How would you do it? Perk Rebalance

There’s several perks that just aren’t worth the trouble. I think we can all agree on that. So I want to give my thoughts and hear yours too!

Strength - I’m fine with all perks except the last one. I would like it if the percentages were switched. The new perk would read as follows:
Blood-mad Berserker - Whenever your hitpoints fall below 50%, you deal 25% more melee damage.

I don’t think that sounds too imbalanced, and would reward players for low vitality builds, adequately addressing “Risk vs Reward”

Agility - Again, I’m fine with most of the perks. The 4th perk seems a bit weird to me, especially since Dodging already gives you I-frames (A period of time where you’re immune to damage). I’d like it to be completely reworked.

Nimble Tumbler - Whenever you dodge, you move further (about 10-20% further)

Note that this change wouldn’t change your I-frame duration, simply the distance covered with your dodge.

Vitality - There is a weirdness that happens with the 2nd perk because of the way that temperature effects damage you. The more vitality (and thus more HP) you have means that you take more damage from temperature effects. This is caused by the fact that temperature effects damage you by a percentage of your maximum health. I’m not sure how to rework this perk without making overarching changes to the temperature damage system, but as it stands it’s not worth the effort. Luckily, more HP is always better so this attribute remains good to invest in.

Accuracy - Oh boy… here we go. The much reviled accuracy tree. In all honesty, there’s a lot wrong with Conan archery, but this thread isn’t the place to talk about it. We’re here for the perks, man! With that said, let’s take a look at the 2nd and 4th perks. I can count on one hand the amount of times where the 2nd perk has come in handy since, if I missed my shot, it’s because the target moved and not because I aimed too low. The 4th perk actively screws up my ability to aim. Knocking down the opponent seems like a good idea, but now they’re a much smaller target, often undamageable due to elevation changes, and all around harder for me to kill. If we had to option to DISABLE a perk, I would do so for this one 100% of the time.

Trick Shot - Shots fired from your bow travel faster (About 15%)

Flattening Shot - Heavy shots fired from your bow can stagger and stun enemies.

The biggest problem that a lot of would-be archers face is the difficulty that comes from hitting moving targets with such slow moving arrows. Even a small increase in flight speed means more accurate shots. And staggering enemies instead of knocking them flat would achieve the same effect of stopping the enemy from moving while also allowing for follow-up shots. There should probably be a hidden cooldown or something to prevent ranged stun locking, though

Grit - This perk tree seems fine for the most part. There’s only really 2 minor changes I’d like to see, one for the 3rd perk, and one for the 5th.

Iron-hard Muscles - You gain a natural resistance to damage [+50 Armor].

Artful Dodger - Dodging costs less stamina. Stamina useage is decreased by 50%.

The current armor increase from the 3rd perk is so insignificant that it may as well not even be there. An increase would make it not as useless and occasionally even something to desire. The last perk is again hamstringed by the fact the the stamina usage of dodge is a percentage of your total stamina. If you max out grit, you should be able to dodge a lot more often, and thus I think that increasing your “discount” is the right move

Encumbrance - Don’t have much to say here. It all seems pretty good. Deflection could probably use some work, since its effect is, again, negligible, but it’s nothing to really write home about. All in all, I’m pleased with the encumbrance perks.

Survival - I might get some flack for this, but I honestly think this tree is fine too. I do feel that the description of the attribute needs to be updated to reflect the fact that it gives you temperature insulation AND (this is a big one) reduces the duration of Bleed/Poison effects, but overall, I think it’s fine. I do think that the last perk needs a slight buff to make it worth taking.

Bronzed Physique - All direct combat damage you take is reduced by 15%.

The previous amount of 10% isn’t really worth taking all 5 perks. 15% still might not be, but that in combination with the other bonuses that Survival gives your makes it pretty good

So there you have it! My thoughts on rebalancing the perks. What do you think?

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No one? No one at all?

Well, for me , I find the perks frustrating.

Still now, there are perks I have never even used, simply because investing points in other skills trees (such as Vitality , strength and Stamina) are just basic prerequisites (IMO)

There are perks I would love to have and use or even just try out, but don’t because just getting to them means I have to sink precious points into a skill tree I would rather use somewhere else.

I know you can respec using a potion, but that’s not really a fix is it?

I would love to just be able to choose the perks I want to use with the points I have, without having to work my way up a skill tree which I generally don’t want to otherwise waste points in.

You can’t even do it with an admin panel, though I don’t know why? you can add feat points , but not attribute points, I would love to play around with that on single-player.

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I would add 35 more perks and make there be two perks at each 10-point position, then you would have to pick one of them as you progress past.

For example, at 10 points in Strength, there could be do double concussive damage, or do double damage and knockback when punching and kicking.

This would allow people to skip perks they don’t like or wouldn’t use and be able to make different builds instead of everyone being identical.

Could look something like this:
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That’s just it, I don’t think I’m in the minority here (though I don’t know that for sure, so if I’m wrong, please speak up! heh) In the end a lot of people end up with most of their points in either Strength, Vitality or Stamina.
I think if people could be more selective in what perks they could have, I am sure you would see a lot more variation, and possibly make the PvP aspect a bit more interesting…

I just feel like, the concept of forcing people to choose between certain trees or perks at the cost of others, looked better on paper than how it ended up working in reality.

The one I dont like is agility 5. I do not like the double jump.
Dont use acc or sur so dont care for either one of those.

I think I like this idea.

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Survival 5. Chameleon. Render distance for your bases and you are reduced 50%.

There has been a thread like this before:

It’s similar, but I think we look at the issue of perks in different ways.

In response to other posts: I love the idea of adding 35 more perks and having to choose which ones you want. More player choice means more variety in builds and more player agency. Player agency is why we play games like this, so more of that is ALWAYS good.

I like them. They’re all pretty good changes especially the strength perk because once I’m at 25% health I’m not going to keep fighting I’m running away to heal.

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You put a lot of thought into this but I feel like your suggested changes would drag out the pvp out even longer when you have to hit them more times and give them more dodging distance to find time to heal more often

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I can see that. Maybe increasing dodge speed instead of distance for Nimble Tumbler would be better, bearing in mind of course that it’s the 4th perk in the largely useless agility tree, stat-wise.

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