Major rework of perk system
This idea is based on dividing perks into categories. For example:
- Exhaustion or "one shot abillity" category - so that only one can be used.
And creating something on the style of "profesions". For example:
- The healer
- Selfcare + We'll Make It = having Botanny knowledge as a passive perk
- The hunter
Players would be able to choose 5 perks:
- One Key perk - should be "game changing", something that defines your playstyle, allows you to perform new action (sabotage) and generally has a huge impact on how the round is played.
- Selfcare, Borrowed Time, Decisive Strike, Urban Evasion, the old Mettle of Man.
- Ruin (without it being a hex perk), Noed, possibly Barbecue & Chilli.
- Two Major perks - All of the exhaustion perks (except maybe Adrenaline) and one shot perks.
- We'll Make It, Iron Will, Empathy, Second Wind, Object of Obsession
- Knock Out, Agitation, A Nurse's Calling
- Two Minor perks
- Windows of Opportunity, Wake Up!, Small Game
- Brutal Strength, Hangman's Trick, Monitor & Abuse
- Bonuses based on following the profession perks (choosable or passive):
- We're Gonna Live Forever, Vigil, Lightweight.
- Bloodhound, Distressing, Lightborn, Monstrous Shrine.
I feel like there needs to be a change with the amount of perks we have while so many of them are not worth to be in the 4 perks one can choose (comparing Noed and Monstrous Shrine). I believe it would be easier to balance things once Key perks would be compared only to other Key and it could also bring more variety to the game.
Thanks for reading.
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