Can we have Perks fixed / reworked?

The main problem with Survival is that it feels as though it was an afterthought in many cases.

The combat stats can synchronize. For example. Strength and Accuracy work together. Grit and Strength work together in the sense that perk 3 Strength and Perk 4 Grit harnonize greatly. Add in a Pred blade and light attack your little heart out. Plus get damage resistance to boot.

If You combine perk 3 strength, and perk 4 grit on an accuracy build you can light attack like a machine gun.

Agility I am leaving out because agility can be complimentary with Grit and useful in all cases depending on how you build.

Vitality and Survival should work together. Vitality is about health and Survival is about staying alive.

Since vitality gives you healing off of food and health Survival should do the following. Vitality also increases your healing done with healing items.

  • Matabolize food faster and water faster. Sustaining that. Which it kinda does.
  • The effects of Drunk, or other dibilitating effects wear out quicker. Which it does not do. Well sorta.
  • Increase Buff Duration for foods.
  • inceease the temperature cooling down or warming up effects. And Last longer.
  • It COULD increase the healing done by food.

Poison resistance is nice. That can stay.

Eating tainted food from Raw and Bloody should be replaced.

Raw and Bloody should be replaced with “Outdoorsman”.

This would allow you to produce more food stacks out of the food you make.

Example 50 shredded roast yeilds 60 shredded roast when someone uses a fire etc. More food. This would work well with efficnent butchery.

Or.

It could increase shelter from objects and natural structures like caves. So if something offered you half shelter you would get 3 quarters shelter. Great for newer players. But everyone who adventures could get something out of this perk.

Efficient Butchery should be perk 2.

And the one that harvests nodes should be the 3rd perk.

The Damage resistance is out of place in this attribute.

Perk 4 should allow the user to increase the heat and cold of armor. So you gain more temperature resist when you wear peices. So even in crappier armor you still can SURVIVE the harshest temps.

Perk 5 should be poison resist.

I believe the word S A V A G E S may have had more focus than the actual content of each attribute, so no wonder if you feel this way.

Is because the last S was supposed to be Sorcery not Survival. :blush:

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That makes sense too.

Not even the PvE/solo players will want grinding to become harder just so survival becomes useful. And being able to track down enemies to their base/ to take their stuff is in fact surviving because you’re reducing your competition. Survival of the fittest. Whereas just adding another layer to resources does nothing because the only two resources which affect survival more than other players are food and water, but they’re easy to get.

I’m a PvE player and I find resource noding in this game typical. Maybe this is just me, but I find the game lack in believable environmental challenges. They are fun in ways, but grind is there to substitute lack of realism; abused to a degree too. This is why I don’t bother with games that involve grind. However, farming is a different story. It behaves the exact opposite way and still gives the result grinding does except without breaking immersion nor BiS behaviour. This is what I want to cultivate.

Thus my approach is similar to that of the Red Hook’s approach in Darkest Dungeon (pulling our best from the worst situation, making mistakes and learning from them in the heart of darkness). Game’s mood isn’t dark or gloomy, but the rest can work (to a degree at least). However, what I advocate isn’t exactly a believable challenge yet in my opinion. In an environment that already serves abundance, making the checks merely makes it interesting in my opinion (different enough, not necessarily harder although I won’t mind a proper challenge).

Here’s why it’s merely interesting…

Official servers can also adapt their yields the same way I did mine so it’s not a balance issue. They would be balanced, no doubt. So instead of just one or two meta builds, we would have two or three. I call this merely interesting.

Here’s the issue…

The attribute system would work wonders (the way I imagine it to work) if the rest of the attributes also had competitive imaginative enough perks; not those typical ones. This means that the whole attribute system with its perks would have to change, perhaps in an extreme way even. I highly doubt this happens.

I would have gone with a wholly deviant approach altogether from the start. :smile:

The game definitely still has better places for farming certain things. For example Godsclaw for iron. I think everybody would want survival perks to be a bit more interesting, and adding tracking/dangersense adds to the immersion/roleplay aspect. Having buffed farming isn’t nearly as cool as having a sixth sense/tracking capabilities. Not only do they need to make survival relevant, but they need to make it exciting as well.

If SURVIVAL is supposed to be about food, gathering and surviving harsh environments, i would also give it some “supernatural” flair.

This is what I would do (note this would also require OTHER perks to be reworked)

10 - Raw and Bloody - I would take it a step further and make it so that the raw meals heals as well as the cooked meat variants … It wouldn’t make the Cooking Feats any less valuable, or yog meat for that matter (Cause no meat is better than YOG MEAT!) :stuck_out_tongue:

20 - Efficient Worker - Merge Hard worker and Efficient Butcher into one perk

30 - Alchemical Blood - All potions and consumables have double the duration (not power.)

40 - Planes Walker - Invulnerability to poison and disease (pretty much helmetless gas mask like we have now, but also making Putrid Flesh consumable.), and ALL other negative status effect duration are reduced by half (headache, cripple, sunder, bleed, etc.)

50 - Impervious - Only make it REALLY work this time and never let the body go into heat stroke or frostbite (nice and properly OP for the point investment. Momentum is already OP as heck, why not make this perk worth it too?) The lower status effects would still apply (very hot/very cold)

honestly … It annoys me that all 5 level perks are laughable in comparison to Momentum, except maybe gluttonous gains as it it right now … :confused:

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Couldn’t they do this just by having the perk make you one temperature level closer to neutral at all times, sort of how the perk for rolling can make rolls function as one weight level lower?

If farming yield (hitting the nodes) would increase from adding points to it similar to how damage yield is increased by adding points to strength, then some of the perks could enhance actual farming in some way? Planting for example. I don’t do that except to some cosmetical degree. Maybe that could be extended via a perk too.

Yea but I’d rather have survival also become a valid investment for PvP/late game. Nobody will ever run a survival build in a raid, but every other perk has a purpose in that aspect

Maybe one can be used to prevent a raid while another is useful during a raid?

Yes but even so just changing the way nodes work and giving survival a purpose that way doesn’t do anything exciting or even affect pvp directly

I was wondering, why does it have to affect it directly? At what point can we say an effect is direct. Where do we draw the line. What makes PvP what it is. Is it the goal PvE is supposed to lead us to or is it a part of something else? :thinking:

tbh, pve & pvp are connected on this game, sure on pve player you can’t attack player or builing, but pvp server still have wildlife, boss & dungeon.

I think if a weapon work in pvp, it work in pve aswell as the contrary.

Could you open up the thought more for me please?

Well regardless of the mode, the map & creature in it stay the same (but can be altered in private server)
andso, even with the pvp asset, the game will be play the same.

The weapon will be use all the same, tho the speak will be proheminent on pvp, and so in regard of balancing the perk, i don’t think thinking about the mode will help a lot because most of it will work in both of them.
I know npc are mostly hp based, and armor pen is the only real difference of focus between pvp & pve player, but appart from an accuracy perk there is not much focus about that in the point.

Because PvP is literally the endgame, and it just doesn’t fly having an attribute be useless except for quick farming runs.

Also, tracking resources would be useless and adding another layer to farming just to give tracking resources a use isn’t worth the time.

Being able to sacrifice combat capabilities for being able to track other players would be sooo nice. Ability to run with your entire base on an encumbrance build while being raiding would be nerfed into the ground (much needed) and it would also be pure gold for role players. Not to mention the fact that running away would be getting a slight nerf too (no upside right now to running a combat build in the wild because people without it can escape much too easily).

No matter how you look at it, there is no solid reason why a well balanced player tracking perk/system shouldn’t be added. It could even work for tracking thralls or something just so PvE players look forward to the change as well.

Line gets drawn by me at “If I run survival build while my clan is in a confrontation with other players, will I be useless?”

it’s all about sensitivity, the dude could track them down and found their lair wisouth getting noticed^^

Exactly, so if tracking capabilities were added survival would have a use past the 2nd or 3rd perks for farming runs.

As I said, however, this will need to be very well-balanced. There should be some type of counter play if you feel like somebody is tracking you stealthily from a distance.