Harvest Changes - Kick and Scream

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Reichugo232323 wrote:
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Exile009 wrote:
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Saltychipmunk wrote:
They removed the intuitive crafts and made the remainder unusable on the only items that matter in the game.


See that bolded part? That's the real problem. Recent thread on that issue -

https://www.reddit.com/r/pathofexile/comments/mk9j0n/influenced_mods_were_a_mistake_they_are_the/

https://www.pathofexile.com/forum/view-thread/3078162


While in understand what you are saying- doesnt this create 2 parallel crafting pathways?

Higher control/determinism with a somewhat lower ceiling for power level vs a highly variable/less deterministic path for items with higher power ceiling?

Seems kind of brilliant to me.


That isn't really the case to begin with really. Many of those mods are quite unique, which is why they were target craftable to begin with. Cos even though they had a very low weightage in the mod pool, they were often the only (or one of the only) mods it was possible to roll using the various target crafting methods. So you were able to guarantee the outcome of a mod that's been given a very low weight, by abusing how it stands out from the rest.
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Exile009 wrote:


That isn't really the case to begin with really. Many of those mods are quite unique, which is why they were target craftable to begin with. Cos even though they had a very low weightage in the mod pool, they were often the only (or one of the only) mods it was possible to roll using the various target crafting methods. So you were able to guarantee the outcome of a mod that's been given a very low weight, by abusing how it stands out from the rest.


Thats my point though- they set those things to rare because it was their intention and likely balanced the power level around its rarity. Then they implemented harvest which interacts in a completely different channel in terms of rarity and suddenly these rare things become common. GGG doesnt like that this has happened so they find a way to keep these chase crafts in the game but remove the deterministic path to them (and re-establish their rarity). THis seems like a great solution to me. They could have just removed the problematic crafts (like explodey chest) but kept them in... just behind a rarity wall.

I play a ton of this game but i dont play true endgame... i get to red maps and get bored with my build so play another. For me this nerf doesnt impact me significantly or at all. I think I represent the majority of the playerbase which is why i think the outrage around this is a, albeit important, vocal minority of the playerbase.

For me, I get frustrated that most build guides these days have "Once you get an explode chest... this build really starts to feel good". When explode chest is a QoL/design element for most builds... something is wrong IMO.
Last edited by Reichugo232323#3189 on Apr 7, 2021, 4:19:13 PM

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