I think this could work if they had a mix of systems. Basically perks wouldn't effect damage, would be much rarer and would basically add effects to things, like adding chance on hit stun to heavy weapons. They'd then have to bring back some of the skills from A16 and have those be learn by...
Just want to play devil's advocate a little bit, but do you think these issues can be solved with balance tweaks? Example: increasing xp for things other than killing zombies.
I agree the current incarnation of specialization is not good for a number of reasons. But I don't think it invalidates...
Apologies, but it is not non sense. I'm consistently seeing posts where people can't figure out how to build bases anymore and it's always because they are trying to do the same old A16 tricks.
Yes a lot of people have adapted and figured out the new system, but there are still a lot of people...
Most definitely post A17. While I have issues with it (like I don't think they should know the exact weakest point in a wall). I think it's so vastly improved from A16 I honestly would never go back. Watching zombies run in circles completely destroys immersion while it also made the game...
I understand the risk vs reward mentality you're pointing out here. However, I think the point that was being made is that crafting is now effectively a bad option and due to skill points being so limited as well as gamestage being based on level, it's actually bad to invest into crafting...