Does anyone actually enjoy the harvest crafting mechanic?

Harvest is disfunctional now, after all decimations applied to it.
Not a fan. Sure, harvest provides some interesting crafting alternatives, but then makes it a hassle to utilize them all. Pretty crappy reward for dealing with swarms of hyper-overcharged mobs in a frankly creepy environment. =9[.]9=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
Tbh, I would enjoy it a lot more if I could just dump everything into the horticrafting station, and then do everything at once whenever I feel like having a crafting session.
i hate the mechanic i think harvest would be better of just giving monsters to fight that would drop the crafting orb, that would do the same thing, insteead of all the fiddly interfaces we have now
Harvest was never fun.

Its just a time consuming UI clicker with rather boring fights.
Only the results make it worth interacting with Harvest. Other than that: No thanks.
Can't stand harvest its laggy and clunky and again very RNG like all the other crafts in this game.
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KZA wrote:
I'm not talking about the power of the results you can get, I'm purely talking about the activity of reading the many, many various crafting options and rolling the dice.


i think the power is somewhat still related to it

as long as there are realistic impacts that these options can give, then reading through the options can pique my interest much more than if the same power somehow dropped from monsters. for the sake of variety

Ya know I take the 3 Harvest notables every single league since Harvest was introduced, and it was nice to get an augment craft from time to time, that was before the end of Ritual League. Since then, I have yet to see 1 Augment craft, and that really makes me sad.
Thats because they shut down tier 4 spawns even though in harvest/ritual patch notes they said they would stay same quant and just not apply to influenced.

All lies.

I juice all the watchstones too w\ harvest tier 4 and only seen 1 teir 4 in about 300 harvest since ritual.

Something like remove uninf for inf costs liek 12ex at TFT... That's almost twice a doctors card which is like winning lotto in and of itself. For a chance at something good 12ex should tell you how rare it is.
Git R Dun!
Last edited by Aim_Deep#3474 on Dec 7, 2021, 11:17:23 PM
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chlbowie wrote:
Current Harvest experience
5/ Managing
Terrible, craft that drops an item to the ground are not usable from hideout. It will take up a slot until you find the next harvest. I kind of wanted harvest to be a separated area like delve or Tane area
.


I don't understand why it isn't implemented like divination cards, where the source material just goes "poof" and the resulting material occupies the previously occupied space. There's zero reason for it to spit things out on the ground.

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