Deathwing
<Bronze Donator>
Pretty emphatic meh, honestly. There were a few things they can learn from this system, like the value of targeted annuls and exalts. But the system overall was quite rough.
- Setting up and managing your garden is beyond gay.
- You can harvest long streaks of T1 plots without finding valuable crafts.
- Or, on average, it would take multiple decent play sessions to get the amount of crafts needed for a decent chance at the item you wanted, so it wasn't much different than just saving up and buying the item you wanted(market would ensure this anyway).
- All seed plots are full of garbage. I love popping T2+ plots just to convert currency, store a fractured craft I'll never use or sell, and then make more horties. No one likes to be shown that they are wasting their time, that's part of the benefit of loot filters. Having so much cruft crafts in Harvest is psychologically undermining. It's the same reason people complain about boss drops commonly.
- Garden as an extension of the map was fucking stupid. I LOVED trying to craft on maps with ground effects! The average person couldn't just pop their plots whenever, they had to wait for well-rolled high tier maps. Not a big deal, but annoying. The worst was the garden adding another juicing dimension to the map, specifically with fully delirious maps. Just another way for those with the currency to sustain fractured maps to further distort the economy.