We have armor sets that go with all the other forms of gathering and their related perks, so why not harvesting animals and The Huntsman perk?
Here is a rough idea for a set of Hunter gear that could fit into the light or medium armor tier.
The head gear name depends on whatever the visual design ends up being.
Note that this would be the first instance of a bartering benefit for just selling. We already having buying only, buying consumables only, and 2 instances of both buying and selling. Since I wanted bartering (which is always in the head gear slot), I moved the harvest increase (also typically in the head gear slot) to the hands (otherwise only done by the scavenger set).
I tried to keep elements of stealth, harvesting, and hunting while not too deeply overlapping rogue and assassin.
The fullset bonus keeps it viable for every day questing. If you want to mix and match damage or stamina without set bonuses, there are plenty of other pieces of gear that can do that already. The mixing and matching of the individual pieces in this set focus on animal/corpse harvesting, selling, and surviving over damage.
If implemented as a medium armor set instead of a light armor set, then the damage for the full set bonus needs to use the progression of the Ranger Gloves. As light armor, it uses the progression of the Preacher Gloves. I can't see a hunter theme being implemented as heavy armor.
This set is intended to increase harvests and boost thematic tools and weapons, including:
- guns (not including the rocket launcher)
- bows
- anything melee weapon reasonably considered bladed (spears, steel knuckles, knives)
- any tool reasonably considered bladed (axe, shovel, pickaxe)
In keeping with the theme, bonuses from this set don't apply to:
For comparison:
---
Possible opportunity:
Bleeding Hearts, the third rank of the Agility Mastery perk, could add bleeding to both bows and handguns instead of just handguns. In earlier versions of the game, arrows and bolts caused bleeding damage, but I don't remember when it was removed. If there was once concern about early game ranged bleeding being too strong, that wouldn't apply here. Both the perception and agility trees add their bleeding in mastery level perks. If the handgun gets it, why not the arrow/bolt?
Here is a rough idea for a set of Hunter gear that could fit into the light or medium armor tier.
SLOT | GEAR NAME | DESCRIPTION TEXT | Q1 | Q2 | Q3 | Q4 | Q5 | Q6 |
Head Gear | Hunter ??? | Skilled at clean butchery and making survival goods, the hunter's reputation for quality has earned their wares a premium price. Receive a better deal bartering when selling items. | 2% | 4% | 6% | 8% | 10% | 20% |
Chest Armor | Hunter Outfit | A hunters expects the unexpected from their wild prey and efficiently processes the results. Reduces damage from animals (living and undead) and increase harvest speed. | 2% | 4% | 6% | 8% | 10% | 20% |
Gloves | Hunter Gloves | Increase resources when harvesting animals and corpses with bladed tools or weapons. | 5% | 10% | 15% | 20% | 25% | 30% |
Footwear | Hunter Boots | Descend from elevated perches and close in on unsuspecting prey. Sprinting while sneaking makes significantly less sound and increase Safe Fall Distance. (Reduce noise by 60% at all qualities) | 1 | 2 | 3 | 4 | 5 | 6 |
Full Set Bonus | Improved effectiveness with Hunter tools of the trade. Reduce stamina while aiming bows and guns or using blades. Increase damage for melee and ranged hunter tools. | STAM: -5% DMG: +10% | STAM: -10% DMG: +20% | STAM: -15% DMG: +30% | STAM: -20% DMG: +40% | STAM: -25% DMG: +50% | STAM: -30% DMG: +60% |
Note that this would be the first instance of a bartering benefit for just selling. We already having buying only, buying consumables only, and 2 instances of both buying and selling. Since I wanted bartering (which is always in the head gear slot), I moved the harvest increase (also typically in the head gear slot) to the hands (otherwise only done by the scavenger set).
I tried to keep elements of stealth, harvesting, and hunting while not too deeply overlapping rogue and assassin.
The fullset bonus keeps it viable for every day questing. If you want to mix and match damage or stamina without set bonuses, there are plenty of other pieces of gear that can do that already. The mixing and matching of the individual pieces in this set focus on animal/corpse harvesting, selling, and surviving over damage.
If implemented as a medium armor set instead of a light armor set, then the damage for the full set bonus needs to use the progression of the Ranger Gloves. As light armor, it uses the progression of the Preacher Gloves. I can't see a hunter theme being implemented as heavy armor.
This set is intended to increase harvests and boost thematic tools and weapons, including:
- guns (not including the rocket launcher)
- bows
- anything melee weapon reasonably considered bladed (spears, steel knuckles, knives)
- any tool reasonably considered bladed (axe, shovel, pickaxe)
In keeping with the theme, bonuses from this set don't apply to:
- explosives
- clubs
- sledge hammers
- knuckle wraps and iron knuckles (steel knuckles are supported by this set)
- batons
- robotic turrets
- spike traps
- electrical traps
- motorized harvesting tools
- mechanical traps
- repair tools
- salvage tools
- machine guns
For comparison:
- Lumberjack head gear stacks with the "Mother Lode" Perk
- Farmer head gear and chest armor stack with the "Living off the Land" perk
- Scavenger gloves stacks with the "Salvage Operations" perk
- Miner head gear stacks with the "Mother Lode" Perk
- Hunter gloves stack with the "The Huntsman" Perk
---
Possible opportunity:
Bleeding Hearts, the third rank of the Agility Mastery perk, could add bleeding to both bows and handguns instead of just handguns. In earlier versions of the game, arrows and bolts caused bleeding damage, but I don't remember when it was removed. If there was once concern about early game ranged bleeding being too strong, that wouldn't apply here. Both the perception and agility trees add their bleeding in mastery level perks. If the handgun gets it, why not the arrow/bolt?
Last edited: