[Ruthless] Ruthless is the most important experiment that ever happened in ARPG history
Looting and delving are obsolete now too and Essences + fractures are the new harvest so what exactly is different now? Powerlevel is also higher with crucible than it was with harvest so game is easier. Plus aren't your statements all shit since you claim that "most" people (aka the majority) do x?
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" I don't feel like looting is obsolete, neither is delving (fossils/resonators). And fracture+essence is not the "new harvest", it's a pretty easy way to "good enough items", which should be pretty accessible. Harvest was a direct line to 99% perfect items, which I feel was a little bit over the top. I think all of your comparisons here are hyperboling, to be fair. And what did I say 'most' people did/are doing? And for the future: If I use " or ' around the word "most", it is an indicator that it's not accurate, but rather an assumption. I usually use "a lot", as that's what I know, anything else (most, majority) is always BS coming from most people, including me. But fuck it; if they introduced Harvest crafting but spread it a little bit, so the game wasn't centered around ONE mechanic, I would probably be OK with it. But this 100%(!!!!) reliance on ONE mechanic was killing the game as a whole in my eyes, and it felt less diverse then all other leagues/iterations of the game. Bring me some coffee and I'll bring you a smile.
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" Hmm interesting? Where is looting competitive or what do you mean? "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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" 1) Fractured items are plenty, and I think I have several tabs full of items with T1 fractured affixes. A few essences on these items, and you quickly have a "good enough" item. Looting these are more than viable. Sure, you can buy them, but again; they are easily lootable. 2) There are way more chase uniques now than before, with lots of divination cards. These are lootable, especially if you combine it with trading and knowing your atlas tree possibilities. There is still A LOT of work to be done to dropped rares. We all know that. But Harvest? Pick up/buy a white base, and EVERYTHING else was being done through ONE mechanic. You didn't even have to pick up currency. Nothing. Because the mechanic wasn't just making everything else obsolete, but it was also disconnected from the currency model the game is built upon. I understand perfectly well that people want a deterministic way of crafting perfect items. While I don't necessarily agree that deterministically crafting perfect items should be possible in an ARPG, I can understand it. How people like Harvest as a mechanic, thinking how isolated/isolating it was, I'm struggling a little bit with. Now, we have good atlas strategies centered around Legion, Blight, Harvest and several other mechanics. Diversity. Player choice. With prime Harvest this diversity would be... Gone. Because it didn't just trump everything, it made everything else useless/needless. Bring me some coffee and I'll bring you a smile.
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" Maybe this is semantics, but isn't "looting" meaning that you "loot" the item you are looking for? At least that's how I look at it. Looking for a crafting base, to me, isn't "looting", it's essentially a material for crafting. I consider looting as the item drops and you are good to go. Not part 1 of 38 to get the item you actually want. I suppose now that you explain what you meant, I see where we differ. I guess if "loot" just means anything that ever drops from a monster, then yeah, it's relevant. "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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" To be fair, Harvest was always the finishing touches. You'd always start with Essence, Fossils or aug/regal. The issue was that it could be used with influenced items, and with Maven Orb it was hella broken. It just being usable with regular items would make it fine since the most absurd power comes from influenced. Also, Harvest touched with a hammer in the worst problem PoE had, a way to make steady progress in ones craft. It took it too far, true, but we are basically at square one, again (bring back reforge prefix/suffix you cowards). Sidenote: GGG simply needs to learn how to balance. Either they ignore the top end and accept the fact the game is a sand box or take appropriate actions towards balancing with power creep in mind. PoE is difficult to learn, not to beat. P.S.: I suggested this before, make Harvest use the actual needed currency to aug/annul/div. Ruthless should be [Removed by Support]. Last edited by AdRonZh3Ro#4713 on Jul 11, 2023, 7:10:54 PM
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" Was it a rug pull when they sped the game up in the first place? |
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" Depends, how far back do you wanna go? Ruthless should be [Removed by Support].
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" Before they pulled the rug on a measured pace of gameplay where you could see the screen - you know - what they gave us. Nothing more, nothing less.
Spoiler
The point should be obvious. 'what they gave us once upon a time' isn't some hugely persuasive statement. They've changed their minds a lot about what they want the game to be and they will continue to do so its a live service game. Petition for how you want the game to be - as a live service game theres a chance it happens. But they're not obligated to be perfectly consistent on all things over time. If they were, we'd still be playing at Talisman pace.
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What a silly phrase to use here. Nobody pulled any rugs out from under anyone. An online game in active development changing over time is not some kind of trick, it's normal.
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