Additions to passives:
- 6 Starting Armor Per level (Max 150)
- 2% Max Armor per level. (Max 50%. This Increase to max Armor does not give you starting armor.)
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Juggernaut (Renamed Heavy Armor Training):
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Assault Armor Rework:
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Rational of Mini Rework that Buffs:
Swat is an awkward perk that has many skills balanced around giving you free stuff at the start of the game and not doing much after that. By moving the Starting Armor into the Swat’s passives, more room is given to Heavy Armor Training and Assault Armor to do something meaningful after Wave 1. (also gives a less forced skill choice at wave 1.)
These buffs to Swat are an attempt to make the perk a bit closer in strength to Commando while pushing the idea that Swat should be the Tankier perk of the two. The armor scaling damage of Juggernaut is to make the perk not deal significantly less damage then the commando’s +30% damage boost, but also not be such a strong boost that it is always better than the other option: Tactical Movement (also armor scaling damage is more thematic to Swat then a flat damage boost.). (Changed Heavy Armor Training's name to Juggernaut because the damage boost was inspired by how strong and tanky the Juggernauts in the Call of Duty games were and the name thematically fits the skill and Swat in general.)
Assault Armor is designed to let you maintain your Armor for Juggernaut and to build up armor in between waves. I don’t know how Assault Armor compares to the other option, Cripple (since I never play Swat over the seemingly superior Commando that has very similar or better options then Swat while also having Teamwork effects. Though Swat does have a very good Move Speed boost while Commando has none.) but there are plenty of ways to adjust my rework Idea for Assault Armor if too strong or weak.
- 6 Starting Armor Per level (Max 150)
- 2% Max Armor per level. (Max 50%. This Increase to max Armor does not give you starting armor.)
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Juggernaut (Renamed Heavy Armor Training):
- (Added): Increase perk weapon damage by 0.1% per point of your body armor. (Max 15% when you have 150 body armor at lv 25.)
- (same as before) While you have body armor, you only take Health damage from sonic attacks and clots can't grab you.
- (Starting armor moved to passives.)
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Assault Armor Rework:
- (New Effect): Restore your Body Armor by 1 point for every ZED you kill. While you have 25 or less body armor, assists also restores Body Armor.
- (Both halves of the old version were moved to passives.)
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Rational of Mini Rework that Buffs:
Swat is an awkward perk that has many skills balanced around giving you free stuff at the start of the game and not doing much after that. By moving the Starting Armor into the Swat’s passives, more room is given to Heavy Armor Training and Assault Armor to do something meaningful after Wave 1. (also gives a less forced skill choice at wave 1.)
These buffs to Swat are an attempt to make the perk a bit closer in strength to Commando while pushing the idea that Swat should be the Tankier perk of the two. The armor scaling damage of Juggernaut is to make the perk not deal significantly less damage then the commando’s +30% damage boost, but also not be such a strong boost that it is always better than the other option: Tactical Movement (also armor scaling damage is more thematic to Swat then a flat damage boost.). (Changed Heavy Armor Training's name to Juggernaut because the damage boost was inspired by how strong and tanky the Juggernauts in the Call of Duty games were and the name thematically fits the skill and Swat in general.)
Assault Armor is designed to let you maintain your Armor for Juggernaut and to build up armor in between waves. I don’t know how Assault Armor compares to the other option, Cripple (since I never play Swat over the seemingly superior Commando that has very similar or better options then Swat while also having Teamwork effects. Though Swat does have a very good Move Speed boost while Commando has none.) but there are plenty of ways to adjust my rework Idea for Assault Armor if too strong or weak.