Feedback on the perks themselves
I reviewed my previous verdict on the perks from during the open test and updated some sections:
1. Shields Up
A nice to have perk. Increases survivability which is always good. More beneficial together with Aegis, but not much (18 health shield vs 15)
2. Aegis
Good perk. Shields are granted extraordinary often in breach especially due to feats and buffs, revenge and also of course by other perks like Vengeful Barrier or Shields Up. So this is overall a nice perk and a very good pick for breach.
3. Devourer
a meh perk for breach. I only use it if I could not have any better at the moment. You get +15 HP on executions. Well I don't need that at all. In breach you also run a risk to get interrupted by minions and that also transfers now onto other modes as well. Plus if I have the time for a longer execution I just do that and have quite enough health back with those usually. I
4. Endurance
12% stamina reduction is nice on paper, but you would need to unlock all 4 feats first (gain 3% reduction for each level) to get there which depending on how success you play could be a little late. In breach if you're able to unlock your fourth feat early, but useless in all other modes. If you want to make this more viable give a much greater stamina cost reduction in the beginning that is already noticeably from the standard costs
5. Survival Instinct
20% stamina reduction on critical health. One of the horrendiously bad perks. This should be additional damage as you would fight harder to actually to survive. Alternatively this could also be revenge gain and then a legendary or heroic tier perk. Stamina cost reduction however or basically ANYTHING in critical health condition does not help much to survive at all.
6. Headhunter
Ok perk I guess but 16 HP is not really much.
7. Fresh Focus
OOS is now very punishing now unless you have a stamina feat or if you are playing Jian Jun (doesn't matter to him since he can just Sifu Stance himself right to full stamina within mere seconds - hello?) and hence this perk seems to be quite important to get back into action more quickly. For me one of the most outstanding perks that reallly serve a good purpose. Not OP though. OOS is still quickly achieved and often a death sentence.
8. Remedy
Pretty good perk imo. Increases survivability quite a bit by providing you an additional source of healing and does not come with the restrictions of Devourer.
9. Bastion
Very good perk. +10 damage reduction when fighting in a zone is very useful for all zone focused 4v4 and every heavy character in the game. Must pick for those in my opinion.
10. Feline Agility
Couldn't test that one out yet. Has a better value distribution than Endurance so that you possibly profit from the advantages from quite early on. However I don't know how significant a speed up from 4%-10% ingame is. Maybe this should be flat values and not percentages as slow classes would profit much less from it when it's based on their core speed than already faster classes who would gain a much greater boost for every %-point.
11. Vengeful Barrier
I think so far this one is pretty neat. Very nice for anyone who foresees himself fighting in 1vX scenarios and trying to stall time as much as possible. Together with Aegis it provides a health shield of 30. Pretty good I think. Depends however if you are able to get revenge out of a gank situation. Otherwise it might be too seldomly in use to be of worth. So better on tanky characters I guess.
12. Last Stand
In my opinion the most worthless and worst thought through perk. On critical health you gain 20% damage resistance....
Now I wonder, how much health do you have on critical health? Something like... 10? What possible use would a damage reduction have here? You are about to die in one hit. Even on a pretty standard 15 dmg light you would get 12 damage. If we are talking about indeed 10 health then you are DEAD. This perk is absolutely ridiculous. The only scenario I could image it providing a use is when you would gain revenge on your critical status, activate it and have the damage reduction then so that your shield does not go down as fast. That is the ONLY combination and as you can see that is extremely situational due to the fact that we have just normal revenge gain. Another usuage could be in conjunction with Bastion while defending a zone. That should net you 30% dmg reduction on critical health then. That might be interesting to try to on my Shugoki with hard to kill in order to get that fatal demon's embrace in but again you need to be below 25 HP for that to kick in.
Here are some different ideas however to make it more worthwhile in general:
1. activate the damage reduction on low health (2 bars or so?) or make it a little like the feat Hard To Kill
2. provide a significant revenge gain boost to actually use it for revenge and increase your survivability by that for a short period of time
13. Bulk Up
Pretty much the same concept as Headhunter but you get the HP boosts with unlocking your feats (so pretty late game in most modes). 16 HP overall gained is not really much, it is often a legendary tier perk and therefore often you have to sacrifice sth in order to have it in your build. Compared to Aegis not worth the investment if youcan have . It would make sense if you were able to use it together with headhunter (as a tank for example) but apparenlty Bulk Up is for Heavies and Hybrids, Headhunter is for Vanguards. Should be lower tier
14. Rising Dawn
Very good perk in 4v4 modes and especially breach. 75% health upon revive is nothing to sneeze at.
15. Galestorm
Good perk for assassins to get faster out of unfavorable situations after a kill or to get quicker to the next area where they could be of use.
16. Early Reaper
Weird one. First attack after spawn or revive does 20% more damage. I wonder what happens if said attack gets blocked what if you whiff it? Is that buff gone then? Seems totally useless. I understand the idea behind it that once you get revived in the mids of battle you have a buff to turn the tables. However this is extremely questionable and only for just ONE attack. This should AT LEAST be just time limited so that you would gain a 20% dmg increase for 7-10 seconds or so then it would be a very good perk but not like this. Of course it would have to be higher tier then.
17. Crush Them
Similar weird condition as in Early Reaper. But sounds good to me since it would be useful in anti-gank situations in which onces you disposed yourself off one opponent the next one could eat a big hit. Could not try it out myself, but I imagine this is a good pick for anti-gank heroes and very fitting for berserkers. However again, what if the attack whiffs or gets blocked?
18. Radiant Rebound
Ok perk. Let's you jump into action more quickly again due to the 20% movement speed. Surely helpful in breach, pretty awesome in smaller map modes such as tribute.
19. Rapid Refresh
Now this is either a mediocre or a extremely attractive perk. It depends on two conditions: 1. Do you have a character with feats that have an active cooldown and do you use them very often? 2. Is the cooldown reduction stacking or not? Does it apply just one time as a fix reduction or do you speed up the cooldown in general?
I obviously could not try it out myself, so I don't know. However I believe it would work like this: You kill/help to kill an opponent or revive a mate and get overall on all active cooldowns (so you have to have used your feats) a one time cooldown reduction of 5%. Question now does it take the overall basic cooldown time as base value of these 5% or does it take the current time left. If it does the later then you will of gain less reduction when you're half through the cooldown phase than compared to when you just used it shortly before. Interesting perk overall.
20. Supersonic
Interesting for players who would use revenge to get away. Good incentive to promote a playstyle which is more team/overall goal and survival orientated. Pretty useful for assassins, but depending on what tier this perk is questionable whether or not this gets easily integrated in builds.
21. Clever Tactics
Just like Warden's Conqueror (minus the buff duration). Useful in general sure, but I wonder why you would create a perk just like a feat that those classes who couldn't select that feat would have. In my opinion this one needs to go. Leave the fast capturing for classes and people who choose that feat.
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I wrote this before but it should be mentioned here again that absolutely no work was done on the perks since the open test. Everything remained the same. I think overall there is too little variety within the perks, Some heroes, like for example Aramusha's case did not get an individual set but the whole defensive table. We could use more in total and we could use to access to some more per hero otherwise there are too less build options and hence incentives to develop/try out for sth different. I have so far only one single build on those heroes I play.
The transition to the perk system was terrible and extremely poorly made. Also, at the current stage the effort to create and try a new build is horrifiying as you need to access a maybe endless grinding process in search for the right pieces. Blowing out steel and crates more than ever before.
Those who thought this stuff up must be out of their mind or just painfully imcompetent. If this is not getting fixed there is no hope for this system at all.
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