wyr3d
New member
I am just going to reiterate my post on Steam Discussions here:
There are 5 main statistic, each of which has 10 perks, apart from Strength and Agility which only have 9 for a total of 48 perks. First let us address that imbalance:
Perception previously had Lockpicking, which is now (weirdly) been moved to Intelligence. Let's just give that back to Perception first. Now perception has 11 skills, so we'll move Animal Tracker to Agility.
Intelligence dropped to 9 skills so we'll split the overpowered "Advanced Engineering" into "Engineering" and "Electronics", the latter taking over the "bonus XP from electrical traps" function. This brings Intelligence back up to 10.
Strength still only has 9, so we'll to think of something to add here. For now, we;ll just call this "Perk X" and move on. I sure there are plenty of suggestions available to choose from.
Balance achieved, lets move onto the skill magazines:
For the most part these are fine, with each magazine being buffed by a singular perk, and attributing to a singular activity. But not all of them. The first problem has to deal with Tech Planet (Robotics) which governs both robots, and the batons.
So lets split this into two, with the new "Self Defence Weekly" covering batons. For good measure, we will also add a new Tier of baton - the "Shock Baton" which is an upgrade of the Stun baton, and comes with the mechanics of the Repulsor mod upgrade as standard (naturally the mod version will be removed) bring the weapon in line with other weapons in the game
The second problem is Armourer which applies to both heavy, and light armour - so we will split this also, with a new magazine called "Recon Tactics" that will now cater to light armour.
The final problem regards the perk providing buffs, rather than the magazines. Advanced Engineering awards the buff to 4 different magazines, and Lock-picking (for some inexplicable reason) awards the buff to Workstations, along with Advanced Engineering.
First, let's remove Lock-picking from the picture. it makes zero sense to have this buff any of these magazines, let alone Workstations.
Now, since we already split Advanced Engineering into two perks, we will have the first, Engineering apply to Workstations, and the second Electronics apply to Electrician, because this is a no-brainer. The remaining two magazines that were governed by Advanced Engineering a"Repair Tools", and "Traps"
IMO, neither of these magazines really needs a perk to buff them, as the former unlocks the Hammer at 4 magazines, and the Nailgun at 25. There is no real rush to unlock these tools either given their purpose.
The latter unlocks the dart, and blade trap, electrical fencing, and the auto-turrets. Again, I see no need to apply a perk buff, as these a mid to late game base defences by which time the player will likely have already collected enough magazines to unlock them without a buff.