Deep Rock Galactic
Palo Wagner Jul 9, 2024 @ 11:32am
Perk Rework/New Ones
Do you guys think we need reworks? Or that we need new ones?
I think there are some perks that are so bad they need a rework
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Showing 1-15 of 112 comments
Iluszachane Jul 9, 2024 @ 11:34am 
This is a long-standing request from the community, and I believe the devs have stated that they intend to rework the perk tree (if not the whole system) at some point in the future -- perhaps Season 6.
Last edited by Iluszachane; Jul 9, 2024 @ 11:34am
Zargothrax Jul 9, 2024 @ 11:41am 
Personally I don't see much that needs reworking beyond maybe a few balance tweaks (looking at you, dash), but it does seem like a popular request that the devs are intent to make good on, so whatever.
vindicar Jul 9, 2024 @ 11:42am 
Imagine if they do away with perk points and require 'feats' instead. Want Iron Will? You better get to meleeing those dreadnoughts, only a hundred left to go!
Frisky Jul 9, 2024 @ 11:48am 
I don't know if we'll ever get a massive overhaul of the perk system and I think the perks overall are fine as they are, honestly I'd rather see new perks than have a bunch of existing ones rebalanced
Chibbity Jul 9, 2024 @ 11:53am 
The idea has been kicked around by the dev's from time to time, but nothing concrete has ever been planned.

Originally posted by Frisky:
I think the perks overall are fine as they are, honestly I'd rather see new perks than have a bunch of existing ones rebalanced

This^
Iluszachane Jul 9, 2024 @ 12:09pm 
Originally posted by Zargothrax:
Personally I don't see much that needs reworking beyond maybe a few balance tweaks (looking at you, dash), but it does seem like a popular request that the devs are intent to make good on, so whatever.
Originally posted by Frisky:
I don't know if we'll ever get a massive overhaul of the perk system and I think the perks overall are fine as they are, honestly I'd rather see new perks than have a bunch of existing ones rebalanced
Passive perks in particular need some rebalancing.
Shirojacky Jul 9, 2024 @ 12:20pm 
Do we need a rework? Absolutely.
Do we need new ones? Would be nice, at least.
Should some of the more redundant traits be removed/merged? Yes, there have been several community proposals how to go about this.
Should the slot system be altered to allow more flexibility? Yes.

What I would do is first is check what all the perks do based on categorisation. For example there are several perks that do movement, some that heal/provide defence, some relating to revival, awareness etc. Then one can see about combing traits to reduce on redundancy first, and come up with new ones later. I would also change the way perks unlock to a more Season cosmetics tree-inspired style. That way one doesn't need to invest perk points in a ton of traits that would never be used. Though while it's also silly inconsistent that one can simply buy 2 more passive perk slots - yet the 2nd active slot requires a promotion - I don't have an answer how to do it better.
Chibbity Jul 9, 2024 @ 12:32pm 
Originally posted by Iluszachane:
Passive perks in particular need some rebalancing.

I use them all (except It's a Bug Thing) and I can make a valid use case for every one, depending on class/playstyle; I think they all have their own appeal.
??? Jul 9, 2024 @ 12:37pm 
I agree. Dash and IW meta is boring.
Iluszachane Jul 9, 2024 @ 12:40pm 
Originally posted by Chibbity:
Originally posted by Iluszachane:
Passive perks in particular need some rebalancing.

I use them all (except It's a Bug Thing) and I can make a valid use case for every one, depending on class/playstyle; I think they all have their own appeal.
That's mostly true, but I still think some of them are duds and not competitive at all (this applies to both passive and active perk groups). From the Development Q&A page on the wiki:
"The perk system needs some love, but they don't know when they'll get around to it"
GSG seems to think they need attention as well. New perks would be great, but it wouldn't solve the problem of certain existing perks being clearly outclassed by others.
Lord Of War Jul 9, 2024 @ 12:45pm 
1) buy & equip 3rd active perk for 100 points,
2) buy & equip 4th passive perk for 50 points,
Too expensive? ... 50 for active, 25 for passive and increase existing perks' tiers.
Bookslayer10 Jul 9, 2024 @ 12:52pm 
I'd like See You In Hell to get some additions. In addition to more pickaxe damage when you take melee damage, your power attack should also fully recharge whenever your shield breaks to provide even more self defense capability. Add on the active ability charges regenerating over time, and I would have much more of a reason to personally take it.
Nightwolf Jul 9, 2024 @ 1:14pm 
i dont know about a rework. technically the perks as they are, are fine.

however.

the perks have evolved into a skill plug system. the newer you are the more you use them. as you get better you just stop needing them. they become useless.

which is where the perk system fails. whatever it was designed for, its not being used as.

new players do not have enough perk slots, they use them all. after 5000 hours i use maybe between 2-4 across my builds and those are mostly unnecessary. just perks to make the game a little less annoying. the only perk that routinely provides me value are the hoverboots.

from my point of view the whole system needs a fresh pass so the perks are providing value as your skill increases. that means adding perks that noobs will find useless but elites will. adding perks that noobs and elites will find useless but mid tier players will.

the perk that lets you sense cave leeches is a perfect example of this. noobs need it.

they....................need..............it

experienced player do not.

the hoverboots are another example for higher level players while noobs just shrug them off as useless. they dont let you escape a place like jetboots. the cool down timer keeps you from abusing them and they just allow you to fall or save you from falling. so its not op.

and you are going to fall a lot........a.....................lot


so they reduce a common annoyance in game, which is where the secret lies.

Last edited by Nightwolf; Jul 9, 2024 @ 1:20pm
RUCKUS RELOADED Jul 9, 2024 @ 1:17pm 
Originally posted by Bookslayer10:
I'd like See You In Hell to get some additions. In addition to more pickaxe damage when you take melee damage, your power attack should also fully recharge whenever your shield breaks to provide even more self defense capability. Add on the active ability charges regenerating over time, and I would have much more of a reason to personally take it.

i don't know about instant power attack recharge every time your shield breaks, that would be a little too much uptime. unless you mean if your shield goes from fully intact to broken from one hit, in which case i can kind of see that being a good change

the biggest issue with SYIH is that the melee damage boost only applies to regular pickaxe hits, not all forms of melee damage like power attack and axes. if they did that it might actually be good but making perks fun and effective was not the goal of the system
RUCKUS RELOADED Jul 9, 2024 @ 1:21pm 
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Originally posted by Nightwolf:
the hoverboots are another example for higher level players while noobs just shrug them off as useless. they dont let you escape a place like jetboots. the cool down timer keeps you from abusing them and they just allow you to fall or save you from falling. so its not op.

and you are going to fall a lot........a.....................lot


so they reduce a common annoyance in game, which is where the secret lies.

all this time you spend jerking yourself off over how good you are at the game and then you call hover boots a good perk lmao
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Date Posted: Jul 9, 2024 @ 11:32am
Posts: 112