Damn allright then.
Still sane exile?
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Posted byAcolina87#4172on Jul 17, 2020, 11:19:29 PM
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It feels like I'm a gardener to do a ton of chore.
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Posted byAvacynTxK#1781on Jul 18, 2020, 6:31:31 PM
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Acolina87 wrote:
Ah boys stop Being so dramatic u can have your own mirrur gear now. Just grind some seeds.
This is kinda the problem, it's an end game luxury mechanic, and not a progression mechanic that the game desperately needs. Also of course like another poster said, GGG will obviously balance around the super endgame luxury items being made and make getting to that level even more awful if we just keep it around, since their balance team has no nuance.
That's the core of PoE's crafting problem and sort of it's itemization problem as a whole. Progressing from around act 5 to high tier end game maps is really really bad if you're not trading for it.
Harvest is a step in the right direction with the crafting, but it's still basically just as much work to make something kind of okay, and something ridiculously powerful.
The reason the harvest league is kinda poop on top of that is that all of the harvest mechanics are just super in your face time wasters. Like if you just gutted it in it's entirety and just dropped rolling currency instead of seeds would the league feel different at all? Which sure betrayal and incursion are also kind of that but it at least feels like you're doing something ARPG related.
Last edited by j33bus#3399 on Jul 18, 2020, 6:41:06 PM
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Posted byj33bus#3399on Jul 18, 2020, 6:39:39 PM
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AvacynTxK wrote:
It feels like I'm a gardener to do a ton of chore.
Hey man at least its not world of warcraft where you have to do dailys now thats cancer am i right?
Still sane exile?
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Posted byAcolina87#4172on Jul 19, 2020, 12:26:25 AM
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Best league ever for dropping players' interest in gameplay and trade:)
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Posted bySetasuna#6680on Jul 19, 2020, 1:06:02 AM
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j33bus wrote:
This is kinda the problem, it's an end game luxury mechanic, and not a progression mechanic that the game desperately needs. Also of course like another poster said, GGG will obviously balance around the super endgame luxury items being made and make getting to that level even more awful if we just keep it around, since their balance team has no nuance.
I dont agree with this. Chris himself said that they never intended Harvest to go core in current state. They wont balance around it. Also another "progression mechanic" is the last thing this game needs. It needs more endgame goals, not another chore.
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j33bus wrote:
That's the core of PoE's crafting problem and sort of it's itemization problem as a whole. Progressing from around act 5 to high tier end game maps is really really bad if you're not trading for it.
Wrong. Trading is the main culprit why itemization sucks. You so rarely get upgrade yourself because its so easy to just buy something better. Because of that you never settle with "good enough". Progression is good if you rarely trade (pure SSF is cancer) for 1 or 2 missing items. The problem starts when you get all your gear that way.
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j33bus wrote:
Harvest is a step in the right direction with the crafting, but it's still basically just as much work to make something kind of okay, and something ridiculously powerful.
The reason the harvest league is kinda poop on top of that is that all of the harvest mechanics are just super in your face time wasters. Like if you just gutted it in it's entirety and just dropped rolling currency instead of seeds would the league feel different at all? Which sure betrayal and incursion are also kind of that but it at least feels like you're doing something ARPG related.
This part i could kinda agree with but only if said currency would be non traded-able. Sulphite style maybe? You acquire life force and its automatically used when you craft without this whole garden building thing. Just collectors and seeds and maybe horticraft stations, nothing more.
Last edited by kuciol#0426 on Jul 19, 2020, 5:05:04 AM
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Posted bykuciol#0426on Jul 19, 2020, 5:04:37 AM
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kuciol wrote:
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j33bus wrote:
That's the core of PoE's crafting problem and sort of it's itemization problem as a whole. Progressing from around act 5 to high tier end game maps is really really bad if you're not trading for it.
Wrong. Trading is the main culprit why itemization sucks. You so rarely get upgrade yourself because its so easy to just buy something better. Because of that you never settle with "good enough". Progression is good if you rarely trade (pure SSF is cancer) for 1 or 2 missing items. The problem starts when you get all your gear that way.
I think you misunderstand here, crafting's problem isn't different than just looting's problem, which is that it's much too random, and that's not really because of trading. It's because of what GGG believes makes a good item system, and that item system requires trading.
I only trade once a character for about 5-10 chaos worth of gear when I enter maps, unless i need uniques, then basically still never find gear to replace that. I will find gear that nebulously is *better* but you can't put it on your character so you trade it away. Similarly you find an item that is better that you want to put on but you would need to redo your sockets and resistances and that would cost your more than simply buying something. That's the real problem, finding loot is more expensive than buying it most of the time.
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Posted byj33bus#3399on Jul 19, 2020, 7:29:27 AM
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j33bus wrote:
I think you misunderstand here, crafting's problem isn't different than just looting's problem, which is that it's much too random, and that's not really because of trading. It's because of what GGG believes makes a good item system, and that item system requires trading.
I only trade once a character for about 5-10 chaos worth of gear when I enter maps, unless i need uniques, then basically still never find gear to replace that. I will find gear that nebulously is *better* but you can't put it on your character so you trade it away. Similarly you find an item that is better that you want to put on but you would need to redo your sockets and resistances and that would cost your more than simply buying something. That's the real problem, finding loot is more expensive than buying it most of the time.
I understood perfectly while you didnt. Trading is the problem, you would be happy to do all of what you just said IF and only IF it wasnt so easy to just buy what you need. Thats the problem, not the other way around. Trading for rares should have never been a thing.
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Posted bykuciol#0426on Jul 19, 2020, 10:28:32 AM
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kuciol wrote:
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j33bus wrote:
I think you misunderstand here, crafting's problem isn't different than just looting's problem, which is that it's much too random, and that's not really because of trading. It's because of what GGG believes makes a good item system, and that item system requires trading.
I only trade once a character for about 5-10 chaos worth of gear when I enter maps, unless i need uniques, then basically still never find gear to replace that. I will find gear that nebulously is *better* but you can't put it on your character so you trade it away. Similarly you find an item that is better that you want to put on but you would need to redo your sockets and resistances and that would cost your more than simply buying something. That's the real problem, finding loot is more expensive than buying it most of the time.
I understood perfectly while you didnt. Trading is the problem, you would be happy to do all of what you just said IF and only IF it wasnt so easy to just buy what you need. Thats the problem, not the other way around. Trading for rares should have never been a thing.
well now we have trading for seeds...because we cant deterministically drop certain seeds
praise RNG, it ruins everything
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I m really forcing myselft to log in...............
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Posted byCruélz#5667on Jul 20, 2020, 3:52:10 AM
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