Harvest going core, how should it be designed ?
" Why not just add fail chance to them. Or some risk. Like annul- "remove a random mod with 50% chance to remove fire mod. Its slightly targeted. More valuable than normal annul.. but still risky to use. Same with the targeted exalts? |
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I saw your post the other day and didn‘t want to think about it because I am pretty sure that GGG already know how they are going to reintroduce harvest. Buuuut you triggered my brain, so here it goes:
What crafting options would I reintroduce? Well, the good ones. 😉 Those that made harvest so great: life, attack, physical, chaos, lightning, fire, cold, defense, critical with all 8 options. Maybe even the scrabblers/spikeback shenanigans. I‘m not sure about the influence stuff. So I would not bring back the socket number/colour/linking options or those options that change fragments, fossils, uniques etc. How would I implement these option? Monsters would drop these crafting options in form of specific orbs. Which means that there would be for example 8 kinds of life crafting orbs (augment, augment with lucky values, remove, remove & add, remove non-life & add, reforge normal/magic, reforge rare, reforge more common). I would like to see the harvest monsters again, too. Hence only harvest monsters would have a chance of dropping these orbs. How would I bring the monsters back? I like the idea of „meeting“ them with a certain probability in maps but not just like normal monsters. You would see them in their ripe flower state and they would be harvested when the player clicked on the thing formally known as seed cache. They attack, you kill them and they drop some harvest crafting orbs. In multiplayer the others get some as well, not just the map owner. What about Oshabi? I would like to introduce 3 fragments dropped by the 3 T4 monsters which combined in the map device would open portals to the first daughter of Wraeclast. For that fight the old garden could be reused. |
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" Its sad that this is the case, but it is. We have to accept the simple fact that GGG does NOT want us getting perfect mod combinations without massive investment and gambling. And that the top 1% of players will absolutely ruin the game and economy if given the slightest window to do so. My concern is Harvest needs to have some unique role in crafting. The “targeted chaos” is a bit too similar to fossils or essences. We're all in this leaky boat together, people.
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imo it would be wrong to remove the target anul/exalt,but it needs to be limited in power
stuff like "cant be used on influenced items" or "result cant be a influenced mod" comes to my mind. the highest mod tiershould be blocked as well and depending on how many tier a mod has the 2nd highest too the crafting could make an item "synthesized" so it will never be able to have an influeneced mod the really broken stuff was crafting stuff like "tailwind" on boots for "free" only keeping targeted chaos would make harvest like fossile/essence crafting no need to add it for this the chance to break the item or to remove an additional mod would be bad as well. harvest would only have enough value to be added to the game,if it does things differently than other forms of crafting we have now otherwise its just a big waste of resources to add it into the game. ofc all these things are just my opinion |
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" We really don't need more orbs, we have too many already I think. The garden was fine and fun. Remove Horticrafting station storage limit.
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Well, I would be perfectly happy getting my garden back as it was.
And it was beautiful. I just thought of all the people saying „loved the crafting, hated the garden“. Last time I played I saw some lightning thingy which triggered the „oh, there is my garden!“ Impuls. Sigh. Miss it so much. |
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Leave the mechanic as is, make it SSF exclusive to make the mode less masochistic.
I'd play SSF if they did that. 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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" Me too, then SSF would be fun :). Remove Horticrafting station storage limit.
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Dang, I always play with my much better half, so SSF is no option for us...
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Items that have underwent Harvest-crafting become account bound. Make Seeds untradeable/account bound.
Add Harvest Scarabs for getting more Seeds. |
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