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?