Idea: Half Perk Slots

Munqaxus
Munqaxus Member Posts: 2,752
edited March 2021 in Feedback and Suggestions

How about changing the really bad perks that no one uses to use half a perk slot instead of a full perk slot. Monstrous Shrine, Poised, Territorial Imperative, Boil Over, etc will never be used in a serious fashion but may be used if they only used half a perk slot, so you can combo together bad perks without wasting an entire perk slot.

Let's face it, there's a lot of really bad perks, that don't deserve a full perk slot but may be somewhat useful is comboed with other bad perks.

Post edited by Mandy on

Comments

  • Lexilogo
    Lexilogo Member Posts: 796

    I've seen no shortage of these discussions in regards to reworking the cost/allocation of Perks, but frankly I don't see why it would, in any way, be a superior solution to just buffing or reworking the Perks in question.

    If anything, it just creates more potential for imbalances.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Lol i think i just talked about this today somewhere

  • Munqaxus
    Munqaxus Member Posts: 2,752

    If you did, I didn't see it. But I think it would be a great idea to buff perks without having to completely rework them. Plus it takes them so long to rework bad perks anyway.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    If u ever played Hollow Knight, u may know each charm (like perk in this game) consume different charm slot, some requires 1, some requires 4 (max 11)

    I was thinking, what if each character has 16 perk slot. Weak one like Deja vu requires 3 slots. Most decent perks require 4 slots. Game changing perk (exhaustion, Unbreakable ect) requires 5 slots. Perk sets would be like:

    3+3+3+3+4 (5 weak perks play)

    4+4+4+4 (classic)

    3+4+4+5 (op perk requires weaker other perk)

  • Saltjar34
    Saltjar34 Member Posts: 766

    Hey I remember that mechanic. I'm still trying to grasp until this day why Kingsoul and Joni's Blessing takes so many charm notches for the effects they give. That's the problem, strength of a perk is based on how a person plays it. Some people will say that Hiveblood isn't worth 4 charm notches while a master dodger can make use it amazingly (You can also farm soul using it with Grubsong. It makes exploration and obstacle traversing much easier).

    This'll cause more problems to balancing with some perks not worth more charm notches while some people might find new exploits with the many weak perks they can have. For example the perks in the backpack build are typically considered weak but with this mechanic, you can basically run Iron Grasp, Mad Grit, Forced Penance, Hangman's Trick, and Agitation assuming the last perk is strong enough to warrant 4 charm notches.