[unpopular] Harvest league looks fixed and its actually cool.

well, it's good to see some players having fun with the game, finally.

especially from players who can't effort good gears from previous leagues, now they can reach a higher level of the game, that means GGG have successfully make a craft league for low-level players for the first time.

i think this untradable exalted orb is a very good strategy to encourage players to engage craft system, but too bad it's come with a very boring league mechanic, otherwise, it can be a very successful league.
I feel like everyone forgot they had lost a lot of development time due to a global pandemic. When you only have a few months for each development cycle losing a week or two is huge for a company. If it had only been one person who had to work from home it would not be a problem. But a large portion of the staff had to adjust working conditions which would lead to lost productivity. I think the league was great in concept, it just needed another week or two for additional details to be worked out. If the game had come out as it currently plays, after this patch, I believe people would have been happier with it.

Yes, it is still a crafting league. Some people hate having to work and build their own items when trade was the easiest way. It certainly is easier to just allow someone else to craft the items and then you pick them up later for raw currency. But this league is a huge boon for SSF and anyone who enjoys building their own gear. Instead of spending 30 minutes out of the game scrolling for items I might buy I can spend that time building my own custom gear.

Overall I enjoy this league and it is letting me get into crafting in a way that I felt was inaccessible before.
The problem is that we must plant the seeds one by one and have no indicator if we meet the requirements or not.
An auto plant just like for T1, could help there.

I enjoyed the league already since day 1, but now that I play maps, I feel frustrated having to plant everything manually, without knowing why things grow and why others don´t.


Blight was their best league, it was simple and highly rewarding. I miss mechanics that are intuitive, as Delirium and harvest was hard to understand as well.
Last edited by Ygidua#3074 on Jul 5, 2020, 7:11:30 AM
Tier 3 and 4 seeds take way too long and ask for intensive farming and mapping to even grow. That breaks 90% of the fun endgame. Tier 3 recipes on the other side, look nice and all, but nothing like broken as advertised. If you manage to buy TONS of seeds and have a clear knowledge of crafting, by blocking affixes, metacrafting,etc then it it might be worth, for 90% of the people is just an slot machine.How come I get a Divination card swap or a Tribute to The Goddess, ... crafts in T3 and an targeted Exalted/Annul in T1?
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Exxxiled665 wrote:
nothing has changed for people who dont like crafting/micro managing


Those people were never going to like the league, and that isn't the league's fault - it was intended as a crafting league from the outset. Plenty of people hated Delirum for what it was as well. Just accept that not every league is designed for you guys.
I'll admit that after the patch I've been having more fun with this league. It's not my favorite league but it's growing on me. I can appreciate the change of pace and the focus on giving more people a chance to craft great items.
It takes patience to develop the garden, but if you take the time to learn, it's worth it.

Plus: it might be just me, but it feels like drops have somewhat improved since the patch.
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Harvest, unlike pretty much every other crafting crafting method in POE is not pure gambling. The reason why high end crafting costs so much usually is mostly because every other step is gambling, and there's multiple steps where getting the wrong mod forces you to start back from step 0 if you fail a 20% annul chance or stuff like that. Oh, did your 20th exalt finally hit the last mod you needed but it's the lowest tier because for some reason we can roll lv1 gear mods in ilv 100 gear? Too bad, there's no way to fix this beyond a gamble that's more likely to just make you start all over.

Now, I don't mean to say there's 0 control over regular crafting, there is. But it's hard to deny that ultimately, crafting most stuff worth more than a couple exalts is a matter of how many pulls on the gambling machine you can afford to fail.

Harvest, on the other hand, fixes everything wrong with regular crafting while still keeping some of the gambling flavor. That low tier mod you rolled on the final step? Now you actually have a way to fix it that's much less likely to ruin your gear. You can actually improve your current gear instead of having to start all over. If your helmet is fine but now you need to go from T3 to T2 resist, you don't need to throw it away, you can farm elemental seeds and try. And yeah you will fail a couple times, but now your gear is temporarily broken instead of permanently unusable. However, they still put smart limitations. There are mods you can't add with harvest. There are mods that are much rarer with harvest. And yes, the highest end stuff remains a gamble. In short, Harvest is the first time I actually feel like I'm crafting and improving gear, not gambling. This is the first time every single non-unique gear I'm using is self crafted. This is the first league where I used an influence exalt instead of selling. Where I buy more fossils than sell. In other words, where I'm actually engaging with a major part of the gameplay.

Ultimately, I don't think harvest is, at it's core "too strong". The real problem is that regular crafting is "too weak" for the average person, and PoE itemization is built around gambling, not crafting. So when we get actual crafting, of course the system is orders of magnitude stronger than what we had and we can make broken gear.

I do not expect harvest to go core, nor do I expect PoE to change its itemization to make harvest "balanced". But honestly, I hope GGG manages to use this league and it's response, as far as crafting engagement goes, to find a system that's much closer to harvest than that mess we call "crafting" is. There has to be a better balance between 90% gambling and 90% deterministic Bis crafting




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You’re right, and if I were designing an arpg from scratch I would design it much closer to the Harvest crafting system than vanilla PoE.

Harvest plays exactly the way Chris has always said he wants the game played, in all of those trade manifestos. People aren’t instantly selling all of their drops as crafting materials to a tiny fraction of top-end crafters; they’re slowly improving their own gear as they build up currency and grind maps. I’ve never been more excited to see a high tier crafting base, or item with rare Incursion or Delve mods, or Conqueror or Annulment Orb drop, than I have this league.

Yes, there are some balance issues, where it’s too easy to hit certain very powerful modifiers deterministically. But this is due to the (let’s be honest here) shambolic mod tag system and the fact that the item mod pools have grown organically and without much scrutiny by GGG over many leagues.

With more careful design and balancing, something like the Harvest craft system, where it’s a bit harder to craft absolutely top-end gear, but there is still a path towards incrementally improving your own gear until it eventually becomes top-end, could work really well. I think Harvest is the best thing that’s happened to the game design-wise since the introduction of the hideout crafting bench.




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The reason I love this league - The more I play it, the more I like it, which is unlike any previous league - is that there are very clear upgrade paths.

In any other league, my belt would be done. I could never ever do anything about this belt, without risking destroying it. It has T1life, T1 inc%Life, FlaskChargeOnCrit, and 3x t2-t4 resistance suffixes, which is a very good belt for an average player like me. Definitely the best belt I've ever had.

However, in this league, I have very clear progression. I can farm until I get a 'Remove Crit mod' to get rid of the useless prefix, and I can 'Remove <Cold/Chaos/Lightning>, Add <Cold/Chaos/Lightning>' slowly, but surely, until I get 3xt1 suffixes.

And all of that is just my belt

The simple fact that I can see a very clear upgrade path keeps me from burning out of the game. Normally I would've burned out from playing this game already, but I've played (according to steam) 154 hours in the last 2 weeks




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In terms of player experience and progression i think it could possibly do more than every other league mechanic player retention-wise.(not the case now i know, but with some tweaks it will) The ability to progress a characters gear this way while playing the game is huge.




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Yeah absolutely. Its the first time I'm wearing a 6l chest I made myself and off coloured myself. I found a 6l base and got it pretty good with life and resists and inc armour.

Nothing amazing but its perfectly serviceable until I hit end of red maps and im super stoked with that.




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I play this game since breach league and this league is the first time that I can craft my own stuff instead of buying them.




Credit:- https://www.reddit.com/r/pathofexile/comments/hlpxfx/discussion_if_nothing_else_harvest_actually_put/
Dispersers are still broken. Can't grow my seeds because every cycle they need the same amount of lifeforce to grow. Nothing grows, only to deplete the lifeforce storage containers.
I'll second that... either I'm missing something or the plants are still showing up as needing resources even though I have resources for them.
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Exxxiled665 wrote:
drop rates are still terrible

also nothing has changed for people who dont like crafting/micro managing


Nailed it on the head, flawless aim.

I don't really mind the farmville, though I can't make use of 90% of what is presented. And since the last patch *ALL* of the socket coloring crafts went straight to absolute feces. I was able to craft all blue heavy armor, or all red ES gear without a problem.
Then this last patch and... all I get are 'red and blue' or 'green and red', ect. ZERO 'non-x to X' and never a white.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.

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