I said this as a joke awhile back, but part of me is starting to find the notion more appealing. Perhaps I’ve grown so accustomed to them, I can no longer detect the stench of bad ideas.
What if we heavily nerfed or completely removed all the +25% damage perks entirely?
(And the “Weakspot Damage” one too, maybe all damage perks? Would that be too far? Or are we so far gone already the notion is meaningless)
Before you hang me, hear me out.
1.) Their existence completely invalidates every other perk outside of niche exceptions/memes.
2.) As it stands, most players simply go with flakiac by default instead of choosing based off preference or build setup.
3.) Their removal could give us space for other perks, some suggestions:
% more reserve ammo. (Ranged only)
% less spread/recoil (Ranged only)
% Stamina Regeneration while active.
% Perfect Block Stagger (Melee Only)
% Toughness Regen on kill (Melee Only).
% Swap-to Speed
4.) Removing them would simplify the balancing equation. At the very least, going with a nerf instead of buffing the other perks wouldn’t contribute to power creep. I also don’t like doing math.
5.) Even if their removal is too much, reducing them to be more aligned with the other damage perks (Capping at 10% instead of 25%) would still open up more options (I.E. the other damage perks).
6.) While 25% extra damage might help an underperforming weapon become “good enough”, it being a percentage means over-performing weapons benefit much more. If a weapon’s worth is strictly contingent on doing 25% more damage against two armor types, perhaps said weapon should be buffed instead.
7.) Removing Damage against armor types shifts the perk situation from “Doing the most damage against the most targets” to “Doing the most damage to the enemy type I’m specializing against/have the hardest time with”. This could be doubled-down on by adding perks for specific enemy types instead of armor types:
% Damage against Monstrosities.
% Damage against Ogryns.
% Damage against Shooters.
(Although I find it hard to fathom any case where you’d not pick damage over other perks, unless said perks ultimately mathed out to more damage).
8.) There’s a distinct presence of “Godlike Generalists”, where they excel at dealing with most enemies and have few or no weaknesses. Is this how we really want Darktide to play? Maybe. It’s certainly easier if you don’t have to worry about team composition. But if not this could be a step towards encouraging specializing.
10.) It might not be the ultimate way to fix darktide’s balance, but it would simplify things a bit, no? Make it easier to balance weapons from the get-go? Or perhaps perks are too small a drop in the balance bucket to matter.
Hel, should we completely revise perks to consist solely of non-damage stats? Would we also then want to ditch crit chance and crit damage too? Does having slightly faster reload convert to slightly more damage? How deep should we descend down this rabbit hole? I have strayed so far from the Emperor’s light. Help me.
So, how stinky is this? If it’s as bad as I think it should be I’d very much appreciate some cogent counterarguments on the subject, or at least some discussion on the matter. Balance is a very hot topic these days.