Good Natured: weapon skills -40%. Battle cd -3
Chem Resistant: drug duration decreases twice. Mentats, Rad-X and RadAway effect doubled; Buffout: +3 ST, +2 EN, +4 meelee dmg; Jet: +3 ap, +10 armor class; Psycho: +20% to normal dr, -6 PE, -0 IN.
Finesse: +2 ap to attack. +10% crit chance. (or: you can`t perform non-aimed attacks. Current ap /2 to crit chance)
Adrenaline Rush: +1 dr each -5% hp, +1 dt each -25% hp, +1 ap each -40% h.
Cautious Nature: round fov.
Earlier Sequence: +6 sequence, out of battle: double attack speed, -1 ap to attack.
Educated: 2% damage for the difference in Intelligence.
Harmless: +50 steal, the lowest priority for NPCs attacks, out of battle: +25% dodge.
Healer(1): fa +25 hp, heal others: fa and doc cd /2 (9 sec with medic).
Magnetic Personality: maximum party slots. Each faction member within a radius of 22 hexes from you gets +4% dr (doesn't stack, does not work for itself).
Master Thief: throwing knives ignore half of resistance. Lockpick cd 5. Can lock any door in an unguarded place. Does not need an electronic lockpick.
Mr. Fixit: repair in battle; use junk: creates a barricade in a free adjacent hex in the direction of the view. Has 400 hp, 5/58 all res and blocks fov. Spends 4 junk. Repair: restore *repair x2* hp, cd 10. Science: destroy, drop 0-2 junk. Automatically deleted after 15 minutes.
Pickpocket: ignore size and facing modifiers when stealing. 25% chance to disarm enemy in close combat. 1-hex meelee attacks steal items from enemy inventory.
Thief: steal cd 0, +30 additionary sneak skill at the end calculation.
Quick Recovery: KD 0, KO /3, respawn time /2.
Ghost: +10 sneak per second when walking or immobility (max bonus 110, instantly reset if you start running). Death does not turn off vision.
Dodger: +35 ac, +15 ac in motion. Ignore Long Range, Scope Range and Accurate weapon perks (current dodger is useless on TC).
Light Step: 90% evade trap, ap restored when walking (/3 effect on mutants).
Weapon Handing: +3 ST check, two-handed weapons are considered one-handed.
Living Anatomy: +20% doc, +5 dmg, any healing of the creature you attack will have an 90% effect to the end of the battle cooldown (ss = 90, fa = 135).
Mysterious Stranger: hide character info.
Gambler: throw the dice: this number is added to your Luck and will be reset after attack or re-throw (Luck can exceed 10)
Grave Digger: double damage for knocked-out targets; use shovel: buries a player corpse (destroy critter) and puts all his items on a hex, including armor, and adds *steal skill* seconds to respawn time.
Sniper: +3 weapon range (small, big, energy).
Demolition Expert: explosives use 0 ap. Dynamite does not need to be activated, is automatically set for 4 seconds. Visibility of your traps is halved. Can use mines on the containers and doors through the context menu (explosion at the opening, can disarm). Your corpse explodes in 2 seconds (you need at least one dynamite in inventory).
Empathy: half of the damage taken is transferred from an ally to you. This part will also be halved (1-hex distance, ally = 50% damage, you = 25% damage, does not work in the opposite direction).
Bonus Move: RT: +10% movement speed. TB: +2 ap per turn that can only be used for movement.
Faster Healing: +20 healing rate, injury regeneration.
Flower Child: never addicted, redrug any time, battle cd -3.
Friendly Foe: red signal flare effect on the last attacked target. You and faction members see the illuminated target through the walls and have a 10% greater chance of hitting it. You do not damage the faction members and they can not harm you (except explosives).
Made Man: +3 dt.
Kama Sutra Master [meelee only]: leather armor like protection when naked. -10 groin critroll. Target of your attack can not move from place while you are within 1-hex distance from it (works only with fist-like weapons).
Karma Beacon: +50% to critical dodge. Attacker loses 5 Luck to the end of the battle cooldown.
Mutate!: vertically mirroring all stats: ST-LK, PE-AG, EN-IN.
Explorer: +70% travel speed. Greatly increases the probability of finding a player on the world map. Finding will activate battle cooldown (does not affect allies).
Night Vision: showing critters in 7 hex range.
Negotiator: TC timer 10. Mayor periodically spawn guards, they accidentally patrolling the city territory and hostile to other factions.
Presence: your critter blocks the field of view like a 1-hex wall (does not affect allies).
Prizefighter [meelee only]: 20% dodge on 1-hex distance. Your punch guarantees a powerful knockout, if the target's battle cooldown is not interrupted for more than 15 seconds. Bite off ear if the player you killed was a enemy faction member (works only with fist-like weapons).
Comprehension: perks do not have stats requirements.
Scout: real time preview, extra spawn place (Ares: vertibird; Glow: level 2 without KO; Warehouse: bottom right ruins; Sierra: level 1 shower bath; Reno: above drug store; SF: shuttle or tanker; etc)
Berserker [meelee only]: every 6 points of lost health are added 1 to melee damage, heals himself for 30% of the damage dealt.
Slayer [meelee only]: Luck is replaced by Strength in all critical calculations. Gives a bonus to the critical roll by the extremely complex formula: 22-Perception*2 (Psycho does not affect this).
Strong Back: weight does not affect stealth, 2 kg = 3% knockback resistance (sledge, rl, caws, explosives).
Survivalist: +80 negative hp, death blow: survives with 1 hp, cooldown 180.
Animal Friend: you are accompanied by a high-speed Wild Dog with 240 hp and 60 sec rebirth time.
Master Trader: you will not lose equipped weapons and armor if you have at least 250 000 caps in your inventory. Your corpse will contain only unequipped things and money (For those who are afraid of losing their high-tier gear).
These are pretty interesting perks, and definitely a step in the right direction for innovation and diversity. But I believe it has the same problems as some of my perks did where they are too good to not pick.
Like Man Made (+3 DT), that's really strong.
And Finesse doesn't really seem like there is a negative for it (as a trait right?).
Adrenaline Rush seems like a cool rework where it can actually be used to play more aggressive with it than normally allowed (the original perk seems like something you use to run away from the fray).
I'm not entirely understanding the Cautious Nature perk (round FOV?).
Earlier Sequence seems way too powerful for what it is, - 1ap to attack and double attack speed is too good, and makes it a staple in any build that attacks.
That educated perk buff could be used on top of what the current one does, that seems balanced.
Harmless seems OP w/ that dodge that it gives, like an extra 5-10% seems more within reason (since you could stack it to a 30-35% total if you built for dodge).
Magnetic Personality seems pretty unique as a perk. It'd also be great if it's hex distance was affected by your CH stat haha (no? Still a dead idea?)
Mr. Fixit, now that's a pretty innovative perk right there!
Ghost seems too good for a Sniper/ Sneaker/ possible hexer build since you can just camp and ambush someone who has no chance of spotting you.
Mysterious Stranger is a pretty unique perk, sadly it seems a little unnecessary since you can just wear robes and people can't see your info (if I'm not mistaken).
Could you elaborate on Gambler a bit more if you don't mind? The concept just seems foreign to me.
Sniper seems a bit powerful, but it is kinda a specialist skill since it doesn't seem like many people would take it with a minigun or machine gun or something.
Now that's a really interesting perk! Empathy, that could make for some interesting plays in the battlefield.
I like the thought of Bonus Move, but I think it'd need to be tested to see how OP the RT feature of it is. (I do like the +2 ap to movement though).
Friendly Foe definitely seems like something that could be used to create really interesting roles on battles/ raids.
Kama Sutra Master looks like a good fix for melee, but idk. Second opinion anyone?
What's a Critical Dodge?
I don't see why Mutate should be necessary. Maybe I'm just not getting it, would you mind elaborating on the purpose of it?
Comprehension seems a bit game breaking, since now your build can ignore any requirements and be a super tank (essentially).
I honestly love most if not all of these perk ideas, with some to a lot of fine tuning I think that there is a lot of potential here for new roles to be formed for the game without destroying the current meta (entirely). But what do you think sir? (Can I get a second opinion on what is good and what isn't?)