Originally Posted by
RolandVermund
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I think that the perk system is the good direction in 4v4 (while I think that some compensation for high reps with multiple builds would be a nice gesture, and a smart business move to keep players satisfied). However, I think that some of the perks are so useless on certain characters that it makes them weak in 4v4, and kills the versitality. I have a few ideas with examples.
Every character should have access to twelwe different perks, with every gear coming with two. They would be unlocked at 1 point on minimal level, and from there, every further point would give them further buffs (for example, 1 point in Executioner is plus 3 health on execution, 2 is plus 6, 10 is plus 30). When reaching 12 and 24 on a certain perk, it would give an additional small bonus (for example, 24 on Executioner would make you immune to minion interrupt properties on executions and would give a 80% damage reduction against their attacks during executions).
New characters without gear would start with 2 on all perks (which is not necessarily bad, they have the same amount of points with a little bonus in everything). All grey and blue would come as a 2-2 with no upgrade options (12 builds reachable with some difficulty). Purple and gold would come as 2-2 and 3-1, with option to refine them (to 3-1 at most both ways, making it easier to reach 12 builds). Turqoise could come as anything from 2-2 to 4-0, with full refine options. Full 24 on one perk build is obviously only possible on this level. It gives more options for high reps to build characters the way they like it, it gives some reward (mostly comfort options) if they choose dual or single builds, but while perks would become valuable, high reps couldn't dominate everyone under them.
While there would be builds obviously favored by some (probably the 12x2 and the full 24s), there would be more customization options, with far more variety of viable builds this way. Gearing would matter, but not to become stronger, but to customize your character to the playstye you like.
Examples:
Executioner: 3 hp bonus health on execution/points (up to 69 on 24, this would give chance from zero to max on long executions).
First bonus: +3 respawn penalty to players you execute
Second bonus: Interruption immunity and 80% damage reduction against minions during executions
Reviver: 2 hp bonus health to targets you revive/points (up to 48% on 24, almost full health).
First bonus: Immunity against minion interruption during revives (but no damage reduction).
Second bonus: You gain +25 health on successful revives.
Tireless: 2% stamina cost reduction/point. (up to 48%).
First bonus: While exhausted, succesful parries, superior dodges and deflects regain 10% of your total stamina.
Second bonus: Stamina depleting moves take 50% less stamina from you.
Avanger: After you respawn or revived, you gain 5% base bonus speed/point (up to 120%) for 10 seconds.
First bonus: If you are executed, you will start with a 30 hp strong shield (lasts 25 seconds).
Second bonus: Your first attack after respawn/revive is unblockable.
I think that this system would make creating new builds rewarding, while it wouldn't create a gap between high reps and low reps.