The perk Glass cannon- increases the overall damage output the lower your hp percentage- is a new and fun way to play the game in a "Hardcore" way. It makes everything more risky but the damage scales up to 50%. Unfortunately, there is a flaw in its concept that doesnt really stand good with the way other game mechanics are. After using the perk for some time now, I would like to present what i think a good change in quality for this perk would be.
1)The problem: The main issue with the skill is that to effectively use it, you must keep your character at 20% or below (this amounts for 40-50% damage increase). The problem is that, in order to do so, the healing you output must be low enough compared to your total health pool so that the amount does not pass too much these barriers. Otherwise, if you use a strong t6 or t7 oinment, it will overheal and negate the exact low HP you are trying to achieve in the first place, thus making the perk useless. At the same time, lower tier healing might not provide the burst of healing needed to sustain critical moments, and as such an imbalance is created. You want to be at low HP but you also do not want to die.
- The solution: Introduce the option to "Lock" your HP percentage once the skill is unlocked.
How would this work:
-when opening the perk, a new UI page appears for the player to select the desired "boost amount". Lets say I want a consistent 30% boost.
-once set in place, the total HP of the character will be locked at a maximum of 30% from the initial value. SO if i have 7k total HP, i will only be able to use 2100 health points total.
-any amount over this preset value is then made unabailable, you cannot heal over this amount and any healing done over this amount will be treated as if you are full HP, and dissapear, unused.
-players get to choose if they want this option active or not in the same interface
This would be a nice quality of life change for this perk, considering it`s style, usage and benefits. It would bring:
-more options in armor, weapons and healing used while perk is active
-more consistent results/value for the perk
-allow players to actually think and plan ahead on what they plan to do while playing
Thank you!



