Health/divine having high weights was a good move. This is a dead perk in most cases and its value is way too high. I rolled 11 rings last night with stopwatches and 7 came out with sacred. Hearty is universally more useful than sacred, as sacred really only benefits one weapon, but you could argue “2”. However, this becomes mostly a dead perk on light dps builds and healer builds. ![]() Moving this to maybe 12s with 20s cd would be more useful. The CD on it is too high, since it already requires you to be hit to proc. The perk itself needs to be reworked to be more useful. This is an “ok” perk but still only viable for certain builds. This is fine, even with patch changes, solid perk. Most gloves you roll will have this and it will make you rage. Rarely anyone blocks in pvp, leading this perk to be a dead perk. Another very niche perk yet it has the highest roll chance. ![]() I roll 15 chests yesterday with stop watches and 8 of them came out with sturdy energy. This is pretty much a dead perk and yet it has the highest weight value for rolls. Sturdy energy benefits one very niche setup. ![]() Let’s re-address the perks that are getting too much weight creating a lot of dead crafts and money in the trash. Giving useless perks high percentages was a bad idea. Giving certain perks higher percentage roll chances was a good idea.
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