Other > General Game Discussion

Perks - Which ones are useless?

<< < (2/6) > >>

Badger:

--- Quote from: JovankaB on February 17, 2011, 11:26:13 AM ---My proposition is change Adrenaline Rush to something like +10% to DR and +4 to DT below 50% HP. So it works like 2 toughness perks, but only if you are in trouble.

--- End quote ---

I like it!

But then again, it's a level 6 perk. So it's competing with More Criticals and Bonus Ranged Damage. That being the case, I might suggest it go even further and give you a +1/2 AP bonus as well. Bearing in mind that being on less health is a pretty dangerous situation to be in. At the moment, I'd rather make the shitty perks too powerful and then have to nerf them rather than not do enough. And it's also worth considering that it's that or another rank in Toughness, or Awareness, perks which are basically always useful.

Hmm, since there's now all that character data online, is there a way we can check which perks are the most popular?

Take the level 3 perks for example:

Awareness
Bonus HtH Damage
Cautious Nature
Earlier Sequence
Faster Healing
Healer
Quick Pockets
Quick Recovery
Scout
Stonewall - (Soon to be an anti-crit perk)
Strong Back
Survivalist
Swift Learner
Thief
Toughness

I mean how many people would consider taking anything but Toughness or Awareness, besides it being a crafting alt or whatever? That's more or less 10-12 out of 14 perks being pretty useless.

avv:

--- Quote from: Badger on February 17, 2011, 11:35:50 AM ---I like it!

--- End quote ---

But would you take it?

Badger:

--- Quote from: JovankaB on February 17, 2011, 11:26:13 AM ---Same about Cautious Nature, the positioning effect is just not worthy enough. But if it added a bonus of +50% when checking if you can avoid encounter, it could be useful for people with low-medium outdoors.

--- End quote ---

I like it, but I can also see it just not being as popular as Toughness, Awareness and More Criticals. I could also see it being the perk of choice for people levelling up their crafting alt as they roam around the map, avoiding encounters.

This is the problem. I don't think you're going to be able to get people to take 'soft' perks so long as there are good 'hard' ones like AP Bonuses, Damage Resistance etc. And I have no idea how you remedy it.

cannotspace:

--- Quote from: Dishonest Abe on February 17, 2011, 01:21:43 AM ---My Ideas:
* Gain _____ should give bonuses above 10 (same issue as previously stated)

--- End quote ---

they could make it so you can use the "gain___" more than once on same special, like increasing CH twice, or ST twice

P.S. I mean gain 1 special per perk, but being able to get that perk more than once

Badger:

--- Quote from: cannotspace on February 17, 2011, 12:33:02 PM ---they could make it so you can use the "gain___" more than once on same special, like increasing CH twice, or ST twice

P.S. I mean gain 1 special per perk, but being able to get that perk more than once

--- End quote ---

I think the Gain X perks might be popular if they're available right from the start, and you can get two or even three ranks in them. I can't guarantee it wouldn't be overpowered, but I'd be interested to try it. I mean if someone developed a character and took an incredible amount of Gain X perks, they'd still have very distinct weaknesses due to the perks that they didn't take - rate of fire, crits, etc.

Alternatively, we go crazy, and keep the Gain X perks at level 12, but make them +2 in your chosen stat, but with only one rank. The possibility of +2 anything would be very tempting, particularly if an Endurance bonus, for example, had a retroactive HP increase.

Or, make a new level 12 perk and do both. Gain Charisma would be +1 and available at level 3. Incredible Charisma would be +2 and available at level 12. Exciting.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version