[Feedback] Give Angrim Some Competion

I only chose Duncan once. Because I didn’t know. I wanted magic on my gear so passing the hammer on to a youngblood who supposedly has skill with the arcane seemed like a good idea. Well, good times…

The question is: why give different crating bonuses to different smiths when only using one of them makes any sense. Crafting EVERYTHING at Angrim is the only viable choice FOR ALL BUILDS whether they’re martial or magical. Even if you don’t care about armor all the other bonuses are so small that they’re irrelevant. This is something that imo really needs a rework.

This is my proposal for the changes in crafting bonuses:

Angrim:

  • increase pierce resistance from 3/7% to 10/20%
  • increase physique from 2/4% to 3/5%

Duncan:

  • increase elemental resistance from 3/5% to 14/28%
  • increase energy regeneration from 5/11% to 20/40% OR add 0.5/1.5 flat energy regeneration
  • add spirit 4/6%

Black Legion:

  • increase chaos and aether resistances from 2/4% to 10/18%
  • increase health from 24/60 to 40/120

Horrus/Garrius:

  • energy regeneration same as Duncan
  • increase bleeding and vitality resistances from 3/5% to 12/25%

Etram/Bella Fald:

  • energy regeneration same as Duncan
  • increase oa/da from 3/12 to 10/20

The proposed changes, especially to resistance bonuses, might seem too much but lets think about it this way. Angrim’s 3/7% armor is a relevant value you can see on mythical items. No items have 2% res or 5% energy regen. This kinda values are laughable and completely irrelevant. It would make the building process more interesting if the player had a choice between substantially boosting armor, health or fixing the missing resistances or energy regen. Thanks for reading

Angrim’s % armor is and will surely continue to be one of the most coveted bonuses for harsh environments. It alone can give 20% extra armor which is important

Just saying, whatever comes next patch

The stat increase you suggested is reasonable but elemental, bleed and vit with those numbers will never happen. Not saying they should remain like this but they are too high in your post

Wait, hold up! There are other craftsmen in GD? I thought Angrim is the only one, did they add them recently?

Jokes aside, I agree other craftsmen should get some love. Right now the bullshit I wrote on the start of that post is everyone’s mindset. There’s literally no reason of crafting anything in another craftsman. Whenever we want to craft anything, the first things we think about are “Angrim” and right after that “armor bonus”. I believe no one ever thought about getting the Crit damage or anything else, because compared to the armor, other bonuses are shit.

But if you had an option to, say, fix bleed or pierce res through smiths instead of having to wear Legplates of Valor or Golemborn Grieves…

I’m thinking there are specific builds you are having trouble with. Because “fix problem” sounds more like a general problem. Like some casters maybe?

It’s very rare that i have pierce res problems, most of the time it’s grossly overcapped. Last time i had this problem, with a recent build, it was a type of caster…

Not to mention AoM components and augments also helped a lot in solving the need for valor pants on so many vanilla builds.

It’s allways worth talking even about spcific builds. Sometimes, items for certain builds pigeonhole the player into uselessly overcapping some resists by 100 and struggling with others. You can talk about specific items that do that. It’s how Galewind got " added 18% Aether Resist" :wink: for example

Wait, hold up! There are other craftsmen in GD? I thought Angrim is the only one, did they add them recently?

Same.
One Angrim to rule them all.

Nah. I say remove armor bonus from Angrim, the crit bonus and the stun res bonus and the others stay the same. Or maybe increase the resists but 10-18 is excessive. Three craftable items and you won’t need sacred platings at all. Maybe 5-8 is okay.

I agree.

On my first playthrough I chose Duncan on Ultimate, later I regretted that choice because a 5% armor bonus is much harder to get than a meager 5% elemental resist bonus.

Angrim is always the best choice. All boni from other (regular) smiths are negligible and should be a lot higher to be of any relevance.

Let me think, yeah, Agrivix always has problems with pierce res. I’m making an acid dw ranged deceiver now, also pierce/bleed res problems. But armor he’s got like 2.2k in a caster armor - not because I want it like that but because I HAVE NO OTHER CHOICE with Angrim being the only meaningful choice.

As for components, yes, it’s an option, I don’t really like using Bleeding Crystal as those slots are vital for offense. Titan Plating is also kinda costly.

Removing armor from Angrim, yes it’s an option but… Do you want riots in front of Crate’s office? :smiley: 5/8% res is still not enough to compete with AA (Angrim Armor). It needs to be 2 digit…

I think that it is good to delete the Armor% bonus of Angrim and make Augments of Armor%.

I’m saying buff the resists moderately while armor is removed, so there’s no competition and Crafting bonuses will really just be used to cover resists.

I agree with OP

I agree that Crate could make other blacksmiths more interesting but I think you went a little overboard with the buffs.

If those are the numbers it would take for the other bonuses to be “balanced” with the % Armor bonus, think I’d rather just remove the % Armor. :wink:

However you are correct that Angrim’s % Armor bonus is too generous relative to the other crafting bonuses.

I’m in favor of removing armor bonus.

blinks

Do I get fries with my 84% worth of resists? :stuck_out_tongue:

Nooooo… mah armor :cry:

What have I done… :eek:

It was a haggle, don’t you get it? They say 2, you say 20. That’s how you get 10 in the end.

It does seem that way.

Armor % is nice, but tbh removing that bonus would probably be the quickest balance for the alternatives. shrug