And so GGG stands their ground with the will of the players still intact.
" If history is anything to go by the answer is yes: more nerfs incoming. Not right away, but as soon as they want to introduce anything new related to crafting, Harvest is likely going to be nerfed again to create room for the new toys. Id also expect more nerfs if Harvest continues to overshadow pretty much everything else in the game. Depends on their internal statistics and how they feel about it. |
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" I'd expect more nerfs if it continues to be overpowered yes. Cos maybe, just maybe, they think it's important for players to be threatened by their games' content? Just a thought. Though I'll repeat that the nerfs they've chosen to implement aren't the ones I'd have supported, so I'm hardly here trying to defend their choices. My personal change wouldn't have involved removing or disabling any Harvest crafts at all - maybe even adding some new ones such as for mana, attribute and minion mods - but rather highly limiting their uses. Notice how the crafting bench only allows you to put one crafted mod on an item (and a weaker tier one at that)? And how even the multimod craft only increases that to 2? Not to mention how they nerfed the old version of multimod, which used to allow you to fill it completely with crafted mods, resulting in people making silly items with one broken natural mod and everything else crafted. Yeah, that's a good model. Imo Harvest ought to be a way to finish up good items, not manufacture and perfect them from scratch - THAT allows the other crafting tools to step back in to the picture without having to break the game to do so. |
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" They're against account bound, or any variation thereof. They always have been. What's more, a large section of the playerbase is too. Go ahead, suggest it and see how much support it gets. Actually, you don't even have to. I already did so for you recently - https://www.pathofexile.com/forum/view-thread/3070659 Last edited by Exile009#1139 on Mar 26, 2021, 7:26:42 AM
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They'll go forced SSF before they go and specifically account-bind certain items. That takes about 2 minutes of work. It's not going to happen though.
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Meanwhile SSF players be like
"And then the king ordered all the spinning wheels in the kingdom destroyed, to prevent the dire prophecy from coming true; but the princess closed her eyes to slam a very brickable thing, and never opened them again." [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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" Bah, the sane and best option to keep current or even unlimited power level for Harvest would have been an "exponential" increase in time where you apply a Harvest mod on an item. The second best would be the above timer to influence the item trading window. If everyone and their beloved pet feels that Harvest is OP, "slam" a cooldown of 1 hour that increases to 2, then to 4, etc. towards applying said level of craft again. That will reign the "unlimited" problem into a balance number ones - of tiers, of "perfect outcomes" etc. If that wouldn't help everyone see that crafting "the perfect item" should be the long term goal, or would be too punishing with the current rates of getting the desired outcome, the above concept would perfectly suit TRADE. Why limit trading an "unlimited crafting potential" via a timed delay? To protect their precious market, and to make you feel "THE WEIGHT" of the items and how crafting "bricks/improves" them. Another option would have been to make loot drops at relevant END GAME with 1-3 T0/1 mods UNOBTAINABLE through other means AND LIMIT HARVEST crafting akin to benchcrafting, for up to T2 mods, so T0 and T1 need to be OBTAINED BY ACTUALLY PLAYING THE GAME. Bonus points if those T0/1 mods would depend on the difficulty of content ran... Any variation on the above would also work. Not to mention TencentGGG should have also addressed the balance of the rarity of the mods. Removing the deterministic aspects from Harvest crafting 1 by 1 is the wrong way to "address" the problem. TencentGGG need to get the memo that "CRAFTING" =|= "rolling a dice and casino style waste currency on RNG upon RNG slams"... That is why Harvest feels impactful. It presents players with a certain outcome, instead of a "chance" at a RNG possibility... Not to mention that having "quantity" over "quality" for dropped loot without proper accounting for danger/reward ratios is AS DATED as the D2/D2R system will be - but there at least you got the "great stuff" from the boss, which isn't the case 99.99% of the time in PoE... And that needed a change since half a decade ago... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Mar 28, 2021, 6:34:40 PM
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LuL, they also stand their ground on flask piano and wisdom scrolls. GGG is just stubborn and makes dumb decisions that will get defended by fans anyway with tooth and nail.
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This dumb decision is about balance, not about mechanics. Something very different.
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" Hahaha couldn't agree more. |
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"Grinding Gear Games"
I Can't believe that this company thinks that item aquisiton is the core motivator for gameplay... Sheesh I have never felt further from what I know and love
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