Author Topic: Appeal of AoP Beta Perks  (Read 11700 times)

Smalltime

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Appeal of AoP Beta Perks
« on: February 19, 2014, 01:27:40 PM »

A not-so-quick analysis of the appeal of the current perks, as I see them in this version of the AoP beta. The rating system is based on appeal to me as someone making a character. Not all perks are currently listed.

http://fonline-aop.net/forum/index.php?topic=130.0 List of perks

Note: This post is pure opinion. Discussion of the perks is encouraged.
P.S.: I know I just used comic sans, what are you gonna do about, huh?

Strong Back: A: 1/5, This perk is only useful if you have 1str, or if you're making a character who you're
planning on carrying a whole ton of stuff on, all the time. *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
 
Sharpshooter: A: 4/5, This perk is a pretty straightforward increase to accuracy, nothing not to love.
 
Educated: A: 3/5, Typically I would only take this on a crafter alt, however, because it works retroactively, it could be appealing as a level 24 perk, to properly numerate your tagged skills for the road ahead.
 
Action Boy: A: 2/5, This is not super appealing, as AP regens pretty quickly even when low. If you're making a character who you want to super regen however, it's for you.
 
Dodger: A: 4/5, AC is very useful, this perk has saved me from being hit a few times at super long ranges during PvP
 
Living Anatomy: A: 3/5, I want to love it, but I just don't think 3% is enough to justify taking it. As far as bleed damage... I'll pass. The bandaged stat however clues you off to who has reduced FAs and thus are closer to death, which is cool for calling out targets to teammates.
 
Pack Rat: A: 1/5, Same as strong back, however, the tooltip says "50kgs" and you get 25 units of capacity.
Maybe change the wording to reflect this, to avoid confusion? *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
 
Quick Recovery: A: 2/5, Wouldn't take unless I had penalties to being knocked down, or if I planned on
spending my time on my back anyway.

Weapon Handling: A: 4/5, This perk is pretty essential for snipers, as they need every S.P.E.C.I.A.L. they can get.
 
Man of Steel: A: 3/5, While I like this, I'm not quite sure how much +2 luck actually gives for crit resist. If I
were making a tank (and I did) I'd consider taking it.
 
Improved Hemostasis: A: 2/5, Another tank perk, and yet, I find myself not being afraid of bleed at this
point. Sniper rifle bleed is negligible (for now,) only really machetes, barbed spears, and bear traps do more than 5-10.
 
Critical Strength: A: 2/5, If I was making a super tank, I would take these. However, they are pretty specific,
and not something that you will impulsively say "I need to resist more ______ criticals" and take.
Critical Perception: A: 2/5, "                                  "
Critical Endurance: A: 2/5, "                                  "
Critical Agility: A: 2/5, "                                  "
 
Quick Recovery II: A: 4/5, I like this perk. All of the new status effects are cool, but ALSO cool, is getting out
of them faster.
 
Nerves of Steel: A: 4/5, This is a perk that I'm not sure I'll take, however, the idea is awesome, and if I'm
planning on getting shot by BGs, I'm taking this.
 
Hawk Eyes: A: 3/5, This could be really useful if someone takes 1 perception, and thus, is appealing when
applicable.
 
Armor Efficiency: A: 1/5, I would only take this if I was going full tank build, as it is only a minor buff.
 
Fast Reload: A: 4/5, The way that AP works in this, I find myself having to reload almost constantly. I love
the idea of this perk, but feel like it isn't quite enough of a bonus to even actually notice during combat. I
think that it would be just noticeable enough to be a really decent perk at 20%
 
Psychopath: A: 3/5, Another perk that I like the idea of, however, 15 AP is a pretty small boon when you're
getting that every second.
 
Fearless: A: 4/5, Much like nerves of steel and quick recovery 2, this is a really nice perk that you can
actually notice the effects from, and can save your life. Perks that actually interact with your experience,
and new features, are always a plus.
 
Faith Healer: A: 4/5, I haven't dug into this one yet, but the bandaged penalty can be a real drag when
you're at the ass end of a long battle and need JUST ENOUGH hitpoints to justify the massive loss of AP
involved in first aiding.
 
Field Medic: A: 4/5, Slight gramatical error, but this really encourages you to heal teammates, and is great
for battle medics.
 
Medicinae Doctor: A: 2/5, While the idea behind this is cool, and it can save you skill points, "skill bleed
between first and and doctor" isn't really self explanitory, and thus I don't think it would be a popular
choice.
 
Autonomous Regeneration: A: 3/5, This is better than lizard limbs in every way, however, criplling isn't a
huge problem if you've got a bit of doctor skill. Very rarely do I find myself enough downtime to naturally
regen health, let alone limbs.
 
Silent Hill Death: A: 5/5, The name is silly and I'm not a fan (why not just use Bloody Mess, and leave the
assassinate pipboy icon for a stealth perk in the future?), HOWEVER, the applications for this perk go far
beyond the simple damage buff. The ability to death-animate an enemy player directly removes the ability
of his friends from being able to statpad him back up and into action, and that's why this perk gets 5/5. If it
is unchanged, you will see the effects of it in combat.
 
Do or Die: A: 2/5, I don't think that 2/s ap is enough to justify this perk. I like the idea, but in order to be even
half as appealing as Adrenaline rush, it needs to be buffed.
 
Dr. Strangelove: A: 5/5, Repeat after me. "This. Will. Save. Your Life." The bonus to first aid obtained here
allows you to have a some-what decent FA without having to pour your soul in skillpoints into it. This has
saved my life. This has saved my teammate's lives. Okay, maybe first aid in general did that, but when
you're fresh off the boat with 0% bandage and a big "Owie," you're going to wish you had learned to stop
worrying and love the bomb too.
 
Bonus Rate of Fire: A: 5/5, This is a well balanced perk. The bonus is not so big as to be required by every
build, but substantial enough to be noticeable in combat. The fact that it is percentage based makes it
viable to builds across the board, without being required.
 
Lifegiver: A: 4/5, Unless you have 1 endurance, you're going to have a decent pool of health. If you're going
to be fighting, there will be times when even one bonus hit point will save your life. That is why lifegiver is
here. It is a properly balanced life bonus of 20 which will be a large boon to someone who barely has any
(if he can afford it) and a small but nice boon to someone who already has 310.
 
Adrenaline Rush: A: 4/5, If you have full health, you are not fighting. This is a must for people who need to
get up and into enemy's faces, and fully expect to take more than a few shots getting there. Not a large
enough bonus to be overpowered, but enough to possibly save your life when you'd normally be down for
the count.
 
Toughness: A: 4/5, Toughness is training in the art of being tough. Do I need to elaborate?
« Last Edit: February 19, 2014, 07:07:25 PM by Smalltime »
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Lidae

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Re: Appeal of AoP Beta Perks
« Reply #1 on: February 19, 2014, 02:49:17 PM »

Well argued opinions, I think I agree witht most of your points too. Good thread, 5/5.


About the Strong Back and Packrat, they will be post-24 perks for sure. Speaking of those, ideas for such perks would be welcome. They should give boosts that are convenient, but doesn't affect PvP a lot. Actually, any perk ideas are welcome, can't really have too many of them (as long as they're good).


Sharpshooter: I think it might need a buff, along with a little tweaking of the AC/aimed shot penalties.

Educated: I think it's pretty balanced, but I agree it might not seem very appealing. Perhaps it should improve your character in some extra way too. Not sure how though. A small crit chance bonus maybe, might make sense.

Action Boy: I think numbers wise this one is also fairly balanced. When I've made chars I felt this one was nice, would like more feedback from others before buffing it.

Living Anatomy: Imo this perk is rather weak, so I agree a buff might be in order.

Quick Recovery: I agree it's a little lame. It's actually two perks, and both are not very interesting imo. Maybe they should be put into one?

Man of Steel: Crit resistance depends on luck, with diminishing returns. I think maybe man of steel should give a flat bonus instead. Actually made this change to the hawk-eyes perk at some point, because it kinda has the effect that it's mostly useful if your luck (or perception in the former case of hawk-eyes) is very low.

Improved Hemostasis: I think the perk is fine, would probably rather buff sniper bleed dmg. I'm not the person to say whether it should be, but I'm guessing it might be necessary.

Critical Stats: Agree with your point about it feeling kinda abstract. And defensive perks in general imo are less interesting than offensive ones. We could put them together (if made weaker) into just one or two perks, but then of course there are fewer perks to choose from... Changing it to be more specifically against certain types of critical effects would make sense I guess. Could also be made more aggressive by giving boost to causing such crits as well as a defense against them. Like, higher likelihood to cause weapon drops, and better to resist weapon drops yourself. Or something.

Armor Efficiency: I don't remember the formula (and I'm not at home so can't check it either), but you probably have a point. Perhaps the same thing as with the idea for critical stats, you might get bonus to your own armor bypasses as well...

Fast Reload: Yup, a bit of a buff might be needed. Doubling it might be too much though.

Psychopath: Definitely agree. Was thinking it should restore your AP completely.


MD: Again, I agree. No super-easy way to explain the bleed-over thing either that I can think of. I think the idea has some merit though, it could definitely be a worth-while perk for a medic that didn't tag both FA and Doc. I'm wary of making it so that it gives all the benefits of the other skill (even though it would certainly be easier to explain). It seems like that would be overly powerful.

Autonomous Regen: Could use some buff for sure. Perhaps some additional resistance could work as well (I think it already boosts your normal HP regen too, right?).

Silent Hill Death: I still get a chuckle out of that name :(. Glad you like the actual perk though.

Do or Die: Noted, but would have to revisit the formula to make up my mind.
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John Porno

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Re: Appeal of AoP Beta Perks
« Reply #2 on: February 19, 2014, 02:54:19 PM »

I feel that faith healer, do or die and adrenaline rush together make for a very good pve char.
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Smalltime

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Re: Appeal of AoP Beta Perks
« Reply #3 on: February 20, 2014, 05:42:01 PM »

More worried about PvP than PvE, really.
I noticed while taking Educated at level 27, it did not give retroactive skill points, like the perk says it does. Makes it muuuch less appealing.

As far as fast reload, maybe a slight AP reduction for reloading as well? Might be cool.
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Lidae

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Re: Appeal of AoP Beta Perks
« Reply #4 on: February 20, 2014, 06:06:42 PM »

You could take educated at lvl 27? That's a bug then. All perks mentioned above should only be possible to take at lvl 24 or less. Above 24, there will be a different pool of perks that doesn't significantly affect pvp. They aren't implemented yet though.

And fast reload already gives you AP reduction to reload, that's the whole point of the perk. Not sure what you mean.
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Shangalar

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Re: Appeal of AoP Beta Perks
« Reply #5 on: February 20, 2014, 06:08:51 PM »

I guess when you changed educated to be available at any level you didn't fix it properly. =p
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Smalltime

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Re: Appeal of AoP Beta Perks
« Reply #6 on: February 20, 2014, 06:09:33 PM »

You could take educated at lvl 27? That's a bug then. All perks mentioned above should only be possible to take at lvl 24 or less. Above 24, there will be a different pool of perks that doesn't significantly affect pvp. They aren't implemented yet though.

And fast reload already gives you AP reduction to reload, that's the whole point of the perk. Not sure what you mean.
OH, I thought that fast reload actually made your animation/delay 10% faster. Well then. That would be cool if it did.

And yeah, I was given the choice of one perk at 27, and it was educated.
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PusiteGA

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Re: Appeal of AoP Beta Perks
« Reply #7 on: March 28, 2014, 04:45:18 PM »

will there be InYourFace perk like in Fonline reloaded or somthing similar i love CloseCombatMele build so some perk thet gives envede chance if exampla i am 1 hex from attacker 50%miss chance if 2hex 25%miss chance

John Porno

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Re: Appeal of AoP Beta Perks
« Reply #8 on: March 28, 2014, 04:52:04 PM »

no, since ther eis no classic 1hex.
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PusiteGA

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Re: Appeal of AoP Beta Perks
« Reply #9 on: March 28, 2014, 04:53:39 PM »

no, since ther eis no classic 1hex.

ok but will you implement some survivablity to Mele Class ?
and shoud i write this questions in Suggestions or here?

Shangalar

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Re: Appeal of AoP Beta Perks
« Reply #10 on: March 28, 2014, 04:55:01 PM »

I'd say you will have to play the game before making suggestions if you don't wanna lose your time. Melee are currently just as viable as any other class.
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PusiteGA

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Re: Appeal of AoP Beta Perks
« Reply #11 on: April 10, 2014, 03:07:48 PM »

Critical Stats it gives the game alot deversaty so not all people are imune to same criticall sombody cant be knokdown but can easy be blinded or knocked back i woudent chage thet perk no wey

and about psyhopat i am for sure to boost
 



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