#Reviewing every character perk, Double down update

1 messages · Page 1 of 1 (latest)

sour ledge
#

I already made other posts about what ifs and what directions i would like characters to go #1350850276365565952 message, but this one is to break down what i think are the flaws of each character perks that i mostly dislike and why

#

Vermilion:

  • Contractor: Charge attacks are in overall bad state of not being very useful and an extremely risky move, while being able to get ammo back on hit is very good, it has been unreliable at best (possibly due bugs) and the fact that in most mob fights you end up getting ammo back from enemy drops, so this ends up being mostly useful against bosses in which pulling an charge attack is extra risky.
  • Gunslinger: Actually dont hate the ricochet mechanic, just think there is potential for more.
#

Lapis:

  • Soldier: Thankfully got buffed, to 125% blast damage, but due the amount of ammo you usually carry i think that an entire magazine for one attack is a lot.
  • Rifler: Honestly dont think what is holding back rails is rate of fire at any point, so making a perk that increases rate of fire doesnt make me feel like the weapons are working that different from before. magazine size that scales with battery would make more sense for me
sour ledge
#

Goro:

  • Joker: Flat 5% damage every level up is pretty busted honestly, i like the concept of lethal joke weapon that just builds up to be lethal but at current state this just feels like free damage. Not sure if going really experimental to not give him any OPS until a certain level where you just dump +10 in one go would work as that if the intention is that.
  • Scavenger: One starting holo is neat, but doesnt carry weight in long term, dont feel like holos are doing their job well enough to be worth an entire perk, honestly being able to have more options per level i think would fit better
#

Rondo:

  • Bladedancer: Probably what i would say is the second strongest, dont have many issue with it other than we have an almost identical holo, gives rondo a melee focused personality and playstyle
  • Reaper: Also fits the melee focused style, i just dont like parry much and bleed got more support in the last couple of patches so good perk, not my cup of tea but thats not a real issue.
#

Ravona:

  • Assassin: Does fit the name that appears to be focused on killing large few targets over many weak foes, okay for bosses and some elites but 5% is kinda small
  • Rogue: Good concept of spreading effects and as mentioned in other perks status effects did get buffed so they are more attractive, only issue is that i find executions unreliable to pull on in scenarios with large amount of enemies that this would shine, problem is not the perk but executions being a risk not good enough to go for it.
#

Gravenheart:

  • Brawler: good on paper for a character that appears to be tank focused, just consider armor unreliable to have a good amount of and there are opposite better alternatives such as the one that gives you based on stamina, stronger and pretty much always active. This one as someone else pointed out, requires to have perfect play with a tank that should be more lenient on taking hits
  • Tank: Honestly great concept, parry has a chance to give you armor back, only issue is that i think this should be part of brawler, that way you can really go all in the tank defense/parry role more than being split, otherwise i would just pick a character with more dodges.
spring dirge
sour ledge
#

Part of the reason i suggested to be an extra holo choice at every level, trade stats for more luck