Yes. Instead of pure damage/crit chance/accuracy buffs perks provide an additional abilities which you can use. For example only characters with certain perk could perform eyeshots or disarming shots, because that kind of attacks demand higher than averge skill. Some other perk would allow you to reload your gun while you're running. Maybe some perk could give you additional weapon slot. Perks could give you additional attack methods like "triple strike" for punches and some small guns, "short burst" for big machine guns.Perks like bonus rate of fire, bonus ranged damage, living anatomy should be either removed or their effect changed. They are too necessary for succesful pvp and force certain characters to take them or do significantly less damage. Same goes for more criticals and better criticals. That kind of perks are in this game because of fonline's singleplayer origin. Character had to become a one man army in order to kill enclave patrols or fight end boss.
Unfortunately, "short burst" and "triple strike" and others would then become must-have perks and the situation won't change. This game is simply not meant for long-term PvP. Have you ever played an RPG where it's the players versus themselves and not monsters? That's what you're trying do to here and it's not working. Players versus players in such a limited universe won't have enough variety and only a handful of options is available because of that. If we had hundreds of balanced perks and weapons with tiers, buffs, additional damage mods, millions of other things, then indeed, PvP would flourish. As it is right now, that's a lost case and no simple removal of perks will help the fact that you need a top-level character to play.
I support current PvP system as long as you can choose to go there, but changing game mechanics to make it more of a player-speed-clicker-kill game, would probably make turn-based combat unnecessary, and without it you don't have fallout, not in any sense that seems suitable for PvE-players anyway.
You have a good point there. But how to do it? The dev's are working on something else I think :S
If you want to make enemies, try to change something.
The additional abilities would never do more damage, but simply allow you to deal it in various ways depending on situation. Pvp chars would be more flexible in combat, instead of overpowering.
It does not matter. It gives you an advantage and with a small set of perks only a handful of "ideal" combinations is possible. What sniper would not take a perk to allow him to do eyeshots? Or big gunner to not take faster shooting perk? That's what I'm saying. Your perks offering abilities are just as good and bad as the current ones. And people will always go for the ones which allow them to do most damage.
Maybe those perks would become must for pvp builds. But the point was to balance the effectivity gap between adventure builds and combat builds. Right now pve builds do less pure damage, are less accurate and have less hitpoints. If perks didn't provide such bonuses and gave additional abilities the signifance between pve and pvp builds would be that pvp would be just more flexible, but only if the player understood to use that flexibility to his advantage.