Blood-mad Berserker
Whenever your hitpoints fall below 25%, you deal 50% more melee damage.
I’ve been thinking about this perk, and came to the conclusion that its not in a good spot since implemented.
Conan exiles is a game with very high damage values, the combat is fast paced even with complete tank builds. Think about it: Can you reliably stay at 25% hp? What does usually happen when players get that low? death.
But lets keep the viability of it aside for a moment and consider the steps needed to get this perk. It requires you to invest 50 STR in order to unlock it, the highest tier of perks one can get. The higher the perks, more expensive it gets, so in order to reach 50 in a stats, you will have to invest most of your points in it, even with +9 (or the newly added +15) gear.
We get into Strength and you have a damage boost when nearly dying. We have two negative factors here, usage and reliability. You won’t be at low hp at most times, and i dare to say that its not even viable to play this way. There are too many things on this game able to kill you from that health, at random moments. Even further, the simple “near death” HUD effects make this a unpleasant experience to have at all times, even if you want to play at low HP. The second issue is reliability, meaning realistically, how many times will this damage buff save you from death, when going below 25% hp? It surely goes up the more skilled you get, but in a game where most things take 1/4 of your hp and more without effort, its hard to control that.
So for me, would be fair to say that the last Strength perk is a very niche one, but still gets very little use. “ultimate perks” should be playstyle changing ones, but also reliable. Currently it really gives you some room to play on a different way (read as red tearstone rings, a favorite among Dark souls speedrunners) but the entirety of the game doesn’t help you much to achieve that.
The suggestion
Make it so you get 5~50% extra damage based on your missing health. it starts at 100% HP(+5% dmg), and goes up to 25% health. That way, you will get some benefit of it at all times, getting proportionally stronger the lower you get. Half health doesn’t make your 50 points useless (or almost useless, since you still get extra damage from points invested in STR), but rather a valuable boost that rewards a more dangerous playstyle, without being so hard to achieve that most players simply ignore, run and heal.
That way we incentivize players to take more risks without being so dangerously low that they’ll most likely die, while also providing a somewhat useful bonus at most times, so players can get more value from their heavy investment.