Look, at the moment, the perk system is just terrible. In any normal game, perks are needed for additional skills, or to improve existing ones, and almost all perks are balanced with each other, an example from the game Project: Playtime, there are perks for treating allies, reducing noise from walking, and so on. In secret neighbor, perks are not an additional character improvement, they are a mandatory thing, if in project playtime I use perks to become stronger, then in secret neighbor I must use them so that my character is playable, that is, I must definitely open 3 perk slots, among which there must be a dexterous hands perk which allows me to fill the damage scale faster, and strong hands, which increases damage, and for additional improvement I have only 1 slot left, and that which is most likely to be occupied by either damage resistance or jump height, that is, I pump perks to return the old pvp mechanics, and make my character playable, since before After pumping all three perks, my character can do absolutely nothing, and you also made such a system that you need to reach level 20 to improve all perks to level 3 and to open all three slots. I want you to redo this system, and bring back the old pvp system, as the game with such updates is turning more and more from a skill-dependent game into a casual trash.
#Perks system rework
1 messages · Page 1 of 1 (latest)
im too lazy to read
Tldr All 3 slots are used up by basic stat increases to return pvp to what it was before, instead of it being a fun way to make your character more unique (I think I got that right)
Yes! Right! And also the fact that you need to spend a lot of time pumping level 20 in order to just be able to fight with a neighbor normally