Of couse topic is "Perks - Which ones are useless?", but I also want to talk about useful perks.
Oh noes! Sorry for another wall of text.
Lifegiver, let it just simulate 2 EN points that doesn't give you bonus against cripple / knock down/out rolls, but can go above 10 EN. So:
Lifegiver gives base 4 HP +1 per level. HP given by Lifegiver added retroactively. So if you'll take it on 12th level or 21st level, you'll have the same effect, and it'll total add 24 HP if you're 21st level, or 48 HP if you have x2 LGs. HP formula of couse should be reworked, also focusing should be in advantage, so prolly 2nd LG will give more base HP, like 8 or 10 or 12.Lifegiver 12 EN 4 Gives +30 to HP 1
Lifegiver+ 15 EN 6 Gives +40 to HP 1
Still it has better "Energy conversion efficiency" (took from wiki, because don't know how it's in english
http://en.wikipedia.org/wiki/Energy_conversion_efficiency) than other 12th level perk. For example if you see someone taking Action Boy instead of Life Giver, then.. something wrong here. Or Gain Ability instead of Life Giver, then this player has problems in logic.
Weapon Handling is 3 SPECIAL points, the only penalty you have is low carry weight. It works like Super-puper Small Frame trait.
Weapon Handling. The idea is to make it mult 1/4 penalty to hit given by lacking ST. So if you have 5 ST and you need 7 ST for weapon, you have 2*20%=40% penalty, with this perk it'll be 40%/4=10% penalty. Also I'm still not sure about critical failure if you're lacking ST, because it's totally random, but still practice shows that lacking ST has more critical failures when missing, than normal ST, so it'll have the same effect on failures by decreasing it's bonus in 4 times.
In other words, taking weapon handling won't give you 3 SPECIAL points, it won't even totally negate penalty, it'll only make it 4 times lower.
Again in other words, as I noticed, most anti-crit perks made by Solar requires 6 ST, it means players will try to have those 6 ST, so probably current weapon handling isn't that bad, because you trade anti-crit perks for 3 SPECIAL points, so if it'll stay 6 ST, then WH will be ok as it is now.
More Criticals, Better Criticals. It's really hard to balance such perks, because it has really different impact on different builds. It's essential perk for bursters, because x1 MC will double the chance of critical and all MCs with make it x4 times more frequent, of couse when Solar said about armor giving -% to critical hit... if he meant that it'll have the same penalty to torso and eyes, then it'll kill critical bursters, if it multiplies % (for example 75%, so 85% critical will become 63.75% and 21% will become 15.75%), then it'll work really good, so for example some armor that has x0.75 crit mult will negate x1 MC from burster and more than x4 MCs from sniper, then MCs won't need any change and it won't be so powerful.
About Better Critical... if you see someone who's using aimed attacks and haven't picked Better Critical perk, you can surely say to him "make ~deleteself and think about your build once again", because it's like... it's like SG skill for SG sniper or BG skill for BG burster, because without Better Critical perk you're not critical damager. Also it causes possibility of those damned instakills, it gives higher chance for that annoying knock out, it cripples your hand and simply does alot damage! Better Critical is universal perk for all kinds of critical damagers. It's all-in-one perk that's why it's so popular.
Probably it'll sound a bit strange, but I think this perk must be divided to Better Critical: Eyes, Better Critical: Head, Better Critical: Limbs (Arms, Legs), Better Critical: Body (Torso, Groin (isn't shooting groin that bad? what effects it has? the same as head I think, but less damage)).
And perks Better Critical: Limbs and Better Critical: Body will be avaible at 9th level. While perks Better Critical: Eyes and Better Critical: Head will be avaible at 12th and both will require BC Limbs
or Body to pick it.
This way you'll spend 2 perks to shoot head
or eye with +20 to critical hit table, or spend 3 perks to shoot both head and eye with this bonus, or spend 4 perks to shoot all body parts with bonus.
Cripplers will need only 1 perk, because they're shooting limbs, so it'll make them a bit better than dmg-snipers.
Other way is to add ranks to that perk and let it give less than 20 points.
It'll make snipers less deadly, and they will start whine that those guys with avengers pwning them. Argh.
BonusRateOfFire. Change requirements: 21st or 24th (if it'll be implemented) level perk, just make some perks that are impossible to nerf, but make them more than one and make them avaible on the last level, so you'll pick only one of them. Also Better Critical perk can be stayed as it is now, but be avaible only at the last level. So you'll need to choose between BC and BRoF. Also there must be other perk that good for BGer, may be Imba-Universal-Anit-Crit-Perk-That-Will-Pwn-Snipers, so BGer will think between this and BRoF.
Awareness+Cautious Nature can be combined or Cutious Nature can be 2nd rank of Awareness, that will give more info, give more FoV, etc. So it'll work like Sharpshooter but won't give you to hit bonus. So if you want to make eagle-eyed sniper, you'll have awareness+cautious nature+sharpshooter, yes your crit will suck, but you're not chosen one, pick what you need. Oh, almost forgot, it'll also add some PE for encounters, yeah, everyone will pick this perk
only because of that. Because there's nothing more important than to appear in 1 or 2 hexes further from rats!
Well I think noone will read more so it's useless.