IDK about this. That is a very “short-sighted” perspective IMO. Solves the TODAY problem, but doesnt allow them to build on what they have, and it definitely prohibits them doing more horizontal progression in the future.
With the new zone coming out, likely a new dungeon, maybe new end game activities, I DONT want to see a level cap increase. I wouldnt mind a GS bump to 650, as long as it follows the same rules as 600->625 using Umbral. Maybe they increase the Mutations to M15 or M20 even.
But ultimately the best horizontal progression system (should they decide to keep at 625) is more perks.
I think a BETTER solution to the “Expanding Perk Pool” problem is creating a “reforge” system where you can re-forge gear, reroll perks on gear, etc.
This creates more scalability for them in the future.
Hmm it looks like someone has an two perk armor piece with the third being Reinforced and now wants the dev to turn this on BIS xD
Jokes aside, I loved your idea. It’s pretty useless. I think +9.8% armor per piece would be a great percentage (meaning that you would need to stack all 5 pieces with this perk to have an overall increase of 9.8% on your armor).
Another idea would turn this into something just like the physical aversion perk but against melee damage intake.
Dude, right now all dps weapons do funny dmg to heavy armor when he is buffed with fortify. Ask any musket, bow or fs user. This weapons just tickle. And in additionl that heavy armor can take dust T5 etc. So efect is he get like 500-600 dmg from ranged weapons, while single tick on scared ground heals for more.
If reinforced added % increase to phys & magical resistances, then it would actually be a decent perk. I like your suggestion. Right now, it’s literally useless.
he is talking about the ptr update where in the future oblivion no longer removing sacreds in response to my reply stating oblivions right now are used to melt heavy armor in the context of where heavy armor goes (aka clumps)
we will see just how bad its going to get but its not even out yet.
Not really. If they improve/buff some useless or dead perks, thats a net gain.
Any change to crafting is going to be SOMETHING like:
a reforge system to re-roll perks on existing gear
perk exclusions - allowing you to exclude certain perks when you craft
OR; more control over allowing 2 perks, instead of 1.
ANY path they take with crafting, wouldnt impact if Reinforced is a useful or good perk. That is an independent item.
I am not asking for reinforced to become an “S-tier” perk. But when I think of “reinforced” this could be a really cool +Armor% perk, that actually COULD be pretty decent.
I think scaling up to 9.8% at 625, would be pretty fair. How much DR does an extra ~10% armor provide compared to other perks like Phys Aversion?
Correct. I thought it would be more interesting than just adding like +1% or +2% more armor and having it apply to total armor. For starters, low numbers are less appealing. So having +2% total armor versus +9.8% per piece, you see what I mean. It also gives more room for GS scaling.
I dont think it benefitting heavier armor is a bad thing, we have lots of perks that are skewed towards light/medium armor - almost any shirking perk - for example. Most Evasion perks (refreshing evasion), etc.
If you felt +9.8% more armor (for just that piece) was too OP, fine with me to scale it back. I think +5% more total armor might be too weak of a perk…
I dont know the relationship between armor and DR%. So that would drive my overall suggestion. I was merely adopting a perk (Nimble) scaling, so it could be easily described. But maybe it needs its own scaling. Heck, maybe just copy the Aversion perk %s (3.9% at 625).
However +3.9% Armor Values may not be meaningful enough to make it an “OK” perk.