I don’t understand why you can reforge and find skull perks in Belts, rings and capes but not weapon and gloves. Why the inconsistencies? The only thing you guys are limiting are the variation in terms of strategy available.
Inb4 someone says “because some perks are too strong to be included in war gear”, well, then balance that perk! Sounds like a really silly thing to do to “limit” varieties instead.
For example, take a look at Harkos set:-
translocation is indubitably the lousiest of all the Harkos set, but the only one with skull perk
Infection chance is the strongest perk among the set.
No one is going to use intimidate or, worse, confusion, over infection chance for a non war gear, making these 2 gloves absolutely redundant in the game. (why weaken an enemy by lowering its resistance so you kill faster or temporarily confuse an enemy when you can permanently turn him into an ally which is the fastest way of eliminating the threat?)
PROPER way to balance it for means of variety would be:-
All gloves can have second slot reforged into skull perk
CHANCE to proc varies according to the strength of the perk. For example, infection chance could be like 7% while Confusion chance could be like 20%. This way, there is a TRUE variety for players to choose, i.e. pick something strong that procs less or pick something weaker that procs more. (p.s. translocation can be as high as 30% and if other gloves can have skull perks, I bet no one still wants to use translocation)
Isn’t this OBVIOUS to game developers?