Even if these aren't final, I don't think it's unreasonable to assume that they're close to what we'll actually get. In fact, I'm going to go through each skill and explain my opinion because I'm legitimately that salty about this absolute rubbish skill tree. Yes, I realize "it' isn't final," but what good does feedback do if it can't be taken into account after putting all the work into making a bad tree?
This entire skill tree is so poorly thought out, it's embarrassing. Some modder could have made one far superior. I can't believe this is from Tripwire themselves, especially after the excellent Gunslinger. Hell, both I and Oy the Destroyer (though there are a few of his I don't like) came up with much better alternatives, even if they aren't perfect. This had better not be even close to the real skill tree, and I say that in the most loving and caring way possible. I do aim to be constructive despite my being abrasive right now.
StationaryAim="Stationary Aim
StationaryAimDescription="10% more damage while stationary."
I translate this as "10% damage penalty for moving." Skills like this (of which there are more below) basically demand that you conform to a narrow playstyle in order to actually take advantage of the perk's power. I wouldn't harp on this as harshly if the affected component weren't as critical as damage; if it were 10% bonus to aim speed or something, then fine (though I still think it's boring).
When the hell are you ever going to be stationary in this game unless you're zerkwalling? Outside of zerkwalling, this skill will only impose superficial restrictions on you. If a skill makes you consciously make bad gameplay decisions you'd never normally make for the sake of some arbitrary parameter for a buff, it's a bad skill.
TriggerDescription="Shoot speed and movement speed increased by 10%."
This isn't inherently
bad, but it isn't unique or interesting. These just feel like slight buffs to traits that could be passive. The skill doesn't add anything unique to the way the class is played, it doesn't change its role, and it doesn't elicit any hype for unlocking it. It's nothing like ZED Shrapnel, Leg Shots, etc.
As a matter of fact, this movement speed increase is completely opposed to the rest of the perks. It's an anti-synergy skill. What good does faster movement speed do if the game penalizes you with low damage for standing or not aiming in the other tiers? Besides, I'd argue that movement speed bonuses don't fit Sharpshooter to begin with; the problem is that ZEDs are too fast.
And what is meant by "shoot speed"? Fire rate? What difference will that make on the crossbow? The M14 is already semi-auto, so you'd think it would inherently fire as fast as you can pull the trigger. I don't know about the railgun, so maybe this would affect that, but I keep envisioning it also as a one-shot weapon like the crossbow. It seems like all it would do is cock the lever action marginally faster.
For the record, I think there are other classes that have boring perks, too, so don't think that pointing them out justifies Sharpshooter doing the same thing.
CrouchAim="Crouch Aim"
CrouchAimDescription="10% more damage while crouched."
Again, this just feels like a penalty for standing. It also doesn't make any sense whatsoever; accuracy would at least make sense, even if it wouldn't do much in reality. Unlocking this skill just feels like unlocking a handicap that you have to crouch now.
Stun="Stun"
StunDescription="30% more stun power with perk weapons."
This is about the only one that actually looks like it might unlock new utility for Sharpshooter. I'm assuming this means you'll be able to more quickly stun big ZEDs with body shots or whatever, so that at least gives Sharpshooter something new like On Perk. I can't pass final judgment on this until seeing it in action, though.
RhythmMethod="Rack 'em Up"
RhythmMethodDescription="Rack up the headshots: each consecutive headshot increases damage by 17% up to 68% with Gunslinger weapons."
I always thought Rack 'em Up seemed more like a Sharpshooter skill than a Gunslinger skill; still, I'm disappointed that so far it looks like the only difference is the percentages.
TacticalReload="Tactical Reload"
TacticalReloadDescription="Be cool. Be quick. Reload faster with perk weapons AND look more elite while you're at it."
I certainly won't deny, after playing around with the LAR and crossbow, that tactical reload would be extremely helpful. Still, I don't like how so many classes tie basic stat upgrades into perk slots that could do so much more for their respective playstyle. Reload speeds seriously just need to be passives across the board, unless it's for a class like demo perhaps, where reload speed could seriously elicit a meaningful choice between it and some other hypothetical skill.
Scoped="Scoped"
ScopedDescription="Recoil reduced 10%, headshot damage increased 10% when using scope or ironsights."
Recoil reduction when aiming is fine (though 10% seems too low), but again, I highly dislike damage being tied to this because it feels like a penalty to no-scoping. This perk, Stationary Aim, and Crouch Aim feel like one single perk stretched out to three skill tiers. They all do essentially the same thing: demanding that you play in a campy way. And all combined together, they just feel like a 30% passive that's being robbed out of the passive tree in order to make you play a certain way. It feels like the game holding your damage potential hostage unless you play the way it wants you to play.
I
hate these three skills. It's almost like Tripwire
want you to zerkwall.
AmmoPouch="Ammo Pouch"
AmmoPouchDescription="25% more ammo and grenades."
Well, this is certainly nice, but it isn't likely to compete with damage, even with the problems I mentioned. Still, I think it's sad that the only reason I got excited over this one is because Tripwire are so stingy with max ammo capacities, that taking this perk feels more like undoing a pointless nerf rather than getting a meaningful buff. I will admit that the LAR and crossbow don't have ammo issues so far, so maybe Tripwire are coming around on their skimpy ammo counts. Still, that makes this skill even less relevant.
Also, why the hell does sharpshooter get extra grenades, but demo doesn't?
ZTKnockdown="ZED TIME - Knockdown"
ZTKnockdownDescription="Headshots with perk weapons will knock down any zed."
Knockdown is a detriment to a Sharpshooter because it makes headshots harder. Why would you ever pick this?
ZTStun="ZED TIME - Stun"
ZTStunDescription="Headshots with perk weapons will stun any zed."
This is the clear choice
if current weapon values don't change, but it's still bad for other reasons. I would like to point out that crossbow bolts
already stun scrakes and fleshpounds outside of ZED time, and I can't imagine the Railgun will be any different. So, is this skill only for half the Sharpshooter arsenal? So the LAR and M14 can stun? Big whoop.
Also, there's already a Stun perk up there in the tree, anyway. Is selecting that skill not enough to cause stun on headshots outside of ZED time? And that's if the enemy you're shooting at doesn't outright die from all the headshot damage bonuses you can get. What's even going to survive long enough for either Stun or Knockdown to matter?
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As for how to fix all this, I think the number one issue is the combination of Stationary Shot, Crouch Shot, and Scoped. If these skills were changed to impart bonuses other than damage, I wouldn't have such as big a problem with them. As of now, this ridiculous conditional damage-withholding will ruin the flexibility of the class. Make the damage passive (not necessarily 30%) and make these skills give different bonuses.
At any rate, please just stop with these bland stat boosts skills. I want more skills like ZED Shrapnel and Leg Shots.