I can't agree here at all. In fact the proposed idea you just gave is the EXACT complaint most people have about the shotgun perk....there's no reason to aim for the leg...even with a knockdown/stun/pin.bow skills should give you abilitys when hitting key parts of the enemy, as well as preserving arrows more often. for example, at tier 3 unlock pinning shot, where you can keep a zed standing still for a second or two by hitting them in the leg.
It's also the exact problem TFP are having...there just aren't enough unique "things" to give to each weapon type (or those things SHOULD BE ON THE WEAPON, NOT A PERK!)...you want to give a pin or stun to bows? shotguns already do that. why make different weapon perks do the same thing?
Specialization IS the problem, because the combat system is too simplistic to support it.the problem is alot of perks are kinda meh, kinda eh, or holy hell this is the way to go. case and point, heavy metal. with it, i am now reliably clearing irradiated houses that before, i needed guns to breach and clear into. ive heard other perks are realy good, but for me i am now sticking with my flaming hammer of eradication.![]()
verity is the spice of life, as such, it should be key that each skill is made unique and good in its own right. hell, just change up the marksman skill to only count for head-shots. chaining headshots together (even if it doesnt kill the enemy) to increase damage. there, job done. suddenly it becomes a viable contender.
alot of simple changes can make the weaker skills more stronger. specialisation isn't a problem, its when that specialisation gives you nothing in return.
There is NO reason to incentivize shooting ANYWHERE except the head...the meta of the game doesn't support it. No matter the benefit, aiming at the head is always better than the leg/arm. Bleeds are similarly useless. When how fast a zombie goes down is the most critical factor (and it is and always will be in this game system), a damage over time effect is irrelevant, unless it can be applied to a large group instantly (hence molotovs being useful, as would bleed-inducing shrapnel 'nades).
There simply aren't enough unique, relevant benefits to give to each specific weapon type.
But there ARE a lot of specific combat bonuses that a player could want. They may be more or less relevant to different weapon types, but they're still useful for any of them.
The perks as they are now are meh because there really aren't many benefits they can tie to them. If a specific weapon type has specific traits, then give those traits to the weapon, rather than perks...let the perks represent general proficiency with speed swings, reloading, conserving stamina, crippling/destroying body parts, aiming speed, etc. It makes more sense and better gameplay (less restrictive weapons) to allow benefits to transcend weapon types.