Perception tree seems to be very bland early in the game, especially compared to strenght tree in terms of power and utility.
If we want to make a melee build we get plenty of options how to increase power of our attacks (attack speed, stamina reduction, dmg, easy way to stun zombies and even more damage plus perks that let us carry more, harvest more and loot faster - higher dmg to blocks).
But what if we want to focus on range type of class? First of all there is not even a single reason to go for gun perks before lvl 60 when you can craft steel bulets. We are literally left with extra dmg to the head and whatever archery skill that is the only specialized weapon skill that gives you nothing extra (every gun perk gives something nice at higher lvl like stamina regen, higher dmg for one shooting zombies, stun chance etc. while melee gets bleed + aoe bleed and knock down + aoe knock down)
Archery gets literally nothing but faster aiming and reload.
What is more while melee type of class can totally ignore perception tree without any penalties, archery must invest in both (maybe even also in agility tree if we want ok dmg).
This is what i suggest:
1) Give archery something nice but not op. I suggest higher chance for an arrow/bolt to not be destroyed at early lvls and maybe ability to craft 2 arrows/bolts instead of one at perk lvl 4 or 5.
2) Move stealth perks from agility to perception tree
3) Give "lucky looter" boost to finding feathers at early perk lvls and maybe higher chance to find more ammo at lvl 5 (it's kinda strange for me that it is super easy use melee weapons non stop from day 0 while specializing in archery is never ending gathering of resources till you can one shot zombies with high enough sneak dmg bonus)
4) Move "pack mule" (preferably all construction perks) to fortitude or agility tree so it will not feel like melee get's all this bonuses for free while ranged type of build is penalized to spend perks on strenght just to grab backpack space and better harvest of resources that are needed to craft ammo.
If we want to make a melee build we get plenty of options how to increase power of our attacks (attack speed, stamina reduction, dmg, easy way to stun zombies and even more damage plus perks that let us carry more, harvest more and loot faster - higher dmg to blocks).
But what if we want to focus on range type of class? First of all there is not even a single reason to go for gun perks before lvl 60 when you can craft steel bulets. We are literally left with extra dmg to the head and whatever archery skill that is the only specialized weapon skill that gives you nothing extra (every gun perk gives something nice at higher lvl like stamina regen, higher dmg for one shooting zombies, stun chance etc. while melee gets bleed + aoe bleed and knock down + aoe knock down)
Archery gets literally nothing but faster aiming and reload.
What is more while melee type of class can totally ignore perception tree without any penalties, archery must invest in both (maybe even also in agility tree if we want ok dmg).
This is what i suggest:
1) Give archery something nice but not op. I suggest higher chance for an arrow/bolt to not be destroyed at early lvls and maybe ability to craft 2 arrows/bolts instead of one at perk lvl 4 or 5.
2) Move stealth perks from agility to perception tree
3) Give "lucky looter" boost to finding feathers at early perk lvls and maybe higher chance to find more ammo at lvl 5 (it's kinda strange for me that it is super easy use melee weapons non stop from day 0 while specializing in archery is never ending gathering of resources till you can one shot zombies with high enough sneak dmg bonus)
4) Move "pack mule" (preferably all construction perks) to fortitude or agility tree so it will not feel like melee get's all this bonuses for free while ranged type of build is penalized to spend perks on strenght just to grab backpack space and better harvest of resources that are needed to craft ammo.
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