After a few dozen (quite enjoyable) hours playing this game I don't think I'm alone in believing the current perk tiering/upgrading system feels a bit lackluster or painstaking in some areas.
Perk Acquisition
Currently the only way to obtain valuable Perk points is to complete Milestones that vary from 'Complete X mission type X times' to 'Purchase X amount of upgrades/cosmetics'.
-
While this may seem good on paper as it sets a lot of varied goals for the player, it does have it's drawbacks, as buying random items you dont want or need just to get a few perk points makes it feel very game-y.
- It also feels somewhat stale when you emerge from a long nail-biting game where you almost tasted bitter defeat only to realize you need to do it 4 more times to upgrade your perks.
NEW - Add a system of purchasing Perk Points with credits, with a simple scaling cost.
- Maybe 250 Credits, doubling after every purchase, capping out at 4 or 8k each? Allows a perk point purchase after every 1-2 successful missions.
Perk Progression
Currently the progression of Perks is regulated by tiered gates, where you must own a certain number of the same tier before progressing to the next. Not a bad idea as it forces players to have a decently spread-out set of Perks before they can progress to the next tree, but this comes at a cost of hurting players who want to quickly specialize.
- While some may argue that a player will eventually get all the perks in due time, it is player hostile to be forced to purchase things you don't want, especially with a currency that is somewhat rare.
NEW - Instead of just tiers based on perk level, perks are separated into different skill-trees based on the type of perk. (Mobility, Utility, Endurance, ect.)
- This would enable players who want a specific playstyle to quickly and smoothly progress with their perk lineup.
Perk Stats
This part is just my personal standings with the current perks in the game, with changes that I believe would help balance or improve them.
Veteran Depositor
Deposit valuables 20-40% faster. Gain a 30% damage reduction while near the MULE (Rank V only)
-
Can save you roughly a second of time if you have a full backpack, not very useful unless you are depositing during a swarm attack.
- BUFF - Deposit valuables 20-100% faster, gain 5-25% damage reduction while near the MULE, and the MULE moves 20% faster when called by you. (Rank V only)
Field Medic
Revive teammates 15-30% faster. Nearby enemies flee after a revive. (Rank IV only)
-
Overall very useful perk, can be an absolute lifesaver in bad situations.
- CHANGE - Add Rank V with 35% power, move extra effect to Rank V.
Sweet Tooth
Get 10-20% more health from Red Sugar. Move 20% faster for 10s after consumption. (Rank III only)
-
Underused due to low effect power, efficiency is good, but not good enough for a perk slot.
- BUFF - Add Ranks IV and V. Get 10-30% more health from Red Sugar, can detect Red Sugar within 10-50 meters while injured. Move 20% faster for 10s after consumption. (Rank V only)
Impact Compensators
Take 10-15% less fall damage.
-
Fall damage is a threat anywhere, taking less of it is always a plus. Too bad this perk's effect is only slightly noticable.
- BUFF - Take 10-20% less fall damage. Falling damage cannot kill you. (Always survive with at least 1 HP, Rank VI only.)
Weekend Athlete
Sprint 6-12% faster.
-
Simple and effective, does exactly what you'd expect it to without fail.
- CHANGE - Add Rank V. Sprint 5-13% faster. Gain a burst of speed after your shield breaks. (Increases speed by 20% for 5s, cooldown of 30 seconds. Rank V only.)
Loveable
Reduces friendly-fire damage by 50%
-
Not a bad choice if you are playing a CQC role like Digger. (Or you don't trust randoms to not Satchel Charge you to death)
- BUFF - Add Ranks II and III. Reduces friendly-fire damage by 50-90%. When revived you replenish 50% more health. (Rank III only)
Berzerker
Increases your melee damage by 1 for every **7-4 points of health you are missing.
-
Having a perk rely on a player being wounded effectively punishes more careful/skilled players.
- BUFF - Increases your melee damage by 2-8, doubling to 4-16 if you get a melee kill or have recently taken damage. (bonus lasts 1.5 seconds)
Souped Up Zip Line Motor
Move 20-50% faster on Zip Lines.
-
Simple effect that is very situational.
- BUFF - Add Rank V. Move 20-100% faster on Zip Lines. Gain 20% damage resistance while on Zip Lines. (Rank V only)
Hightened Senses
Recieve a warning 1.2-0.2 seconds after a Cave Leech targets you.
-
Perk that warns you a certain enemy exist, even though you could just tell your Scout to flare each large room and look up instead.
- BUFF - Recieve a warning 1-0.2 seconds after a Cave Leech or Mactera Grabber targets you. Enemies that grab you move 15-35% slower.
Resupplier
Restock ammo 20-40% faster at Resupply Pods. Resupply instantly reloads weapons. (Rank V only)
-
Helpful in a pinch when you need to restock in the middle of a swarm, but isnt that worthwhile if you are good at managing your ammo.
- BUFF - Restock ammo and call in Resupply Pods 10-50% faster. Resupply instantly reloads weapons. (Rank V only)
Strong Back
Move 10-20% faster while carrying heavy objects.
-
Weak, situational, and can be completely circumvented and surpassed by throwing items constantly.
- BUFF - Move 15-35% faster while carrying heavy objects. Throw heavy objects with 35% more force. (Rank III only)
Deep Pockets
Each of your mineral pouches can hold 5-15 more valuables.
-
A subtle effect that is not often needed in most situations.
- BUFF - Each of your mineral pouches can hold 6-15 more valuables, and the distance at which you pick up loose valuables is doubled.
Vampire
Regain 2-5 Health when killing any Medium-sized or larger creature with a melee attack.
- Decently powerful perk that can allow a skillful player to replenish loads of health with good melee timing.
Strong Arm
Throw flares with 20-50% more force.
-
Simple perk that aids in the useful art of shedding light.
- Maybe add bonus effect that embeds flares partially into walls if thrown into at close range?
It's A Bug Thing
Loot Bugs explode when they get within 2-4 meters of you.
-
Saves you 2-3 seconds of shooting/hitting, almost a waste of a slot.
- BUFF - Loot Bugs within 15-30 meters are attracted you. You deal triple damage to Loot Bugs.
In conclusion I believe Perks should be made to be more game-changing and fun to use. As of right now with how miniscule most of the numbers and scalings are, it feels like PVP mmo skills that are watered down just so nothing feels unfair to play against.
- Also I am not trying to rip on this game or put it in a negative light, I really enjoy it and only want it to be even better.
Submitted March 03, 2019 at 11:05AM by ClaytorYurnero https://ift.tt/2J1SHb5
No comments:
Post a Comment