It can't even be called "harvest crafting" any more.

I've been trying my best to find anything whatsoever that's not currently broken about harvest crafting right now.

I can find no redeeming changes, whatsoever. Harvest crafting is completely dead.

What is the point?
Last edited by Obright#1785 on Aug 26, 2022, 10:54:30 AM
Last bumped on Aug 28, 2022, 10:51:05 AM
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It is indeed no longer "Harvest Crafting" its now "Harvest Gambling"..
Mate, you're not supposed to compare it to the old state of Harvest to figure out that it's nerfed. They know FULL WELL that it's nerfed. It was nerfed because when you compare it to Ritual/Essence/Expedition/whatever, there's a massive gap in power difference, to the point where it removes choice and people feel forced to do it. That was happening even last league, with everyone who opted to block Harvest just being at a massive disadvantage.

Also, if Harvest is dead then something else is merely more alive. That's how it always goes, the Meta just adapts.
Amen to that Immoteph
"
Immoteph wrote:
there's a massive gap in power difference, to the point where it removes choice and people feel forced to do it. That was happening even last league, with everyone who opted to block Harvest just being at a massive disadvantage.
Also, if Harvest is dead then something else is merely more alive. That's how it always goes, the Meta just adapts.


so we admit that there's nothing compelling about the harvest changes themselves, and that the whole of "game balance" is based on streamers and metagamers.

we can be sure that if any of these other league mechanics become popular, they will also be nerfed into the ground. and the cycle continues. meanwhile the fun continues to die out of the game at the hands of the "efficiency experts"

harvest was them actually getting part of the item formula right. it showcased how half-assed and OLD, all the other league mechs are.

but yea nerf harvest into stupidity , that's the answer to create compelling gameplay that attracts new players and retains old ones. :p
Last edited by waffenheimer#3798 on Aug 26, 2022, 11:25:46 AM
I miss the old harvest. The new harvest is boring.
Softcore, solo self-found.
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yeah it should be changed to "here have 3 chaos orbs" cause thats basically all you get. Essence literally outclasses harvest now.

as much as harvest was loved, you gotta remember, there was a time where harvest did not exist and nobody was even talking about anything of the sort.
harvest has had that taking candy away from a baby effect, we have had it, its been taken away, now we are all spitting our dummy out. :/ lol
Last edited by Cchris07#7105 on Aug 26, 2022, 11:38:25 AM
"
Cchris07 wrote:
yeah it should be changed to "here have 3 chaos orbs" cause thats basically all you get. Essence literally outclasses harvest now.

as much as harvest was loved, you gotta remember, there was a time where harvest did not exist and nobody was even talking about anything of the sort.
harvest has had that taking candy away from a baby effect, we have had it, its been taken away, now we are all spitting our dummy out. :/ lol


We've all been playing an unfinished game. There was always something sorely missing, but there was always hope that the issue would be fixed by a patch at some point in the future.

For me, and for a lot of people, Harvest was that thing that was missing.

So you play for years, waiting for that thing that made it actually fun again, you get it for a brief, flickering moment, then they take it away.

I'm just waiting for them to shut the servers off at this point.
3.13 Harvest + 3.19 crystalized life force would be perfection.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
"
Immoteph wrote:
Mate, you're not supposed to compare it to the old state of Harvest to figure out that it's nerfed. They know FULL WELL that it's nerfed. It was nerfed because when you compare it to Ritual/Essence/Expedition/whatever, there's a massive gap in power difference, to the point where it removes choice and people feel forced to do it. That was happening even last league, with everyone who opted to block Harvest just being at a massive disadvantage.


You see, the same could be said formerly about fossil crafting. 'Those mods are too powerful!' Heck, bullshit they were. They were unique ways to change your gear, the lifeline of the whole part of that crafting system there, the 'heart' of Fossil crafting and since then it has never been the same.

Essences provide unique mods but overall are useless without any deterministic way to further them.
Fossils are strong in limiting the initial mods of a craft heavily, that's their only redeeming feature. They create a sensible starting point for crafting, I would say that's overall a good position.
Beast crafting is useless already, there's nothing useful there anymore, GGG already killed that one off. The only thing left is imprinting magic items, the absolute... last... thing. That craft should've instead been a normal eternal orb craft, very very rare to get put powerful to create a save-point. But well... removed.
Synthesis would've provided a way to create powerful items, rarely, with high investment. Deleted instead of re-iterated properly, another loss for crafting.
And now we got Harvest, a powerful mechanic. Sure, some crafts were too strong, actual augments were definitely fairly OP, I can understand them being gone.
But... what about implicits on jewels? That was in no way OP and also not a 'filler', it's just... gone.
What about keep suffix/prefix? Those were mandatory crafts to have a reasonable chance to create any form of end-game item, to push your character.

So yeah, obviously everyone was forced to use Harvest... because it was the last reasonable way to create any end-game gear which with the implementation of the vast assortment of extra mods and influences has made it over 100 times harder to create once in comparison to years ago.

Crafting needs more unique and powerful options which provide a less RNG heavy way towards a result, instead we're steadily getting less and less.

"
Immoteph wrote:

Also, if Harvest is dead then something else is merely more alive. That's how it always goes, the Meta just adapts.


Nah, that's sadly not how it goes.
Formerly a crafter sat down in front of PoE, had a goal of 'This is my dream item' and made a plan. Then that crafter began their work.

He writes it down step by step to find the best solution to the problem.
After thinking he found it he goes to work.
10-20 bases of the same type are bought, the initial preparation done, could be creating the respective influenced mods, could be fossil spamming to get the proper starting mods, could be essences, doesn't matter.

A good 5-15 of those bases land on the market as the outcome is good but a 'failed' product of the first steps already, higher valued then the initial investment to buy more bases in the future.

It goes on to the intermediary steps, getting suffixes/prefixes done properly, meta-modding it in the end most of the times. This is supposed to be a save-spot, which is gone now.

Then you go along to finally do the actual craft, maybe you got 1 base at worst, maybe you got 5, one way or the other, along the line you might get a reaaaaally reaaaally good outcome but not what you wanted. Those go onto the market as well! Would be a waste of resources otherwise as you got more projects. That's... gone too now as you'll rather brick the item before this even happens.

Heck, and in the end you're starting from scratch over... and over... and over...

So the end result is that a crafter has no aspirational content anymore, it's a slot-machine now, rather then a situation where you know it'll hit it with a hefty investment it's now unlikely you'll hit your result even when playing for months non-stop to create a single item which formerly was costing 100 ex. Now that one is actually valued 10000 ex (Edit: Oh right, Divines! Forgot for a moment, old habits coming through, as if that change isn't exactly as dumb from a crafting standpoint as everything else made this league in that regard!) as it just takes that much effort to make.

So after a week of playing, being determined to bring your item to the next 'stage' of crafting... instead you might end up with '0'.

Tell me, is this what you think is great? The right way to go forward? Because for me it rather looks like the behavior of addicts playing a lottery in hopes to earn the jackpot. I'm not here to play a lottery, I'm here to upgrade my character step by step and work my ass off for it if needed.

"
Cchris07 wrote:

as much as harvest was loved, you gotta remember, there was a time where harvest did not exist and nobody was even talking about anything of the sort.
harvest has had that taking candy away from a baby effect, we have had it, its been taken away, now we are all spitting our dummy out. :/ lol


At this time there were no influence mods and no mod-rework which changed the weighting massively.
With the implementation of the conqueror influences the weighting of their mods was so ridiculously low that Fossils were an unreasonable choice to create a proper items using that alone.

Luckily the draught was only short, and people talked about it very much by that time 'Things need to change' 'Achieving end-game gear is becoming a slog and un-fun'.

Harvest arrived!

Well... where is it now though when we have more diverse options then ever which screw with our weighting of hitting the right mods?

Crafting is in the most abysmal state it's ever been related to the content provided.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Last edited by Kulze#3236 on Aug 26, 2022, 8:57:49 PM

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