Remove "Bane", "Ward", and all Harvesting related perks from perk pool

And I suppose BiS gear from the expeditions should only roll ward, luck, and bane?

Depends on how much you want to min-max your game eh?
I think yes, the choosing of 2 perks, however it could be done-w shards, azoth whatever, needs to be done for custom armor for all.

If you area looking for bis, you actually don’t gain much by having these pve perks (they are niche for a small percentage of pve and useless for the rest) in the perk pool. Forcing them does not make your life harder - only easier rolls for the people who dont want them.

Nope - that would make no sense because gear from dungeons is not locked into only pve use.

People rrun dungeons to obtain better gear - it’s time AGS stop acting like ancient ward, a perk only useful in lazarus because that is the only content you cant left click through that has ancients, gets the same random chance per roll. Drops are free - rolls are incredibly expensive.

Also you can change skins so no reason to troll my post based on aesthetics.

But that’s exactly what I’m talking about. If you CHOOSE the skinning perk to craft, that’s ok.
What it’s not okay is choosing resilient and it coming with ancient ward and skinning luck as side perks because nobody is rolling PvP gear to get those trash perks.

Actually I believe when you hit a certain level like 200 crafting, you should have MORE control over the first 2 perks.

Be able to pick both perks/etc. as your levels raise

Normal rolls means you slot in one special ability. Rest are random -perks /gem slot.
Throw in azoth and you get raise chances of gem slot and/or perks

Now at 200, we have timeless shards, which means you can pick from the list what attribute the armor shall be -Con/Str/etc.
then add the perk you want. This is a step up from before.

This is where crafters say “we want to be able to choose that 2nd perk as well”.

In dungeon replica gear, we have the set values already there for attribute -example show strength/dex for that-spectral dust is where those come from…and we pick perk 1 (I slapped in Shard of Batrachite for example)

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I think it’s time to add this. You can already see what good perks in dungeons do to engineering crafting. That’s only going to get worse.

Crafting costs too much money to be a lottery like this.

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agreed. Way too much random waste

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They need to let you just craft whatever gear you want. The only random should be the gear score. All the work to grind crafting, all the work to get trophies, craft gear, and all the materials to craft something… only to have it turn out to be a salvage PoS is bullshit.

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I think randomizing the amount of score for craft modes-perk is just fine. We have that now.

example Huge Travelers Stone is Trenchant Crits- fully charged heavy attacks deal 5-19% additional Crit damage.

Thats for almost all perks- almost all have a random number range you could get on the crafted item.
The final crafted item could be 5%, could be 17%.

Yeah actually, as long as I could pick the perks themselves I would be ok with this part being random as well. Saying that, I know they would add some weight to the “random” so that it isn’t even probability to get the higher ranges. Thats just what AGS does. Just like its not even probability to get 600 GS on a craft.

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I can kill beasts, lost, corrupted, and angry earth in opr.
Maybe I ant bane on my “pvp” gear for PvEvP content

Force the perk then. You were doing it already if your ward perks were already important to you.

Also - i doubt you care about this. You are saying you want crafting to be worse for everyone except the guy who NEEDS beast ward, but cant force the perk. Trolling

I’m saying that it’s fine as it is

I agree with most part especially gathering perks because it completely negates the purpose of having the world drops themselves for gathering in the game. What’s the point of having got a 600 gear score miners hat if you I can go buy some junk roll heavy piece with other bad perks for 50 gold and have it be way more useful.

Same thing with jewelry and the crafting perk straight up remove it from crafting at all. Make a quest for each trade skill where you can go get the crafting bonus jewelry from or add it as a world drop just like gathering gear.

Yes good point - crafting perk needs to go.

Ignore @Pointe he is bitter and will devils advocate any post if the OP has called him out on his bad ideas in the past.

Furthest thing from bitter :). People are allowed to disagree.

I just think that it’s awfully biased toward pvp.

Don’t even start…I do both lol.

Except nothing changes if you can force the perk :slight_smile: its bitterness.

Oh you need it to have resil AND beast ward? Still nothing has changed. You always had one random perk.

There is no loss to pve players here. Disingenous to siggest otherwise.

No one wants the junk of random perks and set attributes Or lack of them.

Gear for pve mining looks like this:

Limited to strength for mining and miner’s luck. No other perks.
Its hope and to get lucky in a chest drop to get it.

Too bad if your favorite weapon is fire staff that scales with focus (intelligence) and you go to edengrove to harvest some ore and you get jumped by angry earth mobs.

That mining gear set every piece is strength.

Better max out all weapons & skills to harvest and defend yourself from mobs. Because each pve gathering set is set to one thing, lumbering is con, harvesting is intelligence etc.

Or find some random crafted junk armor that is put on the market.
Or craft your own pve armor.

We are right back to defining junk armor with perks and attributes.

At minimum these should be made exclusive to each other. If you roll resil, a ward cannot roll on the item and vice versa. So if I want to roll 50 items with resil I won’t see a single ward also pop up. Ideally the gathering luck shouldn’t exist either, that would really clean up the pool.