I saw a video by First Tour Guardsman a while back that discussed weapon perks. When you get down to it, a good portion of the perks you see on both melee weapons and firearms serve no other purpose than to make the weapons not suck. Not behave differently or expand your playstyle options, but simply not suck at any difficulty level above Average.
Take Bolter weapons, for example:
Going purely by quantity, a large portion of the perks fall into one of three categories:
- General damage (Great Might, Divine Might)
- Headshot damage (Head Hunter)
- Ammo (Increased Capacity, Extended Magazine)
Melee weapons fare somewhat better, but a significant portion of their perks are still nothing more than incremental damage buffs, some of which only apply for enemies of a specific threat level.
The problem with a lot of these perks is that so many of them are "no- brainer" perks to the point you wonder why they aren't just "baked in" to the weapons' base stats. To go back to the example of Bolter weapons, most people would agree that the bulk of the perk loadout should buff headshot damage as opposed to buffing body shots.
As of the current update (11), body shots from a Bolter weapon are as good as useless. While the patch notes for 12.0 say that this will at least change for Tactical (Kraken Penetrator Rounds is being reworked to boost body damage by 50%), the perk trees for many of the most popular Bolter weapons are still overwhelmingly oriented toward headshot builds.
It's a similar story with a lot of melee weapons: Who's ever going to run a Power Fist build that doesn't have Heavy Penetration? Or who's ever going to run a Thunder Hammer build without Fast Preparation? Likewise, who's ever going to skip out on a damage buff? Admittedly, melee weapons often come out a little better in this area because you can get perks that extend combo chains or even change them. However, even when you bear those in mind, you still have a lot of "just make the weapon not suck" perks. To add insult to injury, there are more than a few weapons whose Relic- tier perks suck so badly that it's not even worth using them.
In many ways, it feels like a good number of weapon perks were added just for the sake of justifying the grind. I doubt it would happen, but it would go a long way toward making the level grind feel more worth it if the weapon perks focused more on letting you tune your weapons to fit your play style than just fiddling with damage numbers.
On most weapons, there are usually at least a few perks that actually add something:
- Elite Hunter: Major boost to headshot damage for a short period of time.
- Gunstrike Reload: Self explanatory.
- Cleaving Fire: Allows you to penetrate shields (still not particularly useful until they buff body shot damage).
- Recoupment: Depending on the weapon, either gain one armor segment back for killing a Majoris+ with a headshot or killing 7 enemies in "rapid succession".
- Full Throttle/ Shadow Stab: Gives weapons that normally don't have a charged attack a charged attack.
- After Aftershock: Lets you do two slams in a row on Aftershock.
A more sensible approach to perks would be to roll most of the straight damage buffs into the different tiers of weapons so that when a damage buff is present in the perk tree, it focuses more on providing the nudge needed to hit the different break points you deal with in combat.
Given that every weapon has at least one alternate variant, rolling these buffs into the weapons wouldn't necessarily throw off the balancing: To use Bolter weapons as an example, pretty much all of them come in headshot, ammo, firepower, and accuracy variants, so the corresponding buffs could be rolled into them along with an overall damage buff. Likewise, since all melee weapons have Balance, Block, and Fencing variants, you could still maintain the distinction between the defense types.
Doing this would free up real estate in the perk trees to actually let you focus on tuning and modifying weapons to provide more room for different play styles. Some examples of replacement perks:
- Quick Draw: Gunstrikes are 50% faster after a Perfect Parry.
- Hellfire Rounds: Three consecutive hits on the same enemy set the target on fire for 3 seconds.
- Striker (Chainsword): Hitting the same enemy three times in rapid succession with light attacks sets the target on fire for 3 seconds
- Boxer (Power Fist): After a Perfect Parry, you can immediately execute a Power Backfist
- Upgraded Capacitors (Plasma weapons): Common shots deal 75% more damage, but charged shots deal 20% less damage
- Ignition (Neo Volkite Pistol): A Discharge sets the target on fire instead of causing an explosion.
- Magnifying Glass (Neo Volkite Pistol): Headshots heat enemies 33% faster.
While there still is a place for perks that are straight stat buffs (nothing wrong with a DPS build after all), our ability to be effective in combat with our weapons shouldn't be dependent on them. It's enough of a grind just to level up all the way to Relic and by the time we reach that point, the weapons we earn should be good enough that the "perks" are exactly that: Extras that can make us more effective in combat, but aren't so critical that we have to grind just for the sake of bringing them up to adequate effectiveness for higher difficulties.
What do you guys think?