While there are plenty of thread about perk levelling, I wanted to make one about an overall look of the balance changes needed for both for the requirements as for the rewards, but not directly to the weapons.
WARNING: LONG POST
A) Requirements. I don't have anything against perks taking forever to level, but at least they should all take roughly the same time:
1) Some Perks just level way faster:
Even if you don't use any mutator some of them will take a lot more time. For example I levelled sharp very quickly while the commando is taking me forever.
This could be solved by simply taking a test of time spent and changing the number accordingly, but then again not all perks level proportionally in different occasions.
2)Some perks level way faster on some circumstances:
There are different kinds of requirements of which the most common is damage dealt. This requirement changes along with the difficulty: While the damage output of a weapon doesn't change, ZEDs will take longer to fall so before having to aim at a different enemy you will have gathered more damage. Also faster and stronger ZEDs will get at close range and surround you faster, giving you even higher DPS. At last, waves will contain more mobs with higher hitpoints, so you will have levelled more before the trader pause that lasts 1 minute in all difficulties
On the other hand, the stalker body count will take less time on beginner as you rush through waves looking just for easy kills.
Damage requirements are also very easy to fulfil with the bloated mutator since the bloat gets no resistance but still has a ****load of hp.
The last problem can be easily solved by removing perk levelling on these mutators, although allowing usage (I found a mutator for this, but it's updated only to version 1.008 and makes every player have the same level chosen by the admin instead of his own).
However you can't just remove difficulty settings so TW will have to reform a lot of the level requirements (for commando and support I'm taking in account both the damage count and the other one) so they take approximately an X amount of time that varies with the difficulty. For some that means merely changing some values but there are some exceptions:
-Sharp headshots: The description for this one is tricky, for this perk doesn't really count headshots, mind you, but head blowing shots. So no matter the difficulty or damage dealt, there you can only get as many of these as there are enemies. That means that higher difficulties are worse for levelling as stronger ZEDs need softening up before you can blow it's head off.
I thought of counting any headshot like it says on the description but that would only cause players to use other perks for levelling sharp as you have significantly lower head dmg and are able to land multiple headshots on each ZED. So I came up with counting damage dealt to the head. However to make a difference between difficulties only the dmg necessary for beheading should be counted, while extra damage would be useless, making small ZEDs almost useless for levelling as sharp is meant to focus on big ones (despite EBR being able to sweep through anything). Just an idea though, I'm not sure about it would work properly.
-Medic Healing: It's the only requirement that needs allies and it should be that way. It should also be the the only that doesn't depend on difficulty as much as it depends on teamplay as the perk is more orientated. So it should be balanced accordingly to what the other perk take to level up on hard/normal (the "middle" difficulties).
-Stalker kills. This requirement makes little sense for solo as you will end up killing the same amount no matter the perk, but since commando is fairly bad on solo compared to sharp, support or medic with crossbow, I guess it makes some sense as you will take more stalkers than the rest of the team if you can spot them earlier (considered there's not a firebug spreading or a demo nuking everything). However rather than making it a body count, it should count damage dealt to stalkers (only the necessary to kill them like for the SS) so it changes according to the difficulty.
-Support welding: Actually this is pretty balanced right now. The amount of hp you weld usually varies with the difficulty like the healing for the medic, but not proportionally as it depends on your tactics. So if anything, it should be stated a value so it takes a similar time of playing as support than it takes to level other perks on normal/hard difficulty. Test should be taken for both this one and the medic requirement to get a good estimate.
-I also thought that firebug should require damage against weak ZEDs, which are supposed to be it's speciality, but currently he gains a lot of it by setting medium/strong ones on fire as they burn for longer.
I would prefer if the playing time required for perks would be higher but it's much more important to balance it first, then make changes and add new features.
I'll be adding the rewards part later, but I'll just start saying they should be balanced as well and mostly lowered, as player skills are already enough reward for playing. Also the discounts are just ridiculous, all levels should get a minor 30% discount on perk weapons so cheap guns don't become obsolete.
WARNING: LONG POST
A) Requirements. I don't have anything against perks taking forever to level, but at least they should all take roughly the same time:
1) Some Perks just level way faster:
Even if you don't use any mutator some of them will take a lot more time. For example I levelled sharp very quickly while the commando is taking me forever.
This could be solved by simply taking a test of time spent and changing the number accordingly, but then again not all perks level proportionally in different occasions.
2)Some perks level way faster on some circumstances:
There are different kinds of requirements of which the most common is damage dealt. This requirement changes along with the difficulty: While the damage output of a weapon doesn't change, ZEDs will take longer to fall so before having to aim at a different enemy you will have gathered more damage. Also faster and stronger ZEDs will get at close range and surround you faster, giving you even higher DPS. At last, waves will contain more mobs with higher hitpoints, so you will have levelled more before the trader pause that lasts 1 minute in all difficulties
On the other hand, the stalker body count will take less time on beginner as you rush through waves looking just for easy kills.
Damage requirements are also very easy to fulfil with the bloated mutator since the bloat gets no resistance but still has a ****load of hp.
The last problem can be easily solved by removing perk levelling on these mutators, although allowing usage (I found a mutator for this, but it's updated only to version 1.008 and makes every player have the same level chosen by the admin instead of his own).
However you can't just remove difficulty settings so TW will have to reform a lot of the level requirements (for commando and support I'm taking in account both the damage count and the other one) so they take approximately an X amount of time that varies with the difficulty. For some that means merely changing some values but there are some exceptions:
-Sharp headshots: The description for this one is tricky, for this perk doesn't really count headshots, mind you, but head blowing shots. So no matter the difficulty or damage dealt, there you can only get as many of these as there are enemies. That means that higher difficulties are worse for levelling as stronger ZEDs need softening up before you can blow it's head off.
I thought of counting any headshot like it says on the description but that would only cause players to use other perks for levelling sharp as you have significantly lower head dmg and are able to land multiple headshots on each ZED. So I came up with counting damage dealt to the head. However to make a difference between difficulties only the dmg necessary for beheading should be counted, while extra damage would be useless, making small ZEDs almost useless for levelling as sharp is meant to focus on big ones (despite EBR being able to sweep through anything). Just an idea though, I'm not sure about it would work properly.
-Medic Healing: It's the only requirement that needs allies and it should be that way. It should also be the the only that doesn't depend on difficulty as much as it depends on teamplay as the perk is more orientated. So it should be balanced accordingly to what the other perk take to level up on hard/normal (the "middle" difficulties).
-Stalker kills. This requirement makes little sense for solo as you will end up killing the same amount no matter the perk, but since commando is fairly bad on solo compared to sharp, support or medic with crossbow, I guess it makes some sense as you will take more stalkers than the rest of the team if you can spot them earlier (considered there's not a firebug spreading or a demo nuking everything). However rather than making it a body count, it should count damage dealt to stalkers (only the necessary to kill them like for the SS) so it changes according to the difficulty.
-Support welding: Actually this is pretty balanced right now. The amount of hp you weld usually varies with the difficulty like the healing for the medic, but not proportionally as it depends on your tactics. So if anything, it should be stated a value so it takes a similar time of playing as support than it takes to level other perks on normal/hard difficulty. Test should be taken for both this one and the medic requirement to get a good estimate.
-I also thought that firebug should require damage against weak ZEDs, which are supposed to be it's speciality, but currently he gains a lot of it by setting medium/strong ones on fire as they burn for longer.
I would prefer if the playing time required for perks would be higher but it's much more important to balance it first, then make changes and add new features.
I'll be adding the rewards part later, but I'll just start saying they should be balanced as well and mostly lowered, as player skills are already enough reward for playing. Also the discounts are just ridiculous, all levels should get a minor 30% discount on perk weapons so cheap guns don't become obsolete.
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