Perk Overhaul

Started by sharkinajar, May 13, 2015, 12:42:00 AM

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sharkinajar

I haven't been playing on the server for too long, but I've tried out most of the perks and feel that some are weaker than others. While it does make sense that it is about the roleplaying, not how good a perk is, some perks are inferior to the point it doesn't feel worthwhile to play them. I also personally feel there's some mechanics used for some perks that should be more used. It would require some work on the DMs part to make these changes, but I believe them to be beneficial to the server and the players, as it would diversify a lot more of what people play, and could maybe draw in new players having more balanced perks.
 I've thought of a number of buffs, some big and some small, to a lot of the perks, and I'll list them below. I haven't really played many fighters or rogues or rangers, so if any of you have ideas on those, that would be great.

ROGUE:

Physician - change Pure Bonus to lesser restoration 1/day

SORCERER:

Carrion Feaster - increase consume corpse to 2/day

Dream Eater - increase nightmare to caster level /day

Scion - change 2/+4 damage resistance to 3/+3

Unpredictable - increase Chaos shield to level 5

Zealous Faith - Magic Weapon and Flame Weapon changes work on any it is cast on

BARBARIAN:

Aspect of the Bear - Special polymorph changed to trigger at level 5, increase duration to 7 + level + con before raging

Cursed - Change level 8 perk to 1/day be able to trigger the curse effect

Demonbound - when ragingincrease damage based on how much max hp is missing

Gore Reaver - change vampiric regeneration when raging to gain hp equal to cha whenever an attack hits

Jungle Hunter - lower rage duration to Turn * (WIS mod + 6)

Mad Beserker - Change level 1 feat to ambidexterity

Tribal Guardian - Change the special bonus to scale at level 1/4/8

War Champion - At level 1 add bless 1/day, ability to use heavy armor with barbarian immunity and speed, change temporary hp given to 3*CHA mod to self and allies (so no doubling for self), change rage duration to scale of CHA instead of CON

Withering's Clutch - remake and re-implement

BARD:

Blade - increase whirlwind range to 7 ft, fix whirlwind bug, or change to +1 AB, +2 taunt and tumble

If anyone has things they'd like to add, please do!

Grotesque

I'll offer my input on some of the things you've suggested.

Sorcerer:

Carrion Feaster: I would rather see the +2 STR/ghoul touch on-hit  addressed. The perk isn't really suited for melee without +1-2 AB to go  with it.

Dream Eater: Nightmare can give some nice boons, I don't think it should  be possible to spam. The fundamental flaw should probably be addressed -  the fact that everyone can chug a pfe and be impervious to the Dream  Eater's sleep magic. Not to mention that elves are automatically immune.  I think sleep should automatically dispel pfe à la Lifestealer.  Furthermore, the +20% concealment at 8 feels needless given the  extremely common tendency for sorcerers to pick improved invisibility at  8.

Scion: I think this is a really creatively designed perk. But sadly, it  is invalidated by the fact that the +2 AC is natural (no stacking with  barkskin), and not dodge AC. The only thing I'd suggest is a change of  the AC type. That'd put it on par with the other melee perks.

Zealous Faith: I agree. If the buffs aren't going to be compatible with other people's weapons, at least give the perk some +AB.

Barbarian:

Cursed:I think it's perfectly fine as it is. Not much of a curse if it can be controlled, is it?

Gore Reaver: This perk can be tremendously strong with a high CHA as is. Vampiric regen is inherently bugged anyways.

Jungle Hunter: This perk gets no stat bonuse. Let it have its long-term sneakery.

Mad Berserker: I agree. It should definitely have ambidexterity instead  of/and two-weapon fighting. Furthermore, the rage is extremely  crippling. A rage that caps at 12 isn't good for much, really. I would  have the rage give STR/DEX/CON, capped equally at 4/6/8 as you level.  Maybe even regen on top of that. It's difficult to compensate for blindness (even if  you have blind-fight), -4 AC and -4 WIS. Unmodified barbarian is  presently superior.

Divine Intervention

These are perks essentially freely given on top of the standard class, not PRC benefits, not earned loot.  They are appropriately balanced and any minor tweaks will be reviewed as necessary, suggestions for new perks can be made in the relevant thread.

Paha

Simple fact remains, as you already noted in original post. They are about specific themes. These themes are by intention not meant all to be equal. It offers a quirk, sometimes less effective that some concept wants to utilize, in order to make the most out of their concept. Clever suggestions and ideas on what could make it better, not necessarily by means of mechanic power and advantage, though surely a possibility as a side-bonus, it should focus on making the theme more alive (They still won't be like PRC's in strength if it isn't deemed appropriate)