Stop Adding New Perks

i am not so sure this is the case. There may be periods in time in the future that some perks we seem to think are bad, will be good.

For example imagine having perks that are something like

  • Refreshing
  • Beast reduction
  • Slash reduction

and needing those perks for pve raids, mutations, etc. having many perks prevents “cookie cutter builds” its just a matter of balancing them or improving the system in some way. I would encourage you to suggest changes to the perks, or how they are applied to the armor system.

Its not about perks being bad or good. Its about that its way to many perks in this game and just one of the problem is that it becomes even harder to craft BiS items. Its hard enough now already.
But talking about good or bad perks we can clearly say that all of us have a lot of gear parts having at least one perk on it which is most likely useless and having that after several hundreds or thousands of hours is just a shame. I have barely seen players having 100 % BiS items for PvE or PvP. Its mostly a mix of decent and trash perks.
I wouldnt have a problem if they add new perks but let us for example decide about two perks and the attribute so people dont get frustrated by wasting thousand of coins for useless crafting atempts.
But as it seems they just want to leave it as i is and just add even more frustration. I guess its unintentionally because they simply dont know better. My opinion is that this is not a good design decision and will just trigger the community even more.
The last thing we need right now is more frustration because the life of this game is hanging on a thin line and every upcoming patch is gonna decide if we gain or lose players.

adding new perks is fine, the problem is how hard crafting good gear was, they should add something like the crafter wants to make a pvp gear or pve gear, so we won`t find res+farming luck anymore

No adding new perks is not fine if the core thing as you said is leading to frustration.

Before they dont give us an opportunity to decide about two perks + the attribute then its just going to an even worse crafting mess and waste of crafting materials.
Crafting is to much gambling in this game and it becomes even bigger gambling like this.
I have played several asian mmorpgs that were supposed to be one of the biggest gambling RNG games but to be honest they were not even close to New Worlds crafting system.
Unfortunately the drops from dungeons are also 99 % salvage items.
I mean there are plenty of reasons why players are leaving the game and this is just one of them. If we keep going on like this then nobody should say in the end " how could this happen".

I understand what you are talking about, I agree with you, but I also love the new perks as well, cause the upcoming perks are not bad and most of them are for pvp

Yeah i also like to have one of the new perks on my gear combined with some old ones but i know already that i will not get them since i havent even managed yet with the old perks to get all the gear i wish to have to say i am seriously best in slot for my playstyle.
In the meanwhile i just keep upgrading not best in slot gear with my umbral shards so i can compete in mutations and actualy feel bad about it since gaining a good amount of shards is very hard and takes time if you want to push to 625. Thats just another point of the whole core thing that doesnt feel right.
So one problem leads to another and this is the whole circle AGS seems not to understand.
Progressing right now feels for me like frustration that i still keep doing because i like the game overall but i know exactly its wrong.
I hope AGS will read my feedback carefully one day because day by day everything that remains unchanged is gonna be bad for the player numbers.
The time were players wait months for stuff to be fixed or changed are over and i barely know anyone that wouldnt agree with me if he/she/it is honest.

No, adding new perks is not fine. Crafting is only half the problem, more useless/bad perks also lowers the chances to get good random gear from chests and drops.

did you check the upcoming perks for new patch? just 1 of them is bad, other perks are really good in my opinion even for pvp and crafting

Yes, I did. So which of the new perks are good for pvp in your opinion? Besides shrinking evasion?

I like all of the shirking perks, I just hate that gathering recovery perk

All the shrinking perks on weapons are nerfed version of already existing flame chain/flame attunement etc.
Shrinking perks on armors are all much worse for current meta where resi/freedom is king, I wouldnt pick any of them even over elemental/pysical aversion.

@BRGF the whole NW loot system with randomly generated gear of the duelist (focus/dex) , spellsword (str/int), nomad, artificier etc is very poor design imo, since there is no viable builds for such attribute combinations. Now with even more bad/useless perks added the game it will make loot even worse. Getting loot is the core mechanic of any RPG, it’s that dopamine rush when you get good loot in the game, but in NW that feeling is instantly ruined when the first legendary drop is unusable dex/focus piece, better there be no loot at all, it only makes ppl get more frustrated.

I strongly disagree. Adding new perks to the game is good for variety and combat. It even means making new better armor for crafters. Also, this game is not minecraft. Why do crafters have to cry all the time? Open world drops should be more important than crafting. If you want to play a full craft game, Farming simulator 2022 is for you.

The problem is not the addition of new perks at all, but the crafting itself which is very badly done.

So they have to change the crafting system, taking away this stupid, absurd and excessive RNG.
And maybe even give the possibility to reforg items to change the perks.

One cannot play for months, to craft an item with certain perks, and in the meantime new perks have come out, new weapons and the meta has changed.

I stopped playing because of it, I couldn’t get decent pieces fast enough to keep up with the new meta.

Amazon, people can’t farm 8 hours a day, my boss at work doesn’t pay me to farm on new world. We have a job, a family and a life. We play 1/2 hours in the evening and not every night, if the game does not allow us to maximize the results in this short time and be competitive, we stop playing.

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Bump. Redesign entire crafting system please

They should make a quest that after completion gives you a “crafters journal” where you can select a pool of 10 perks at a minimum. Your roll would be based off of these 10 perks that you prechose. This way its not garanteed to craft the roll you want, but makes it a lot easier and obtainable when you get the legendaries, plus would eliminate super bad perks you didn’t want like the harvesting luck or durability perks.

We should be allowed to force whatever we want as a perk at the cost of 10 crafting mods per. And have that item be BOP.

Want resil/freedom/grav/strength/gem slot? Well, it’ll cost you out the ass to make it (especially at a cost of 10 making the perks even more expensive), but once you’re done, you’re done for that particular item. It’s bound to you, so you’d also need 200 armoring/clothes/trophies.

I think that’s a more than fair tradeoff between cost, rarity, and value.

#JusticeForCrafters

I have been toying with idea’s on how to redo this system. I am wondering about the idea of making perks a slotted item, like gems but for the perk bonus. This would imply that gear would not have as many perks, potentially just one, but we could offset that with a “set” bonus system.

In psuedo design i’d look at something like

  • Each piece can fill either a gem, or perk slot.

  • Gems are potentially stronger then they are or are converted to being weapon based only.

  • Each piece of gear potentially has a set which you gain a bonus for at 2/5, 3/5 and 5/5.

  • Set bonus’s may not always be the same as the perk. For example a resilient perk set would look something like

  • Each piece grants X bonus

  • 2/5: +5% armor

  • 3/5: +10% critical chance

  • 5/5: If a critical strike kills you, you instead heal to 20% Health. 180 sec cooldown.

Players would apply their perks to armor just like gems.

No need for complexity - allow crafters to pick the perks and put the randomness into the power level of the perk itself. All the mods remain ( or could have higher quality than Green mods for improved chances of higher ‘numbers’ on the perk from the mod )
PvP wise lessens gear vs skill as perk differences may be lessened
PvE wise allows more fun trying out different builds
Crafting wise we can actually craft useful stuff on demand - not roll random junk hoping for a big win.
Crafting is meant to be useful not just ultimate - currently it is neither.

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