you forget about one fact that change how balance work - if this would be game like cod zombie. I would be 100% agree but... you have random stuff --> so it's better to invest into lucky looter + googles + candy that invest in weapons perks. why? because you don't know which weapon you will find and how many ammo you will get. So there is better to get next tier weapon faster and get shotgun that put point in hunting rifle but find low tier weapon ( ps junk shotgun is so useless so there even no point to invest in shotgun until you will find pomp shotgun
Everyone plays the game differently, but it is not a requirement to get the next tier weapon ASAP. Lucky looter is usually one I don't spec into unless I am going more Perception tree; but it is usually not high on my list of perks to unlock really. A double barrel shotgun is just as effective as a pump shotgun if used properly. Heck, I have gone games where I kept using a higher quality T1 weapon even though I found lower quality T2 weapons. A Q6 double barrel is much better than a Q1 pump shotgun if that is my backup weapon.
10% boost in damage per perk level affects every weapon in the class you end up spec'ing into. Even if I only have a T0 or T1 weapon at that point, I know the point is not going to be wasted when I eventually get the T3 weapons. Some people might not want to perk into weapons which is totally fine; however, based on comments we see in the forums, a lot of people wish they could spec into most of the weapons.
That would make Intellect even more overpowered than it already is, although I agree that combat perks shouldn't effect the tier of weapons crafted by the player. That's another discussion though. It's not like you can't get higher tier weapons without perks.
That's really interesting that you said this
<insertBefore xpath="/progression/perks/perk[@name='perkDeadEye']/effect_group/passive_effect[@name='EntityDamage']">
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,1,1,1,1" tags="PipeRifle"/>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,3,3" tags="T1Rifle"/>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,2,2,2" tags="T2Rifle"/>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,1,1,1,1" tags="T3Rifle"/>
</insertBefore>
Code:
<!-- New Quality 6 Crafting Perk -->
<insertAfter xpath="/progression/perks/perk[@name='perkGreaseMonkey']">
<perk name="perkQualityCrafting" parent="skillIntellectCraftsmanship" name_key="perkQualityCraftingName" desc_key="perkQualityCraftingDesc" icon="ui_game_symbol_service">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel02"/></level_requirements>
<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04"/></level_requirements>
<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>
<effect_group>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="2,2,2,2,2" tags="T1Crafting"/>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,2,3,3" tags="T2Crafting"/>
<passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="0,1,2,3,4" tags="T3Crafting"/>
<effect_description level="1" desc_key="perkQualityCraftingRank1Desc" long_desc_key="perkQualityCraftingRank1LongDesc"/>
<effect_description level="2" desc_key="perkQualityCraftingRank2Desc" long_desc_key="perkQualityCraftingRank2LongDesc"/>
<effect_description level="3" desc_key="perkQualityCraftingRank3Desc" long_desc_key="perkQualityCraftingRank3LongDesc"/>
<effect_description level="4" desc_key="perkQualityCraftingRank4Desc" long_desc_key="perkQualityCraftingRank4LongDesc"/>
<effect_description level="5" desc_key="perkQualityCraftingRank5Desc" long_desc_key="perkQualityCraftingRank5LongDesc"/>
</effect_group>
</perk>
</insertAfter>
I'm not talking about crits on all guns, only pistols currently have crits in their perks. Combat perks right now provide things like reload speed already, all I'm proposing is removing +damage% from those bonuses.
Easy to do in a mod really
That is fair. The fact remains that in 2022, demolishers can be dealt with through building strategies and traps. The OP is talking like it’s still 2019.
Even before Auto turrets stopped triggering demos, they still could be used. The trick was either shutting them off if the demos showed up or just setting them up to trigger the demos further from your base and let them take out other zombies for you. A lot of people gave up fighting them (and then complained) if the way they built bases suddenly couldn't take care of this new threat without having to adapt.