[Focus Feedback & Bug Reporting] Global Loot & Perk Changes

Greetings Adventurers,

With this PTR release, we’ve made further changes to the way loot and perks work across the game!

Perk Rebalance

We have examined the meta and its issues impacting endgame viability. With this update we adjusted over 150 perks to help make them more useful and competitive compared to the best perks in the game. Skill-specific weapon perks are now more powerful, with some receiving substantial rework to be more viable. For example, we buffed the Durability perk and renamed it to “Indestructible” because players will no longer take durability damage when it is equipped.

We also tweaked how perks are calculated in order to provide players with more options for better perk combinations. For example, the trade skill drop chance on earrings now has a very low drop chance on drops to increase the combat focused perks players get from earrings. These perks can still be controlled via crafting using their specific craft mods to make specific items.

Dual Stat Change

In order to improve the quality of crafted and looted items, we’ve made some changes to dual stat attribute combinations. We’ve changed the scaling of the primary stat to scale higher, giving these stats larger impact. We’ve also made a number of changes to the 50 threshold bonuses to encourage more stat splitting across all builds. This is a very experimental change and we are looking for feedback through the PTR to evaluate the balance and impact of these changes before going live.

Loot Quality

The overall quality of drops has been improved based on player/expertise level. That means at level 60, players should earn more Epic and Rare loot than Uncommon loot. The Epic and Legendary loot also have a higher chance of receiving more viable stat combinations (e.g. increased chances for Keen, lower chances for Beast Bane). Perks that roll are all still random for non-named items, but players should see better combinations of perks overall. We’ve also improved the chances that higher Gear Score items can drop from lower level creatures, giving a small chance 600 Gear Score items can come from level 59+.

Bonus Loot Drops

The loot players rolled from Gypsum Casts were not very rewarding, so we improved the likelihood that you’ll roll Epic and Rare loot. We’ve also increased the range at which Expertise can be gained off these rolls.

Perfect Salvage

We heard the feedback, and recognize that salvage became much less interesting at endgame. With this update we made salvaging more rewarding through the introduction of Perfect Salvages. Whenever you salvage an item you will now have a chance to perform a Perfect Salvage. Perfect Salvages can reward players with the following:

  • Research materials (such as weapon scraps) that can be used to gain crafting trade skill experience.
  • Special orbs that can be converted into gypsum casts which bypass the normal daily limit.
  • Materials to fabricate special items.
  • Other valuable resources.

Please let us know how you enjoyed these changes on the PTR! In particular, due to the complex nature of these adjustments and new systems, we’re especially keen on feedback relating to overall sense of balance and fairness, level of work/reward, and any potential technical issues such as gameplay bugs, exploits, or client stability/performance problems.

Thank you for your insight and valuable input during our early build preview phase!

If you are experiencing a bug, please utilize the following template:

  • What is your character name in the PTR:
  • What server/world did you experience your issue on:
  • Describe the issue you are experiencing:
  • Is this a bug or an exploit:
  • (if a bug) How did the issue effect your gameplay:
  • (if a bug) Were you able to recover from the issue:
  • (if a bug) Please include a screenshot or video of the issue that you have experienced:
  • What are the steps to reproduce the issue as you experienced:

You can find resources on how to leave good feedback in the How to Give High Quality Feedback post.

Your help in keeping feedback unrelated to the issue above regarding the Player vs Player Reward Track out of this focus thread is much appreciated!

Thank you for helping make New World the best game it can be!

See you in Aeternum!

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Keenly Fortified should be buffed too to be in line with keenly empowered. Duartion could be bumped up to 7-8 seconds or 5 seconds with 15% fortify. Feels like this perk was forgotten.

Also Putrefying Scream (Orichalcum Void Gauntlet Charm) didn’t need to be reduced to 8 seconds duration. Together with the other VG nerfs it’s over the top as long as homing of void blade is the worst out of all melee weapons.

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Blunderbuss perks are awful and didn’t improve much on the PTS. I’m kind of jealous of the changes some of the other weapons got like Firestaff and Hatchet. Please add some perk changes for people that use Blunderbuss in PvE.

Changed the way perks roll, they now first roll by label:

This is horrible, it became impossible to get weapon perks without fixing them.
With the weapon perk buff this will make crafting even worse, the vast majority of purple gear (5/6) will be useless as they won’t have a weapon perk.

Hello this is a Healer POV as Healer a the Splitsstats are useless we cant use the 50 Str Perk because we dont do melee attacks, we cant use the 50 DEX perk because we cant crit heal and since we cant crit heal we also cant use the 50 INT perk that means we are forced to use focus and constitution but for contiution/focus items we dont get a buff on stats.
In the end the damage from most dmg classes gets higher but healers dont get 50 bonus stats. I hope u bring somehing for healers too.


Refreshing Ward (effects only current weapon) is still very underwhelming when compared to refreshing perk (effects both weapons). Reducing from 5 hits to 4 translates to very little meaningful impact.

Please strongly consider having refreshing ward activate on 2-3 hits.


I’d like to see the Refreshing Evasion nerf delayed until we get a couple weeks of testing the other perks. It was definitely over represented, but due to a lack of viable alternative. Freedom has been bugged for so long. Now we will actually have different options. Refreshing currently is still better for light. Ward will be better for heavy now, and with it also only affecting current weapon i’d like to hold off on the nerf and let us test out other things on the LIVE server, as we can’t really test end game builds on the PTR. @Luxendra

Perk Rebalance

If you have Fortifying perforate on a spear, the Fortify from it vanishes when you swap the weapon. If the perk is on an armor piece, however, the fortify lasts for the full duration even if you swap to your secondary weapon.
This is confusing and I don’t know which way is intended. Hopefully the way it works on armor :slight_smile:

Perfect Salvage

After salvaging tens of playtester’s items I didn’t get anything except repair parts and coin. Is the system even enabled on PTR?

its only horrible for con mod resil spammers.

which only sucks because the prices of sought after weapon perks are bloody expensive.

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So people want to test 595-600 GS crafting. However, earrings with the various mastery types weren’t included in the crafting clothing boxes, and with the nerf to how frequently those perks show up on crafted items now, it is entirely possible to run out of gems before you get the mastery perks you need. Might want to fix that.

I have two concerns regarding giving split-stat items more total stats.

The first is, I have a lot of very good spear and hatchet gear that I spent months acquiring, but it all has either all str or all dex on it. Will I have to get all new gear, or will there be a way to convert a str item to a str/dex item, like with the faction vendor stat change items?

My second concern is regarding timeless shards. Since str/dex or dex/str will now be optimal attributes for builds that use both, will we be able to use timeless shards to force split-stats? If not, it will be very difficult to acquire specific pieces of these split-stat items, which will make them exceptionally rare, in an unbalanced & bad way.


Still no best in slot for int users huh? jesus… you guys literally got something against int users.


Can weapon perks rolled on-weapons be made more available in the following:

  • PvP track
  • OPR Caches
  • War Caches

I’ve noticed PvP track never rolls them and OPR caches tend to not either

Dual Attribute Bonus does not really work with all weapons.

So 50 total Bonus stats is in my eyes way to much and favors some weapons over others.
Weapons like: Spear, SNS, Hatched, Musket, Blunderbuss and Void Gaunt scale with 2 attributes while other Weapons like Great Axe, Warhammer, Life Staff, Fire and Ice and so on do not.

So Hatched or Spear Mains can go for example for Dex / Str items which scales both with there Weapons while an Life Staff or Greaxt Axe User have 0 options.

You could go for 50 dex as a Great Axe Player for extra Crit but those Point dont do anything else for you. Life Staff has 0 usefull other 50 Attribute Perks.

I can understand that you want to make those Items more valuable but why should some weapons profit from 50 extra stats while others dont?

Just my thoughts on this.



All weapons benefit from Dex increased critical chance at 50 points, which is bumped to 10% in July.

Reworked Intelligence 50 increased critical damage also benefits everyone.

Reworked 50 focus “Focus Threshold 50: Now reduces skill recharge by 5%” would also benefit any weapon as well. I read that as cooldown reduction

Attribute breakpoints could be reworked further, to urge players to use different attributes to increase build diversity.

From a damage dealing perspective, yes some weapons may benefit more in that regard I agree. I think adding more split-stat playable is a cool approach instead of everyone being a cookie-cutter 300/200 build

id rather they remove all scaling from all weapons and re do it so everything scales in a diffrent way from just DPS.

aka STR makes any melee attack stronger
DEX increases attack speed.
INT magical/ranged attacks stronger.
Focus cool downs.
Con can go f it self.

a list of diffrent things they do for all weapons so nothing is wasted.

mostly because the lack of attack speed buffs is confusing in an mmo.

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You can’t really effectively use those initial 50 point bonuses because the split stats have 10 point minimums, but to get to 550 total points you would need at least 7 split stat items, none of which can have Con. So at the bare minimum you are going to apply 70 points to the new 3rd stat.

So for a 300 STR/200 Con Bruiser, they would end up being 275/75/200 to get the Dex perk, which would cost them grit. Or if they kept grit, they would lose out on the bonus armor at 200 con.

The builds that will benefit the most are the ones that run low con, and use split stats. Str/Int BB users, STR/Dex Hatchet/Spear and Int/Foc VG/IG. Everyone else is likely to see too much trade off for it to be worth it.


Great point

Maybe the minimums should be adjusted. 5 points instead of 10. My understanding is everythings on the table to be adjusted.



Normal full stat item gives 26 attributes @ 625 G.S. x 10slots = 260

  • slots = (5armor / 3jewerly / 2weps)
  • g.s. = gearscore

Split stats currently give 31 (21 + 10) @ 625 GS = 210 main + 100 off attribute points

Proposed Change

  • Shift the 21 + 10 attributes into 26 + 5

Split stats still give 31 but changed to (26 + 5) @ 625 GS = 260 main + 50 off total points

  • This would allow you to keep you main with a bonus of 50 off stat perk bonuses

By doing that you completely invalidate the single stat items, though. Because if both have 26 points of the main attribute, but one has 5 extra of something else while the other has nothing, then there will really be no reason to ever use single stats.

Such a change would be too far in the direction opposite where we are now… There wouldn’t be any sort of compromise in builds, the way there is now. I’m not sure what the right answer is, but giving single and dual stat items equal points in the main stat is not the way to go.