When Harvest goes Core - please make Hortification Stations tradable

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Char1983 wrote:
In any way, I also think there are better ways of balancing harvest (for example limiting the amount of modifiers an item may have for harvest crafting to be possible on it).


I'd rather not reduce Harvest to being a second crafting table with more RNG piled on.

Killing the ability to trade crafts and seeds should be sufficient, keeps people from buying the good crafts and making GG gear. I was entirely SSF when it came to Harvest league mechanics, making due with seeds and stuff I found with no trading, and I never came close to making gear that would be worth mirrors.

I'd be okay if gear crafted with Harvest can't be traded so you can't wreck the market as an alternative to limited crafting.
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
Last edited by Pizzarugi#6258 on Nov 9, 2020, 10:32:25 PM
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BrettLee wrote:
Harvest had a number of issues, the ability to trade crafts is not what made it broken. Did you see the items that players were churning out in just 2-3 days during the gauntlet? Being able to easily face tank Sirus A8 with all damage mods turned on during a race? A lot of the ridiculous 5-6 x T1 items I crafted were using my own crafts, and it felt disgusting. The vast majority of these kinds of crafts could have done quickly and deterministically as well.

Even if we disregard the ridiculous power of harvest crafting, it was undoubtedly the worst mechanic I have seen in the game in terms of implementation. The garden itself was unnecessarily complex to setup (complex may not be the right word here) and tedious to maintain. The decision to make horticrafting stations have just 3 slots each was outright bizarre and was obviously going to present inventory/craft management issues. Why not have just one horticrafting station with expandable slots, or one hortificrafting station for each colour seed?

Then we get to OPs point about trading crafts, and he is right. I think we will have to wait and see how harvest has been tweaked before commenting much more, but the implementation in 3.11 was pathetic. Crafts should have either been tradeable, similar to rare beasts or account bound in some way, e.g. items which you harvest craft become account bound.

It takes some money to use the craft,Will it be better?Compared with rng, it is simpler but has currency restrictions!XD

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