Make harvest crafts cost the materials of the craft to use.

Rebalance harvest with the idea that the crafts cost the materials listed on the craft.

Augment crafts cost an exalted orb.
Annul crafts cost an annulment orb.
Annul+exalt crafts cost an annulment orb and exalted orb.
Chaos crafts cost a chaos orb.
Regal crafts cost a regal orb.
Map crafts cost a horizon orb.
Unique crafts cost a chance orb.

What does this mean?

Crafts can be more common because people aren't going to be using them. You can give players more crafts because all it does is give the currency they already have empowered options. It relegates the crafts focused at actual true endgame gear because the costs of using them just exploded. It increases the price of exalts and annulment orbs to their actual value because currently harvest actually makes them sort of worthless. Why would use ever use an exalt when harvest does the same thing, but better?

You still get the option to chaos spam items with targeted mods, but it costs chaos orbs to do instead of just landing a harvest in a map and getting 50 free chaos orbs to pump into random jewels.
Last bumped on Feb 3, 2021, 7:10:53 AM
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Ghudda wrote:


What does this mean?



You have a bunch more atlas points now to spend, exile.

Good idea on paper tough.
In the league itself at least there was the cost of the seeds, now we get the most powefull crafting method for free, that doen't sit right with me, as i am a firm believer that power should come at a cost.
And if they would do this you can then remove the limit on crafts you can store as it would be balanced out by cost.
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Last edited by jackof8lades#6863 on Feb 2, 2021, 1:51:31 AM
So we're back to gambling raw currency.

No thanks.

I'd rather it be solo exclusive, not SSF, but not allow gear crafted by the system to be traded. That way players who don't want to engage with trade have a way to disconnect from it and progress their gear some other way.
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Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

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Last edited by Pizzarugi#6258 on Feb 2, 2021, 2:36:06 AM
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jackof8lades wrote:
In the league itself at least there was the cost of the seeds, now we get the most powefull crafting method for free, that doen't sit right with me, as i am a firm believer that power should come at a cost.


The seeds were free, though.

As for the idea, I understand the concept, but I don't like it. It doesn't affect the top end, which is swimming in currency anyway, but works further towards locking out the bottom end and mid-tier players from crafting. Which is exactly what shouldn't happen.

Harvest was great because it allowed everyone to craft. The current implementation sucks because it doesn't (because of the 10 craft limit), but that should be worked on rather than working towards making Harvest crafting even more exclusive.
Remove Horticrafting station storage limit.
@Pizz
How is the harvest item editor gambling? Like what?

@char.
The seeds were not free of cost and i don't mean just ppl who bought seeds but also the "cost" of farming them and growing the seeds.
This costs nothing it is the most broken op be all end all form of crafting and it has 0 cost.

Fossils you need to farm/buy essence you need to farm/buy , metacrafting at station costs exalts etc.
But the 1 crafting system that is way more powerfull then any of those is free? Makes no sense to me.

I would want either a cost to the crafting or have this abomination removed from the game.

[Removed by Support]

Once men turned their thinking over to machines in the hope that this would set them free. But that only permitted other men with machines to enslave them

“The Party told you to reject the evidence of your eyes and ears. It was their final, most essential command.”
Literally an item editor anyone who can't see that has some denial issues good god it's not even funny.

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Ghudda wrote:

You still get the option to chaos spam items with targeted mods, but it costs chaos orbs to do instead of just landing a harvest in a map and getting 50 free chaos orbs to pump into random jewels.


But that was exactly what they tried to avoid.

Watch baiclas with Chris in harvest. He said the idea was to give players the ability to craft without the fear of "wasting" currency because they are not good at it.

IF anything their mistake was giving in to the community and making the craft system tradeable.(what gave currency value to it and made the entire circle go back to people wanting to sell it instead of using)


"it's an item editor".

Yes that's how crafting anything works. You pick pieces and work with it slowly moving it to the final result you want.

Nobody "craft" something by throwing the pieces in the air and hoping it falls assembled.

If that is your problem with harvest you don't like crafting, you like gamblin.
Last edited by TrueDivinorium#6238 on Feb 2, 2021, 7:04:52 AM
Bad idea.

Poor wont have currency to use crafts and rich will spam the sh*t out of it.
What if harvest crafts required their relevant currency to use, only when they were stored in the horticrafting station?

Players get free spam crafting, but do not get free empowered exalts for trades. You can personally craft stuff, given you have the items on hand to craft, or store them and be penalized massively when you actually need to finish out an item.

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