You want marksman rifle and blades? Sure, do it. It can be a great combo because as long as you can get some range between you and the zombies the marksman gets the stealth bonus just like the pistol for much more absolute damage and other sleepers often won't wake up. With slightly less point investment you have dual-classed agi and perception to level 4 in both skills. With the disadvantage of slightly less bonus in each perk but with the advantage of having both perk trees available.
But why should marksman + blade have disadvantages over marksman + spear or blade + pistol?
Last two are both in the same tree and require only perception OR agility.
1) Marksman + Spear: 16 SP for perception + 5 SP for dead eye + 5 SP javelin master = 26 SP
2) Pistol + Blades: 16 SP for agility + 5 SP for gunslinger + 5 SP deep cuts = 26 SP
3) Marksman + Blades: 16 SP for perception + 5 SP for dead exe + 16 SP for agility + 5 SP for deep cuts = 42 SP (almost double!)
And i still don't have other skills from any of these trees. In case of 3 your spear and pistols are also increased because they are included in PER and AGI, so i HAVE to invest skillpoints for those even if i don't want to use them. Who decided that marksman is combined with spears and pistols are combined with blades? What "roles/classes" should this be? Is it common that a pistol guy uses blades in meele but not clubs or spears? Yeah maybe a "hunter" uses marksman and spears... but he also uses knifes, doesn't he?
Your mining is bad? Doesn't matter, you are better at wrenching and looting, sell more and better stuff and buy cement from the trader a lot cheaper to offset the lower yield from mining (at least in theory, at the moment miner69 seems simply OP, a balancing problem).
I'm not better in mining because i don't even put points into miner 69er and motherlode as these are in the strength tree which i haven't skilled at all. I also have no trader skills as the base attributes PER and AGI only buff weapons, they don't give anything else. I am also not yet better in looting and salvaging until i put ADDITONAL points into salvage operation and lucky looter. But why is a "hunter" better in salvaging or looting? I usually even stay with my role of a "hunter" and are that one that provides food for the group. Maybe call it the "support" role. I need living of the land, huntsman and master chef (this can at least be gained by skillbooks), which are again in two different trees... i have none of. At least animal tracker is already under perception.
What you call "i'm already better in other things" is exactly what my problem is. Yes, i'm better or lets say i can become better with few skillpoints in some skills. But that are not necessarily the skills i want. But because i can get them with less effort, i'm "forced" to take them. I can't play like i want to play, i have to play like the perk system "forces" me to.
At least my weapon choice would not be that way predefined if the base perks didn't buff SPECIFIC weapons.
That is exactly what i meant: Either you want roles/classes, then introduce roles but also put the according skills into it. Or you do not want roles/classes, then don't gate the perks that way. As some other comment mentioned above: This is done way better in some mods. I haven't played darkness falls yet, but it is similar in war of the walkers... much better! Even WITH real classes.
I'm saying the predefined combo is not too powerful. That step from perk level 4 to 5 is noticable but with a few exceptions it doesn't matter greatly if you have perks at level 4 or 5.
Why do you compare pistol + blades lvl5 with marksman + blades only lvl4?
Both are just one ranged and one melee weapon. Why should i have the one combo on 5 but the otherone only on 4?
I don't think so. They play 7D2D as a team-based tactical shooter game.
Huh? Do you mean my post? Hell no! I even dislike the shooter part of the game, i'm the survival guy. There is nothing tactical. But i still prefer some kind of weapons because i like their handling and playstyle, not their combat-tactical use. If we are playing in larger groups, i usually don't even attend the looting (therefore lucky looter on my char is basically almost worthless).
We have others in our group that play more or less only for going berserk through bloodmoons, but they also do not play what they prefer, they min-max like the skill tree says them to do. Most of them of course go for the M60... guess what melee weapon they fight? Hint: almost all of them think that fists are the worst melee weapon at all. But all of them use them. (at least as long as they have maxed out the M60 and have some skill points left to start another tree with a preferred melee weapon, if they even play that far).
If you want to avoid somebody makes an AGI build while using a M60, put a movement nerf on the gun itself. I mean it's obvious that a guy carrying a heavy machine gun moves slower than a guy just carrying a hunting knive. Maybe 10% slower if active, still 5% slower if on toolbelt. Now someone could decide if he wants to go AGI + pistols for moving ultra fast or maybe still use a M60 and skill AGI to compensate the movement nerf.
There are so many possibilites, but why do you make base attributes buff specific weapons and even tie specific weapons together? With that system i wouldn't even call PER, STR, FOR, AGI, INT "base" attributes, but they are weapon skills. The whole skilltree is built up on WEAPON skills!