Imagine Telling the Devs To Scrap Another League, Again (Harvest ̶i̶s̶ was Amazing for Many Reasons)
I still play poe but not nearly as much as during harvest because that extra layer oft fun (planning my future crafts) is missing.
I get so sad/nostalgic when I see harvest in a poe video... I miss it. Mostly the crafting but also the beautiful style of it. |
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"lmao nice joke 3.26 when?
Don't abandon us. don't turn your backs on the ones loving poe. |
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" Same. Heist is moderately fun, but Harvest kept me coming back to play obsessively because of how engaging it was. There were improvements that were needed, sure, but the core idea of playing in order to tweak-craft your item set with a limited RNG component was what kept me coming back for more. Sad they'll probably never allow for that again. |
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" Well, we will see in 3.13 I guess. Today I realized that my harvest stuff in standard got deleted, seeds, hortis. Sigh. I hope soooooo much that they don’t hurt my favorite league content... |
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" Is that first time they deleted legacy items? Leaguestones are still available. I am really interested about decision behind that. In the game which is half about collector items, deleting anything permanently isn't good. |
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The thing about harvest league crafting, was that it fitted perfectly in a 3 month league. Basically it allowed all players to actually finish one character within a league, while giving space for people that played a lot to finish multiple characters within a league or pursue mirror-tier gear for a single character. And most importantly, that progress was not tied to trade whatsoever. You were progressing your characters with your own effort and seeing the results directly from your grinding. Instead of accumulating pixels to be able to afford the gear already done, you were able to step by step see your gear taking shape, and that's really good in a "carrot and stick" game.
As people already said, it was not like you could get mirror items in seconds. I don't remember the exact numbers but it took like 20 hours of gameplay (unless you were playing the market) to get one great item (not mirror-tier, just great). 20 hours for a single item seems quite fair in my eyes, for a character that will live for just 3 months. The worst part of implementation of harvest garden were the pylons and storages, if they had removed the pylons and storages it would had been received a lot better by most people (even with the shit UI). And while trade exists, i will never agree with people who say: "harvest crafting screwed with the character progression". If there is one thing that invalidates progression it's the trade system of this game, where finding and buying gear is extremely fast and easy, while trading for crafting materials is obnoxious. So most players are incentivized to just buy the gear already done and ignore all the rng crafting. |
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" That's why I liked Harvest league so much. It allowed me to progress my build and gear without having to rely so heavily on others via trading. Crafting is way too RNG ridden for the average player to utilize, so trading becomes the primary mode of upgrading one's build. Harvest gave players a new way to acquire better gear entirely on their own. There is nothing more satisfying than taking a piece of gear that had nothing, and turning it into something worth using. It gave me a sense of pride to create something with my own time and effort rather than having to PM people trying to find one who isn't a price fixer and is trying to pawn off their gear that remotely fits what I'm looking for. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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" I don't think it's great for the game that the answer to 'how do I get best in slot gear for slot X?' is 'go find a base and scour it'. My dream iteration of Harvest would be using a Harvest craft soul binds the loot to you and there is a maximum amount of times that you can Harvest craft on a piece before you can no longer do it any more. Or, like the current crafting bench <can have up to 3 crafted mods> Harvest crafts would count as crafted mods. If these limitations were in place they probably wouldn't have to nerf it as much, if at all. To me the best iteration of crafting in general is finding good gear, then modifying it to suit your needs, or power it up further - not fabricating every slot out of plain cloth blank slate pieces. Last edited by innervation#4093 on Dec 31, 2020, 3:59:48 AM
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" +1 that's my fear.....we soon only need white crafting bases... “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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" We are already there thou. No one expects to drop a 35ms tailwind boots from a monster. You drop the boots and craft it. This applies to pretty much all gear in the game. There are simple too many affixes and too many tiers for it to happen naturally. You can easily play an entire league span without dropping a single bleed/poison elder weapon for example. Most of the BIS stuff in the game are either cluster jewels (that i've never found a great one naturally) and double influenced gear that is essence crafted (and those don't drop naturally). The closest we have of "dropped gear" being relevant is delve affixes and incursion affixes, and i've never dropped one with great stats for example, i always had to further craft them with harvest to get something really good. Personally i agree that items should only be able to be modified "x amount of times", which would not solve rare gear being trash, but would at least keep a fresh need of white bases to craft on. The easiest way would be making so items get corrupted after x craft attempts. Last edited by Mortyx#1049 on Dec 31, 2020, 12:07:45 PM
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