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)
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.
agreed. Way too much random waste
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.
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.
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
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.
The crafting system needs a complete overhaul and rework. This pyramid style crafting is absolutely absurd. If you were to attempt to roll a “perfect” item, i.e a max GS legendary with the correct stats and all 3 perks you’re looking for, you will require literally billions of materials to do it.
Why is there RNG to this scale at all in crafting? I am a master weaponsmith, why the fuck are my master-crafted weapons completely and totally random?
Needs a system to allow for ‘true’ master craftsmen. Specialize in one particular method of craft. Master swordsmiths, bowyers, cobblers, Etc. You are locked into a VERY specific style of crafting. But, you choose the attributes and all 3 perks. You can create the absolute perfect piece of gear for a single slot. “But that would be op, everyone just gets a full set of master crafted items!” Sure. So? Why not. Instead of the RNG, pyramid style crafting, have me required to get some super special shiny material of awesomeness from Laz or something. Make it incredibly laborious and lengthy process to obtain the necessary material to get my Master Crafted sword with absolutely perfect stats.
Hell, that would be a better way to handle end game in general. And it would even fall in line with their claim of crafting being a neccesary and vital part of the game (lol)
I agree but the ability to do so, not limited.
You can achieve mastery of one item for crafting or many different ones.
Long term goal/grind in crafting?
Again it boils down to control of the perks.
I can build at level 200- Armor with like Strength, Use Chunk of Consecrated Iron for resil…but the next perk is random forced by azoth for gem slot, and its also random perk? on if it goes legendary 600.
Just an odd thought, expertise count becoming useful for that mastery in weaponsmithing/armoring/jewelry making. Your gear crafted to this/level you have?
To give you that 2nd perk, say you have a 600 expertise level in great ax, you get the 2nd perk.
And use azoth to give a gem slot?
That would not negates the trophy/food/gear bonus we have to tighten down the spread of random.
No, it doesn’t require billions, what?
It’s a 1/6 chance of legendary, you can guarantee getting the attribute you want, the gem slot and one perk. Then it’s a roll for the other two perks, but there are certain perks that can’t show up with others (i.e. all skill perks). Looking at the Orichalcum Heavy Breastplate perks (which will be the same rates for all that armor set) and if you were to force a skill perk, it leaves 20 other possible perks (freedom, resil, etc.) This means that if you roll 595-600 and force a skill perk it’s a 1/6 chance to hit legendary, then you have a 1/20 chance to get resil or freedom, and another 5% chance to hit resil or freedom. BUT THEN, freedom shares a slot with 2 other perks, so if freedom were to be your first random perk, it’s a 1/17 to hit resil. Though there are other, wanted perks in these buckets, like refreshing and refreshing evasion. So clocking this in a probability calc and the chance of you hitting a 600 with some combination of refreshing, freedom, resil and refreshing evasion is around 0.7% which admittedly is crazy low, but even at the absolute most expensive item (orich heavy chest) it’s under 3k asmo. Not even close to billions of materials.
Not billions, but you just described a 1M. 3 perk legendary. And that is with average luck.
I believe someone kept track of 4000 legendary crafts and they ended up have a 6% legendary rate. So this guy is spending more like 3m. On one item. If AGS has not inserted an additional element of bad luck to crafting - which at 6% over 4000 crafts, I believe they did.




