imo, i feel like crafting leagues should either give you a lot of agency towards making currently excisting gear like harvest (too op but similar), or have excisting new mods like crucible.
Harvest WAS op, but even nerfed it was wildly more reasonable, understandable, and better than this sh*tshow. Not to mention, this underwhelming mechanic dropped on a league with brand new t17 content. And modifiers that increase monster power. This was THE TIME to introduce a powerful crafting league, and while it can be argued that it is, the barrier for entry and understanding is just about as high as it's ever, EVER been, combine that with obscenely hard content, and it seems like GGG is intentionally trying to make it one of the deadest, anti-casual, noob-hating leagues in existence. I'm playing regardless, but balancing for the top .1% is how you destroy games, create a community of unbearable perfectionists and breed insufferable elitism.
@@stevenhetzel6483 Sounds like the typical Reddit doom-post. The league wasn’t unplayable for casuals. I’m a causal these days and had finished the campaign with one death and have been working up to T16s slowly.
@@stevenhetzel6483 casual players get through the campaign and maybe white maps. Even serious players like me don't take on the top end of content and that's fine. The league feels fine to me and I'm pretty darn casual.
What's the chance that you can use the remaining 'base has no x requirements' on say a regalia base now you can select the base. And you could get a regalia that has no int requirements so you can roll colours very easy
I get if you don't want to play the launch version of this league, but i don't get the dooming. I don't know why people forget that countless league launches were tuned way off and then patched over the next couple weeks to be good.
To make crafting appealing to the vast majority of players you’d need to make low to mid-end crafts much cheaper or much less risky or both. These changes go some way towards that but I think that GGG consistently underestimate how much crafting is a disappointment to most.
I think it would be amazing if they were able to integrate craftofexile into the league mechanic. That way you would be able to see "real life" what a modifier does with the mod pool and have a clear view of the probability of success. We now need to have spreadsheets and formula's to calculate the outcome of an item ourselves, which is ridiculous in my mind.
I would love that, and that would make sense as an "info league". The lantern allows you to see a lot of details about the monsters you will fight. It would be cool if the Necropolis allowed you to learn a lot about crafting. Also the number one thing they need to buff is quality of life.
I think there's a combination of a loot withdrawal from affliction paired with an overall loot nerf, making it feel like a poverty league to the average player. All of that combined with the difficulty of mobs and the lack of rewards they're producing, along with a (currently) extremely underwheling mechaninc, all leads to a sour taste in most people mouth. I think theres some other changes that are being talked about less such as atlas and t17 being unmodifiable.. overall this league feels pretty meh currently but i plan on playing for a few weeks and rerolling to ssf when the graveyard changes come to hopefully reset my opinion of the league. Thanks for the vid sir gog, appreciate you always keeping us up to date.
Just spitballing some ideas for rewards that could fall in the “Goldilocks zone” of being better than a chaos orb but not as affliction-y as a divine orb: the new crop of scarabs seem like an obvious first place for GGG to look. New, exciting, randomized value from scarab to scarab, more interesting than the usual bubblegum currency. Or if they wanted to standardize it make it one of those stacked scarabs all the old sextants turned into. It could also be an interesting opportunity to do what they did with tattoos (an inclusion I love) and dish out some rewards from newer leagues that either rarely or never get reward tiles outside their usual content: higher tier eldritch currency, harvest juice, expedition currency, or even go delve/breach style and have occasional drops with haunted modifiers since it’s tied to the same league mechanic, with a one in a zillion chance for the mod to be fractured. Just spitballing but there are some fun possibilities.
Can't wait to see where they go with the modifier that gives pack leaders 25% chance to drop a jeweler's orb... Honestly then can multiply that buff by 25 and it would still be irrelevant for late game.
Agreed, some of the mods aren't very well thought-out. The 125% extra dmg+ ele pierce is just insanely strong. Most of the risk is no where near the reward. It wouldn't be so bad if you could opt-out but rn it just feels like arch nemesis 3.0 With overpowered rares where at least 1 of them has 10x the hp of the boss. That isn't counting if the Mob becomes ghosted.
I love how we can instantly itemize them as well which is great QoL for sellers of course, but also indirectly fixes the problem that sometimes you have to adopt a trash corpse to be able to loot a good item underneath the tag. Now you itemize and drop it :p
I appreciate the clarification on the base type you can select, immediately thought of crafting a boom mace and I’m glad I didn’t get my hopes up too high. Back to the beloved block slam slam annul start over cause it missed crafting method 🙃
So I am noticing that the tier rating being collapsed into one corpse for all mods will make it quite difficult to target untagged mods such as the very important spell suppression mod. I expect that the most expensive corpses will be the "X modifiers are % scarcer" ones because of this since stacking increased doesn't help you get the untagged mods.
The corpse identifiers in maps are sometimes hiding things. If you don't want to pick them up, they become a bother. They'll be even more annoying if more corpses and if you want to somehow ignore the mechanic. The lack of agency with our interactions with the league is the main con to me. It's a bad feeling in the beginning of maps when your character is still somehow weak. (I usually can't play during weekends and on the slow side, so like you I'm a bit late and still completing my atlas)
itemised drop alone will be big cause people will sell coprses in bulk making it much easier to get those stacking tier modifiers. Before people were not really selling because every corpse would need to be worth at least 1 chaos now you can just price them however.
Well, I got more chaos orbs from the campaign then any league I've ever played , but i also normally don't die in the campaign, and that certainly wasn't the case this time!
From the Steam announcement: "The value of the craft that affects Modifier Rating is now always +100". Also it's super funny to me just how many UI related things are undercooked. How could you know that putting harder mods on common packs makes you get more corpses and Devoted mods? Should've watched the announcement stream! Want to know what "Tier Rating" is? Should've watched the Q&A! Want to search a specific corpse? Ctrl+f, what's that?😂
The league is about as "okay" as it can get especially when you consider the last two leagues which we're pretty insane even for an SSF player such as myself. The change to allowing a base type is huge though. That alone really elevates the league to being much, much better by making me want to actively engage with it rather than just clean out my graveyard and see what I get.
Sirgog, can you make a video about atlas farming strategies? I'm playing Ignite DD and i'm completely lost on what to focus on as a new player lol. Great video!
Before I saw this, I just did a full grave craft that give me absolute garbage. Lots of elemental/fire/cold/lightning chance and tier and I got ONE t2 cold damage the other two prefix are physical damage and gem level which I have no idea how they got there LOL. Hope this saves the league :D
the corpse crafting was pretty obviously extremely powerful first blush, but interacting with the system is so clunky and abrasive that I just couldn't be bothered. curious to see what ind of crazy stuff the big brain crafters toss together this league.
im just a noob but I dont get how people are already in the end gam eso quick lol. took me 3 days of casual play just to get through the campaign. Now to figure out how the league mechanic actually works lol
You'll get faster naturally. After a few dozen times you know where are things and what you need on your character. I never tried to go fast and I'm more or less at a good hour per act (after about a hundred times doing the campaign).
I ran a 75% chance to convert jewelry to divines on a high density pack and got zero divines. They have room to buff without worrying about another inflation league...
Seems like the worst part about every single Crafting league. A few streamers figure out insanely OP ways to craft and the entire game is balanced around meta strategies. If you're just a random person experimenting w/ the mechanic you won't ever stand a chance.
Sirgog my goat, can you make a video on the economy? Or, in specific to me right now, harvest juice? Currently the prices are insanely low and I am looking like that picture of the homeless ant. Perhaps I am hot off the turkey economy of affliction but it feels like everything is worthless. Thanks my goat sirgog.
How the heck did GGG cave? I've dropped over 200 quality gems from allflames, 4 exalts in 1 map from devoted and 2 divs from devoted. And I only hit T8 maps 10 hours ago. It was already mega rewarding as long as you juggled the mob modifiers and focused only on unique corpses. A real build this league has no problem getting to that point. Now, I'm starting to see the point some complaint shave, freeze on every hit is too common and many builds can't deal with that until late reds. Either way, glad they're sanding the edges. Especially on the item crafting part. Just trying to express I'm surprised they did it so fast. Prepare for another Sentinel and Affliction tier inflated economy.
Yeah to be honest.. As a 4 man team we have been struggling with this league... ZERO loot unless were doing heist. 150% party buff with 110/115 and have found 1 raw DIV... Pretty shit loot table atm. Also why is every red map utter shit layouts! man.....
All other crafting is dead after this patch unless it can be done after the graveyard; just like Affliction killed all other rarity farming that didn't interact with it. Graveyard just looks that strong now.
Again and again and again the same problem with every league. GGG's QA team and internal tester simply suck. Every damn time, there has to be SIGNIFICANT changes after the first days, as people stop playing. When will they every learn? SMH
A lot of that is the Atlas tree. Going from a full atlas to an empty one has more effect than 90% of the playerbase understand. GGG really need to find a way to promote Standard to players that hate the economy reset aspect
@@sirgog Yes and no. In generall you are prolly right, but I say this as a gamer who has +80 atlas points after the first long session. So 'normal' gameplay starts for me on day 2 (3 if RL has other plans - damn you RL!!!1). The forced risk, without any rewards, makes simply no sense at all. The clunky graveyard UI is just bad. I don't wasted much time with crafting, so I can't comment on that. But the forced mechanic, the non existing rewards and the graveyard UI is something, that player pointed out immediately. With an at least decent tester team, this would have never been implemented. Or the tester called it, but the publisher simply didn't listen to their QA team. After all the leagues, I personally assume it is the later.
@@miramichi30 That has very little to do with the economy and everything with the playability of the game. If there are no dupes / exploits by a very few people, the economy regulates itself. Work just fine last league
The fact that it took them this long when compared to Affliction, which was perfect from the start shows that they intentionally overracted and made everything shit. This company is beyond help.
Im not even worried abput it, currently having a blast! but thats great still ❤
imo, i feel like crafting leagues should either give you a lot of agency towards making currently excisting gear like harvest (too op but similar), or have excisting new mods like crucible.
Harvest WAS op, but even nerfed it was wildly more reasonable, understandable, and better than this sh*tshow. Not to mention, this underwhelming mechanic dropped on a league with brand new t17 content. And modifiers that increase monster power.
This was THE TIME to introduce a powerful crafting league, and while it can be argued that it is, the barrier for entry and understanding is just about as high as it's ever, EVER been, combine that with obscenely hard content, and it seems like GGG is intentionally trying to make it one of the deadest, anti-casual, noob-hating leagues in existence.
I'm playing regardless, but balancing for the top .1% is how you destroy games, create a community of unbearable perfectionists and breed insufferable elitism.
@@stevenhetzel6483
Sounds like the typical Reddit doom-post. The league wasn’t unplayable for casuals. I’m a causal these days and had finished the campaign with one death and have been working up to T16s slowly.
@@stevenhetzel6483 casual players get through the campaign and maybe white maps. Even serious players like me don't take on the top end of content and that's fine. The league feels fine to me and I'm pretty darn casual.
What's the chance that you can use the remaining 'base has no x requirements' on say a regalia base now you can select the base.
And you could get a regalia that has no int requirements so you can roll colours very easy
I get if you don't want to play the launch version of this league, but i don't get the dooming. I don't know why people forget that countless league launches were tuned way off and then patched over the next couple weeks to be good.
To make crafting appealing to the vast majority of players you’d need to make low to mid-end crafts much cheaper or much less risky or both. These changes go some way towards that but I think that GGG consistently underestimate how much crafting is a disappointment to most.
I've cooked up a ~15 corpse recipe that basically guarantees a ridiculous 6 t1/2 minion wand post patch, can't wait for this patch to hit
do tell do tell
I'll be keeping an eye on the trade site 😮
@@MrMmva im in a private league, no trading here :D
I think it would be amazing if they were able to integrate craftofexile into the league mechanic.
That way you would be able to see "real life" what a modifier does with the mod pool and have a clear view of the probability of success.
We now need to have spreadsheets and formula's to calculate the outcome of an item ourselves, which is ridiculous in my mind.
I would love that, and that would make sense as an "info league". The lantern allows you to see a lot of details about the monsters you will fight. It would be cool if the Necropolis allowed you to learn a lot about crafting.
Also the number one thing they need to buff is quality of life.
This would be a game-changer!
I think there's a combination of a loot withdrawal from affliction paired with an overall loot nerf, making it feel like a poverty league to the average player. All of that combined with the difficulty of mobs and the lack of rewards they're producing, along with a (currently) extremely underwheling mechaninc, all leads to a sour taste in most people mouth. I think theres some other changes that are being talked about less such as atlas and t17 being unmodifiable.. overall this league feels pretty meh currently but i plan on playing for a few weeks and rerolling to ssf when the graveyard changes come to hopefully reset my opinion of the league. Thanks for the vid sir gog, appreciate you always keeping us up to date.
Biggest issue with the league crafts is that there are too many mods without any tag, so if you increase tiers, you end up with non tagged mods
Wow after reading the changes it seems too OP triple elel bow with +2 arrows and T1 attack speed and critical should be very doable now
Just spitballing some ideas for rewards that could fall in the “Goldilocks zone” of being better than a chaos orb but not as affliction-y as a divine orb: the new crop of scarabs seem like an obvious first place for GGG to look. New, exciting, randomized value from scarab to scarab, more interesting than the usual bubblegum currency. Or if they wanted to standardize it make it one of those stacked scarabs all the old sextants turned into.
It could also be an interesting opportunity to do what they did with tattoos (an inclusion I love) and dish out some rewards from newer leagues that either rarely or never get reward tiles outside their usual content: higher tier eldritch currency, harvest juice, expedition currency, or even go delve/breach style and have occasional drops with haunted modifiers since it’s tied to the same league mechanic, with a one in a zillion chance for the mod to be fractured. Just spitballing but there are some fun possibilities.
Can't wait to see where they go with the modifier that gives pack leaders 25% chance to drop a jeweler's orb...
Honestly then can multiply that buff by 25 and it would still be irrelevant for late game.
Agreed, some of the mods aren't very well thought-out. The 125% extra dmg+ ele pierce is just insanely strong. Most of the risk is no where near the reward. It wouldn't be so bad if you could opt-out but rn it just feels like arch nemesis 3.0 With overpowered rares where at least 1 of them has 10x the hp of the boss. That isn't counting if the Mob becomes ghosted.
I love how we can instantly itemize them as well which is great QoL for sellers of course, but also indirectly fixes the problem that sometimes you have to adopt a trash corpse to be able to loot a good item underneath the tag. Now you itemize and drop it :p
I appreciate the clarification on the base type you can select, immediately thought of crafting a boom mace and I’m glad I didn’t get my hopes up too high. Back to the beloved block slam slam annul start over cause it missed crafting method 🙃
So I am noticing that the tier rating being collapsed into one corpse for all mods will make it quite difficult to target untagged mods such as the very important spell suppression mod. I expect that the most expensive corpses will be the "X modifiers are % scarcer" ones because of this since stacking increased doesn't help you get the untagged mods.
Yeah. My major complaint is the rare monster loot changes and T17 maps being unmodifiable.
I got an exalted devotion and was pretty excited for the map. It dropped zero exalts.
Same
The corpse identifiers in maps are sometimes hiding things. If you don't want to pick them up, they become a bother. They'll be even more annoying if more corpses and if you want to somehow ignore the mechanic.
The lack of agency with our interactions with the league is the main con to me. It's a bad feeling in the beginning of maps when your character is still somehow weak.
(I usually can't play during weekends and on the slow side, so like you I'm a bit late and still completing my atlas)
Will you be streaming on twitch anytime soon like to see your progress and currency making ideas cheers
Looking forward to that. I had used a few embers and figured I was only making things harder without any rewards for it.
You explain incredibly well, thank
Still having fun and almost made some good stuff just needed to be able to choose the base type!
itemised drop alone will be big cause people will sell coprses in bulk making it much easier to get those stacking tier modifiers. Before people were not really selling because every corpse would need to be worth at least 1 chaos now you can just price them however.
would we be able to add minion or mine / trap data to an item ?
Well, I got more chaos orbs from the campaign then any league I've ever played , but i also normally don't die in the campaign, and that certainly wasn't the case this time!
Hoping this will make my crafting project for a +1 chaos, +1 all wand easier
I'm really happy they are fixing these things. I was happy that they were addressing them, but when I saw the fixes, I like the changes.
From the Steam announcement: "The value of the craft that affects Modifier Rating is now always +100".
Also it's super funny to me just how many UI related things are undercooked. How could you know that putting harder mods on common packs makes you get more corpses and Devoted mods? Should've watched the announcement stream! Want to know what "Tier Rating" is? Should've watched the Q&A! Want to search a specific corpse? Ctrl+f, what's that?😂
The league is about as "okay" as it can get especially when you consider the last two leagues which we're pretty insane even for an SSF player such as myself.
The change to allowing a base type is huge though. That alone really elevates the league to being much, much better by making me want to actively engage with it rather than just clean out my graveyard and see what I get.
Everyone who works in software dev knows that you never release right before leaving the office because Murphy's Law is a bitch.
So no mention of increasing the corpse storage count huh?
Tbh multiple projectiles is the least dangerous mod, you can always put it on a melee mod.
Given how bad the retention is, I've got a feeling they are gonna play it safe and make it OP to save what's left.
It's another Sentinel (Recombinators) or Harvest as far as I can see- Recombinators and OG Harvest were OP on day 1 but noone knew how to use them.
Sirgog, can you make a video about atlas farming strategies? I'm playing Ignite DD and i'm completely lost on what to focus on as a new player lol.
Great video!
If you can get into it, look into blight, fantastic on ignite DD
Before I saw this, I just did a full grave craft that give me absolute garbage. Lots of elemental/fire/cold/lightning chance and tier and I got ONE t2 cold damage the other two prefix are physical damage and gem level which I have no idea how they got there LOL. Hope this saves the league :D
the tier rating also reduces the mod weight as you remove the lower tier mods from the pool, so you wanna do the same for some other mods also
You must increase the mods that you DON'T want. otherwise you will get T5 shitty mods
the corpse crafting was pretty obviously extremely powerful first blush, but interacting with the system is so clunky and abrasive that I just couldn't be bothered. curious to see what ind of crazy stuff the big brain crafters toss together this league.
im just a noob but I dont get how people are already in the end gam eso quick lol. took me 3 days of casual play just to get through the campaign. Now to figure out how the league mechanic actually works lol
If you get some practice you can get sub 5 hours for campaign and another 5 or so hours for 2voidstones quite easy
Just wait for poe 2.
You'll get faster naturally. After a few dozen times you know where are things and what you need on your character.
I never tried to go fast and I'm more or less at a good hour per act (after about a hundred times doing the campaign).
8
Revert mana craft nerf 😢
hope we get some of these changes on console launch
Ty for content!
thanks for the video o7
That‘s right.The league itself so far is utterly trash.That is very rad news GGG understand that
I ran a 75% chance to convert jewelry to divines on a high density pack and got zero divines. They have room to buff without worrying about another inflation league...
sirgog has the best shirts
Yay, this means a noob like me might be able to craft a 6 link
Seems like the worst part about every single Crafting league. A few streamers figure out insanely OP ways to craft and the entire game is balanced around meta strategies. If you're just a random person experimenting w/ the mechanic you won't ever stand a chance.
They forgot to make the league mechanic optional
Sirgog my goat, can you make a video on the economy? Or, in specific to me right now, harvest juice? Currently the prices are insanely low and I am looking like that picture of the homeless ant. Perhaps I am hot off the turkey economy of affliction but it feels like everything is worthless. Thanks my goat sirgog.
That's how harvest juice has always been. It goes up as people gamba and craft more
How the heck did GGG cave? I've dropped over 200 quality gems from allflames, 4 exalts in 1 map from devoted and 2 divs from devoted. And I only hit T8 maps 10 hours ago. It was already mega rewarding as long as you juggled the mob modifiers and focused only on unique corpses. A real build this league has no problem getting to that point. Now, I'm starting to see the point some complaint shave, freeze on every hit is too common and many builds can't deal with that until late reds.
Either way, glad they're sanding the edges. Especially on the item crafting part. Just trying to express I'm surprised they did it so fast. Prepare for another Sentinel and Affliction tier inflated economy.
Yeah to be honest.. As a 4 man team we have been struggling with this league... ZERO loot unless were doing heist. 150% party buff with 110/115 and have found 1 raw DIV... Pretty shit loot table atm.
Also why is every red map utter shit layouts! man.....
I expected more. I still won't touch crafting .
All other crafting is dead after this patch unless it can be done after the graveyard; just like Affliction killed all other rarity farming that didn't interact with it. Graveyard just looks that strong now.
@@sirgog Won't the high end crafting still be done on triple synth bases?
🍺
Top 1%er league.
LOGIN
Again and again and again the same problem with every league. GGG's QA team and internal tester simply suck. Every damn time, there has to be SIGNIFICANT changes after the first days, as people stop playing. When will they every learn? SMH
A lot of that is the Atlas tree. Going from a full atlas to an empty one has more effect than 90% of the playerbase understand. GGG really need to find a way to promote Standard to players that hate the economy reset aspect
@@sirgog Yes and no. In generall you are prolly right, but I say this as a gamer who has +80 atlas points after the first long session. So 'normal' gameplay starts for me on day 2 (3 if RL has other plans - damn you RL!!!1). The forced risk, without any rewards, makes simply no sense at all. The clunky graveyard UI is just bad. I don't wasted much time with crafting, so I can't comment on that. But the forced mechanic, the non existing rewards and the graveyard UI is something, that player pointed out immediately. With an at least decent tester team, this would have never been implemented. Or the tester called it, but the publisher simply didn't listen to their QA team. After all the leagues, I personally assume it is the later.
I actually think GGG does it correctly. Err on the side of being too difficult and see how the economy shakes out. Then buff as needed.
@@miramichi30 That has very little to do with the economy and everything with the playability of the game. If there are no dupes / exploits by a very few people, the economy regulates itself. Work just fine last league
1st
2nd
4th!
3848th!
It won't be enough to save this league
I think it is too late
On the 4th day?
Hopefully. F um
Probably, I missed 2 days and I almost stopped the league last evening (Europe time, so 12 hours ago)
GGG most of the time produces great content,not this time.League is dead , period.
Just get good scrub
@@CrimsonPrisoner 13 or 14 ?
The fact that it took them this long when compared to Affliction, which was perfect from the start shows that they intentionally overracted and made everything shit.
This company is beyond help.
But Affliction was too strong. I'd rather they do it this way.