I’m looking into overall perk preference and would like to address the most problematic options that are available to players.
Feedback is primarily for Damnation difficulty and Tier IV of all perks.
This accounts for both ranged and melee weapon perks.
I am not a game designer. I try to make fair and relative suggestions with the information and tools that are available to me, as well as hundreds of hours of experience thus far.
As such, these are just my opinions on what should be changed and removed. That’s all.
I hope this can doubly serve as helpful information for those that may need it.
I will provide some general commentary but will keep it minimal in this post.
+25% Damage to [Enemy Type] currently is:
- Capable of helping a weapon reach breakpoints and perform optimally in T5
- Consistently the best choice for any weapon in the game, hands-down
Best Enemy Type From Most Performant to Least (Based on Enemy Density)
- Unarmored
- Infested
- Flak
- Maniac
- Unyielding
- Carapace
No changes needed.
This can vary slightly based on some weapons. Most importantly the vast majority of enemies in this game are Unarmored and Infested, closely followed by Flak.
(A lot of Flak enemies additionally have Unarmored arms, legs, and heads.)
Maniacs account for all but 4 Specialists in the game. This is a very important enemy type to counter.
(Scab Bombers, Scab Snipers, Pox Hounds, and Pox Bursters are not Maniacs.)
Most optimal perk selections would be choosing one of these four enemy types to allow breakpoints.
(Flak is dependent on the weapon’s damage modifier toward it, but still overall a good pick.)
Unyielding has its place for killing Monstrosities and Ogryn Bulwarks or Reapers, but most all weapons already perform as optimally as they can for these HP meatbags.
Carapace is the worst enemy type to build breakpoints for, as Crushers are currently the only enemy in the game covered 100% in Carapace.
(Scab Maulers have a Carapace head, but you should be hitting them in their Flak bodies.)
+10% Damage to Specialists currently is:
- Underperforming, as +25% Damage to Maniacs is just a better version of this
- Lacking a reason to exist right now otherwise
Suggested Changes:
- Increase Damage to +6/9/12/15%, AND
- Merge with Elites for more coverage, OR
- Removal of this perk
I hate to suggest removing something but this perk is currently useless due to the disparity of enemy types among Specialists. Unless they plan to change some current Specialists or add more types, this perk is functionally useless—even for pushing breakpoints.
The only other way this perk can be useful at all for any weapon is to be merged with Elite damage.
+10% Damage to Elites currently is:
- A suboptimal but decent perk, that covers a lot of enemies with different enemy types
- Used in conjunction with +25% Damage to Enemy Type to kill specific threats quicker
- Marginal in its use cases for pushing breakpoints on important enemies overall
Suggested Changes:
- Increase Damage to +6/9/12/15%, AND
- Merge with Specialists for more coverage
+10% Damage to Groaners/Poxwalkers currently is:
- Functionally useless, as +25% Damage to Infested is just a better version of this
- Not needed, as no horde-clear weapon struggles to cleave or kill Groaners
- not actually helping with breakpoints at all with any weapon
Suggested Changes:
- Increase Damage to +10/15/20/25%, OR
- Removal of this perk
This perk currently does not benefit any weapon in the game. It does not push any breakpoint and does not really benefit cleave damage.
Increasing the damage significantly would make this worth taking on some weapons where its best quality is cleaving entire hordes, such as the Power Sword, but even then I struggle to think of any situation where I would want this over +25% Damage to Infested or Unarmored.
I am open to being proven wrong, but so far all my testing with this perk has not gained any tangible results from using it.
+10% Damage to Weakspots currently is:
- Functionally useless in Darktide’s current implementation of Weakspot damage bonuses
Suggested Changes:
- Redevelop Darktide’s Weakspot Damage System
Due to the way damage bonuses are implemented, this perk can’t be recommended at all.
This is because this is only additive to the bonus damage that Weakspot hits already provide, which results in very miniscule damage increase at all.
@Flawless wrote a quick explanation as to how it functions below.
+10% Critical Hit Damage currently is:
- Functionally useless in Darktide’s current implementation of Critical Damage bonuses
- Functionally one of the worst perks in the game due to its requirement for Critical Hits
Suggested Changes:
- Redevelop Darktide’s Weakspot Damage System
Much like Weakspot damage, this increase in damage often results in little to no tangible increase in damage. See above.
+5% Critical Hit Chance currently is:
- Teetering on being one of the worst perks in the game for almost every weapon
- Not even beneficial to weapons that want more crit chance to perform optimally
Suggested Changes:
- Increase Critical Hit Chance to +6/9/12/15%
A triple increase to this perk’s benefit would make it actually competitive and allow for more variety in building weapons. This would also vastly enable crit-centric weapons with low damage to actually perform optimally in T5.
I was deciding between +10% and +15% critical chance, but I’m highballing it for now.
+10% Reload Speed currently is:
- Not competitive at all with other options right now
- Not desirable at all, but may help with some slower reloads
Suggested Changes:
- Increase Reload Speed to +10/15/20/25%
One of the more useful non-damage perks to get, especially for non-Veteran operatives, but it is still underperforming as a perk that is desirable or useful over other options.
Most players are unlikely to notice any tangible benefit of having +10% reload speed.
+15% Sprint Efficiency currently is
- Not competitive at all with other options right now
- Lacking a use case for being on weapons
Suggested Changes:
- Increase Sprint Efficiency to +15/20/25/30%, OR
- Removal of this perk
This is where we get to real ugly territory for perks. A lot of these are almost pointless to have on a weapon, especially when your primary goal with weapons is to boost their damage output.
I’m currently highballing to +30% to achieve an absolute maximum +90% efficiency categorically—if you’re capable of getting +20% of an efficiency on all 3 equipped curios and this is something you actually want to build around.
+20% Block Efficiency currently is:
- Not competitive at all with other options right now
- Lacking a use case for being on weapons
Suggested Changes
- Increase Block Efficiency to +15/20/25/30%, OR
- Removal of this perk
+1 Stamina currently is
- Not competitive at all with other options right now
- Lacking a use case for being on weapons
Suggested Changes:
- Increase Stamina to +1/1/2/3, OR
- Removal of this perk
This is a weird one because it literally doesn’t change at all regardless of its tier. Anything higher than +3 Stamina would probably be too potent, and would make Stamina curios even less desired.