Is pre nerf harvest actually balanced for SSF and standard players ?

For sure it's Op on trade league since u can easily buy seeds from TFT and finished your builds in few days if u speed run meta currency farming methods. But for SSF / Standard where player wanted to test build or play by our own chill pace harvest is not that overpowered
Last bumped on Dec 7, 2021, 8:44:05 AM
Nothing is "balanced around" SSF, and probably never will.
Bring me some coffee and I'll bring you a smile.
so remove trade from anything crafted in harvest (corrupted char bound) and problem solved.

Lots of people suffered cause a minority that use third party sites to trade stuff.

To be honest though I hate harvest mechanic (crafting in general is just a rng slot machine I rather have good things dropped and only maybe improved with orbs)

So I'm not that sad they nerfed but I do understand why people is upset cause was the only way u could improve ur char without rng or efficiency speed meta.
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IHellBoundI wrote:
so remove trade from anything crafted in harvest (corrupted char bound) and problem solved.


Wouldn't we be back at "Harvest trumps everything else in the game"?

I really think they should improve drops long before they make crafting even more powerful than it already is, but... In my opinion, drops should be vastly increased, crafting should be made easier, but vastly nerfed in terms of potential power.


Bring me some coffee and I'll bring you a smile.
Harvest was pretty perfect for casual gaming, SSF, working on your own items rather than buying them, lots of things. It ain't coming back, sadly, though.

And the characters I created using it were destroyed pretty quickly after, so I can't even play those any longer (well, I couldn't anyways, because of the map tab disaster...).
Remove Horticrafting station storage limit.
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Phrazz wrote:
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IHellBoundI wrote:
so remove trade from anything crafted in harvest (corrupted char bound) and problem solved.


Wouldn't we be back at "Harvest trumps everything else in the game"?

I really think they should improve drops long before they make crafting even more powerful than it already is, but... In my opinion, drops should be vastly increased, crafting should be made easier, but vastly nerfed in terms of potential power.




Ur right. I agreed. Afterall I rly want to be excited dropping stuff again and not looking just for "bases" being trade or ssf.
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Char1983 wrote:
Harvest was pretty perfect for casual gaming, SSF, working on your own items rather than buying them, lots of things. It ain't coming back, sadly, though.


Regarding harvest, my experience as well; generally better drops are another topic for me.

Original harvest was powerful indeed, but getting the right crafts enough quantity still took tons of time without buying the needed ones in bulk over and over again anytime.

I decently self-geared three characters first and last time in harvest without buying the final product, which all alone took me the whole close to five hundred hours long league.

And harvest was not the only crafting method for me at least, I clearly remember preparing my bases with essences and fossils even back then, before targetted finalizing with rare harvest crafts.

But unfortunatelly all this does not matter anymore, self-harvesting is dead, rich still gets anything anytime from harvest till today infinitely, and we will not get it back in any better way again.
All-time non-streamer luckless dropless rewardless tons-of-time-playing non-TFT-er 100% solo player.
So, it just turns out, we were lied to for years with the promises of a two-storied one PoE 4.0.
All these worse and worse beta leagues, all these braindead changes, all lead to this.
Should be a rule against using "balance" and "SSF" in the same sentence. The terms are contradictory. You balance TWO things.
Maybe SSF Yes. Standard; No. Nothing tradeable about Harvest was balanced.

Also, There WERE certain mods that generally were bad chase mods.

If you took away Explosion, and the remove mod after Influence, it probably would have been fine. (I'm still in favor of Add Mod after influence)
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Phrazz wrote:
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IHellBoundI wrote:
so remove trade from anything crafted in harvest (corrupted char bound) and problem solved.


Wouldn't we be back at "Harvest trumps everything else in the game"?

I really think they should improve drops long before they make crafting even more powerful than it already is, but... In my opinion, drops should be vastly increased, crafting should be made easier, but vastly nerfed in terms of potential power.




Not quite, because GGG removed most of the spoiler mods from Influence/Game, so now the effect of an uber Influence craft is far lower. It also didn't exist in unison with the current Aisling crafting with 20% Increased mod values as long as it started out veiled.

About the only advantage left for Harvest Crafting Beta was the Remove Mods after Influence advantage, and the higher frequency of Augments, and the fact each farm gave 16+ crafts.

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