Feedback: Harvest in 3.17

@jsuslak313

exalts arent hard to get,they are rare yes but thats it

i.e. having habingers passivs and spamming lower/mid/high tier maps (whatever works best for you,ofc tier14+ would be best for free bonus monsters and eldritch altars) gets you a lot of shards and king habingers often drop exalt shards

if you pick a map that has a more common div card with either good value or exalts like vault

expedition,heist,blight are good options too (ritual probably as well but i really hate it XD)

the problem is,ppl want raw exalts to drop and these are much more rare/harder to get
but this simply isnt needed

ofc ssf is a very different topic for this
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jsuslak313 wrote:
oof. Going off your rates (and being generous), we end up with 2 good crafts per 500 maps. If you have a REALLY good build it takes maximum of 2 minutes to clear a map, probably up to 3 minutes reading mods and setting things up etc.

So in 3 minutes x 500 = 1500 minutes or 25 hours of playtime you get 2 chances at crafting ONE item (and basically 1 mod at that). Not counting the odds of successful crafting, you are looking at hundreds if not thousands of hours of harvest farming to craft a single piece of gear...

Harvest is still OKAY for getting low to mid tier items but the fact that it is basically unusable for what it was designed for is such a shame.


You have no idea what you are talking about.

Augment crafts are powerful in very specific scenarios. If they removed augment crafts, harvest would still be the most powerful mechanic in the game.

You can deterministically augment modifiers on already crafted gear using meta crafting with harvest crafts you find in every harvest encounter. What other mechanic allows you to force elusive on boots, additional curse on chest? You just do your suffixes first, lock suffixes, reforge elusive and congratulations you are a god gamer. Its also a very powerful and cheap way of crafting clusters. Even when you can't augment a specific mod, you can still target mod groups which is mental.

Think about how dumb that is. You get awakener orb, orb of dominance and aisling T4 from killing end game bosses, but you can effectively augment low weight modifiers on already crafted gear using a craft you can find in every other harvest encounter.

And most of the other crafts are also strong. Reforge more likely is a powerful tool for crafting all kinds of gear. This craft alone made it easy to get spell suppression on all my gear during league start. Reforge keep prefixes/suffixes should not require an explanation. Targeted divines are also strong.

Post-nerf harvest is still an exceptionally powerful mechanic, and still results in SSF players being able to craft higher tier items in month 1 than what even higher end trade players were able to obtain or craft over 3 months.


These boots cost around 30ex during Heist league.



Now you can craft/buy double elevated tailwind/onslaught boots with aisling, elusive and bench craft life prefix for around 30ex.



Example of SSF player with these boots in week 2 of SSF Archnemesis

https://poe.ninja/challengessf/builds/char/comoestoy/omniscient_Manni?time-machine=week-2
"
BrettLee wrote:
"
jsuslak313 wrote:
oof. Going off your rates (and being generous), we end up with 2 good crafts per 500 maps. If you have a REALLY good build it takes maximum of 2 minutes to clear a map, probably up to 3 minutes reading mods and setting things up etc.

So in 3 minutes x 500 = 1500 minutes or 25 hours of playtime you get 2 chances at crafting ONE item (and basically 1 mod at that). Not counting the odds of successful crafting, you are looking at hundreds if not thousands of hours of harvest farming to craft a single piece of gear...

Harvest is still OKAY for getting low to mid tier items but the fact that it is basically unusable for what it was designed for is such a shame.


You have no idea what you are talking about.

Augment crafts are powerful in very specific scenarios. If they removed augment crafts, harvest would still be the most powerful mechanic in the game.

You can deterministically augment modifiers on already crafted gear using meta crafting with harvest crafts you find in every harvest encounter. What other mechanic allows you to force elusive on boots, additional curse on chest? You just do your suffixes first, lock suffixes, reforge elusive and congratulations you are a god gamer. Its also a very powerful and cheap way of crafting clusters. Even when you can't augment a specific mod, you can still target mod groups which is mental.

Think about how dumb that is. You get awakener orb, orb of dominance and aisling T4 from killing end game bosses, but you can effectively augment low weight modifiers on already crafted gear using a craft you can find in every other harvest encounter.

And most of the other crafts are also strong. Reforge more likely is a powerful tool for crafting all kinds of gear. This craft alone made it easy to get spell suppression on all my gear during league start. Reforge keep prefixes/suffixes should not require an explanation. Targeted divines are also strong.

Post-nerf harvest is still an exceptionally powerful mechanic, and still results in SSF players being able to craft higher tier items in month 1 than what even higher end trade players were able to obtain or craft over 3 months.


These boots cost around 30ex during Heist league.



Now you can craft/buy double elevated tailwind/onslaught boots with aisling, elusive and bench craft life prefix for around 30ex.



Example of SSF player with these boots in week 2 of SSF Archnemesis

https://poe.ninja/challengessf/builds/char/comoestoy/omniscient_Manni?time-machine=week-2


Nonsense, expedition is the most powerful mechanic. Someone i know did 7000 astragalis and got 4mb.

Exp should be removed entirely before nerfing harvest.

Reforges are boring. I like crafting, but I don't know how much more of these reforges i am able to take in future leagues.

At this point, my frustration with this game has me encouraging people to not play poe.
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
The harvest passive points are really bad.. I feel that even with all points harvest is not common enough i had some times that like maybe 10 maps no harvest and mostly never anything good.. I find essenses way better now..
"
NoyAvargel wrote:
The harvest passive points are really bad.. I feel that even with all points harvest is not common enough i had some times that like maybe 10 maps no harvest and mostly never anything good.. I find essenses way better now..


i mean you're meant to use sextants for harvest. not depend on chance of them spawning.
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
"
Rakushi wrote:

Trying to fish for deterministic Augments or T4 seeds have continued to become almost out of reach, to a point that they end up being "Too good to be used". I'm all about for a grind, hint's in the company's name, but this almost seems... excessive.

That is purely the result of TFT'ing crafts... If crafts couldn't be traded, GGG could up the drop rate, probably significantly so...[/quote]

However, that would require them to:
- Remove the horticrafting bench
- Make it so crafts could ONLY be used on items already in your possession when you first entered the Harvest

...or they would have to 'soul-bind' crafted items (i.e. they couldn't in any way be transferred to another player).

Soul-binding is something they've always rejected, and I don't think they'll do the other either. What you have now is probably as good as it'll get.
Last edited by Cyzax#3287 on Mar 25, 2022, 4:13:17 AM
If you want to annoy your customers(players) less, and make everyone happier...

have all the crafts drop as a recipe (or autosaved), much like alva temple for sorting later. so that in party games, you'd run em, and then move on than have your party members wait.
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
Last edited by LiMA6#0387 on Mar 25, 2022, 4:32:49 AM
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LiMA6 wrote:
If you want to annoy your customers(players) less, and make everyone happier...

have all the crafts drop as a recipe (or autosaved), much like alva temple for sorting later. so that in party games, you'd run em, and then move on than have your party members wait.

They'd have to remove all worthwhile crafts then...

100000 players do Harvest. ALL the valuable crafts will end up in the hands of a 'few' players who'd then have too easy a game, meaning GGG will either have to remove those crafts entirely, or up the difficulty of the game for ALL players.

Lose-lose situation...
"
LiMA6 wrote:
"
NoyAvargel wrote:
The harvest passive points are really bad.. I feel that even with all points harvest is not common enough i had some times that like maybe 10 maps no harvest and mostly never anything good.. I find essenses way better now..


i mean you're meant to use sextants for harvest. not depend on chance of them spawning.


Then its even worse because then there points for harvest in atlast are total **** you only take the extra harvest and thats it

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