Perk rebalancing

Hello,

I want to suggest something to change the price of some of the perks. Specifically I am referring to the “Keystone” perks, located at the bottom of their trees:

(When maxed out, 16 points for standard perks, 12 total points for the engineer perk)
15% Sprint Speed, 50% Building speed, 35% Vitality, 30% Horizontal Recoil

As you may have already noticed by looking at the picture provided, the engineer perk has 4 levels (0/4)
This is infact, my suggestion for rebalancing the other perks

This rework comes in 2 parts

  1. Lowering the price of these perks to 12 (previous 16)
  2. Splitting the bonus of these perks into 3

This means that each of these perks will look like this

Sprint Speed
1/3: 5% Sprint Speed [4 points]
2/3: 10% Sprint Speed [8 points]
3/3: 15% Sprint Speed [12 points]

Vitality
1/3: 12% Vitality [4 points] (11.2 HP)
2/3: 24% Vitality [8 points] (12.4 HP)
3/3: 35% Vitality [12 points] (13.5 HP)

Horizontal Recoil
1/3: 10% Horizontal Recoil [4 points]
2/3: 20% Horizontal Recoil [8 points]
3/3: 30% Horizontal Recoil [12 points]

The purpose of these changes is to do the following:

1 - Allow players to further customise their perk layouts, and create setups that suit their personal playstyle
Some players may only want a small amount of extra hp or sprint speed

2 - Allow players to open up into exploration of more varied perk pages. Currently Vitality costs 16 points, and is essentially mandatory. By allowing players to take different levels of Vitality, as well as lowering the total cost to 12, players can finally take other perks within the vitality tree.
Something else we can see is that players do not often take sprint speed or horizontal recoil. This is because you must invest a whopping 16 points into these perks. This is a heavy commitment and awkwardly restricts your perk building if you want to take those effects.

Lastly, I would like to point out that the sprint speed and horizontal recoil control perks are very similar to other perks located in their respective trees (Run Speed / Vertical Recoil) and it seems a bit odd that you can take different levels of those perks, but not for sprint speed and horizontal recoil.

I’ll also provide some of my reasonings for why I chose certain numbers;
Why 3 levels? This is because the current effects (15% sprint and 30% horizontal) are easily divisible by 3, which leads to no changes in the total power of these perks, vitality splits into 12/24/35 (dropping 1 to keep the breakpoints the same at 13.5hp)

This also led me to the total number of perk points
12 is also easily divisible by 3 and 4 (which we see in the case of the Engineering perk)

Further, the 40% vertical recoil perk costs 12 points in total, so paying 12 points for 30% horizontal seems fair to me
Also, you can pay 6 points for a total of 10% run speed, so 12 points for 15% sprint speed also seems logical and fair to me

Disclaimer: You could probably do something similar with the tanker and pilot keystone perks, but I don’t feel they need changes or to include them here.

25 Likes

I think vitality should stay expensive since it is a strong perk but for the rest of the suggestion its great

2 Likes

Sprint and Vitality are worth paying 16 costs and they are so outstanding that 1stack 16 cost should be maintained.
However, for Horizontal Recoil, there is absolutely no reason to use it.
It seems appropriate to split the Horizontal Recoil into 4 stacks and change it to 7.5% per stack.
The Horizontal Recoil must be divided into stacks to allow for use.
The top priority for Weapon stat is Reload perk.

High priced perks are luxuries. Perk prices could be lower … and soldier prices in the shop could be higher … :open_mouth: :open_mouth: :open_mouth: :open_mouth: :open_mouth: :open_mouth: :open_mouth: :open_mouth: :open_mouth:

Id rather see them completely remove vitality.

3 Likes

Great suggestion honestly,

My only worry is the balance vs new players without maxed out soldiers. Especially if we see Vitality combined with increased stamina or reduced effect from taking damage.

So I think my suggestion is to possibly decrease the max amount of HP gain from vitality from 35% to 20%. (rough number, Im sure it could be worked out to fit some damage cutoff line.)

Sprint speed actually grants you only ~5% sprint speed increase over 6 point cost run speed. So you’re playing 10 points for 5% sprint speed (even less average movement speed because run speed is applied almost constantly) which translates to 1s faster full stamina bar jog (21.37s vs 22.42s)

In other words: You travel extra 5m per 100m travelled. I don’t think it’s worth investing 10 points in, especially when jump height and vault speed allows you to move around a map faster, essentially outweighing the 5% movement speed increase

But overlapping is possible. It can be ambiguous with a single one, but 20~25% of overlapping is very strong.
FYI, there’s a lot of different things involved in speed and of course, it’s all superimposed. Currently, the fastest in-game TT basis is +54%, and for premium, it’s +57%. Of course, in the past, there’s been something faster than this.(+61.95%)

Most soldiers can’t run both run and sprint speed. Only exceptions I can name off the top of my head are assaulters IV and radiooperators. But radios are limited to 1 soldier per squad (unless you are running a radio squad that feels like a grief on its own) and having 1 super fast soldier isn’t great. For assaulters IV it’s viable

Rifleman III is also available.
I have a minimum +29.5% sprint speed for all 27 soldiers for 3 rifleman squads in BR5

Oh, come to think of it, I calculated it wrong.
The fastest moving speed on TT is +104%(x2.04), not +54%.
Wrong calculation of the effectiveness of the long sword.
The faster a soldier with a long sword moves, the more overpower the effect of the long sword becomes.
So that’s one of the reasons why Japan, which has this as TT, is so strong.
Going back to the most serious days back in the day, They was running x2.1195 speed All Soldiers…

yes

Rifleman II has unique perk of extra +5.3% sprint speed, rendering rifleman III essentially obsolete unless you’re running the max revive speed meme build

1 Like

Did some testing, the aim stability upon taking damage perk is not that great

Lowering the HP of Vitality from 35% to 20% would be pretty detrimental, the 35% is already the ideal cutoff point
I don’t know if vitality is actually good for the game though, it should either be removed and then soldier HP set to 10 or 13.5, it majorly affects the balance of a ton of weapons and is basically the best / most mandatory perk in the entire game

1 Like

I disagree, sprint is not worth paying 16 points for, and the meta is to take the 6 points for 10% run speed

You’re wrong about horizontal recoil, its a very powerful effect but is incredibly limited by its 16 point requirement

Yeah goes to show the inherent flaw of the system that you need to specifically try it since everyone just rushes vitality instead.

Still, vitality as it is, combined with stamina bonus plus sprint speed is a broken combo.

I was thinking of lowering it a bit to benefit it more vs SMG calibre weapons instead of SF rifles, since ngl, SF rifles are just game breaking atm so trying to balance around them seems like a losing battle.

It only benefits vs SMGs at 13.5 hp
The perk doesnt do much against SF rifles

1 Like

Even considering that, Rifleman 3 is more faster. (+29.3% vs +29.5%)
Of course, it’s a 0.2% difference, but I’m sure 3 is better than Rifleman 2 because there’s still a 1 difference advantage for the rest of the stats.

2 free Mobility Stat
VS
0.2% speed, more 1 Vitality Stat, more 1 Weapon Stat, +15% Medpack usage speed

No.
It’s definitely worth it because of its duplicate.
To achieve the highest efficiency, need to use the sprint and run perks at the same time.
It was definitely ambiguous in the past when redundancy was not possible (it required 22 points purely), but it is one of the cases that benefited.

It’s definitely the case at a close distance, but it’s effective if it’s a little far away.
In the case of BR5, the share of the mid- to long-range combat (min 75m~) is higher than I thought, so it definitely works to be able to hold out one shot with a Vitality perk advantage (in my case, about 40%).

Horizontal recoil is definitely a good perk.
However, having to invest 16 points in a 1 stack itself made it very unmerited.
Reload is the top priority for Perk, which is the most important in Weapon stat.
Because recoil can be control by the player’s skill, but time is not possible.