEST BACK RIGHT NOW!!!!!!!
remove harvest at this point, honestly.

laughable changes
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Harvest's crafting potential without being gated by rarity is just too high.


??

Then just make the crafts cost more? Like you did at launch?

You guys would jump through hoops to justify the entire REMOVAL of crafts by saying its too powerful for trade when you happily implemented crafts costing 50k lifeforce in the first place like that was any more accessible to the playerbase.

Reforge keep pref / suffix was not even one of the rarest crafts, the average player would see it several times per league just running whatever harvest that shows up without speccing into it on the tree.

And what about QoL crafts like color crafts and divines? *Thats* too powerful too? What a load of bollocks all your posts have been this entire league one after another.
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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.


Oh come on, that's rubbish. Headhunter is both rare and tradable. So is every chase unique. Which translates to Farmable... if I get enough currency through grinding and trading, I can trade for one that someone else is selling. Which has always been the encouraged in PoE-- Grinding and Trading. I mean, the tiers of things we gotta collect in order to combine into more things to unlock a battle with the potential of dropping yet another thing that needs to be combined with other things... it's the whole endgame!

Harvest was such a fantastic league cuz finally, finally, FINALLY, crafting was available to regular players. Outside the crafting bench, it takes SO MUCH currency to craft gear. Beasts, Fossils and Essences help give interesting (and sometimes very complicated) ways to guarantee or exclude certain mods -- not perfectly, but with enough possibility to make the gamble worth it... and thus the grinding for the resources worth it.

I think Harvest should be a way to finalize gear. Get rid of the low and mid tier crafts altogether. Just make the top tier ones cost a lot of Crystallized Lifeforce. I mean, I buy 70 exalt worth of Lifeforce to craft my own chest piece, or I search trade for it and pay the same price. Then you've got the Harvest farmers who sell Lifeforce for Exalts and Divines, and the folks who hate Harvest but love crafting buying the lifeforce.

Especially is the Sacred Crystallized Lifeforce can only drop from Oshabi, that's going to take a while to grind. How is that all that different from me, a casual player, getting lucky and finding a Shavronne's Wrappings that I sell for some exalts early league and me grinding Harvest to find a T4 Harvest monster for a Sacred Blossom I still gotta win against Oshabi to earn Sacred Crystallized Essence? Like, I don't mind grinding if the payoff is there eventually. I actually think most players don't. It's what you've trained us to expect from this game.
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Community feedback reports that Archnemesis Modifiers that convert rewards to quality currency and flasks feel bad. We are discussing this internally but don't have an outcome to report just yet. However, initial discussions suggest there is a fair bit of team agreement around it feeling bad.


Who is complaining about quality currency? If anything it is just a meme. Does GGG not know what their own Archnemesis mods do? There isn't one that converts items dropped to quality currency. Necromancer is probably what you are referring to. This mod changes 1x quality currency into 20x quality currency. It doesn't convert let's say a divine into quality currency. However, this mod stacked with something like Solaris is how people get 50+ divines, because it adds 200+ items to the pool of items to be converted. To me, it looks like you are trying to nerf that while dressing it up as something good for the community. It's fine if you want to nerf it, but don't lie and say that there is a mod that is "converting rewards to quality currency" because there isn't.

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As we mentioned in our last post, some players have noted that they'd prefer item drops to have lower variance - i.e. fewer big spikes of valuable rewards with the rewards averaged out across more encounters. This is something we're still discussing.


This is just bargaining because the game currently feels bad with any investment. People fishing to get you to up the rewards on general monsters so that juicing maps becomes fun and rewarding again.

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Much of the community's feedback this league has focused on the rewards coming from the Lake of Kalandra. We're making the Reflecting Mist 50% more common while also assessing other item drops. Currently we feel that general drops from the lake are okay but that past league content that appears in the lake may not be rewarding enough. We are keen for specific feedback around which past league encounters in the lake don't feel quite right in terms of rewards. Please include as much detail as possible around your experiences.


All of them... League mechanic rewards were nerfed to the ground this league. Of course they are going to feel unrewarding. I mean, breach bosses are dropping 2 splinters and Delirium bosses are dropping 7 splinters. Compared to 10+ and 20+ they dropped before.

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We are also aware that there is a lot of disappointment around certain Harvest Crafts being removed. Previously, Harvest Crafting was balanced by how difficult it was to get the crafts that you want. Now that crafts are tradeable, Harvest's power was reduced to be more in line with other crafting methods. 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.


There are quality of life crafts that could be brought back. How is changing socket colors too powerful? All of the socket crafts could be added (colors, number, linked). The reforge item including X and X is more likely could be brought back as well. These function similar to delve except delve is slightly more powerful since you can also block or make less likely specific tags. It seems like "too powerful" is a cop out.
Last edited by KaseyM21#1589 on Sep 1, 2022, 11:05:29 PM
The best thing you ever brought to this game was Harvest league, hands down. I got to try so many cool builds, and craft items i had only dreamed of using before, and was more excited about the game than ever.
Since that league you have repeatedly nerfed harvest into the ground to the point where it is not even worth our time anymore.

every time i come back to this game i am more and more disappointed by the developers choices.
Your players have spoken, and you guys have quadrupled down on your decision, don't be surprised when your loyal supporters quit the game.

Spoiler
Not another penny of mine will go towards this game.

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