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- Cult leader: xp + 30 %
- Sarge: additional graze + 10
- Captain: additional graze + 10, but reaction only + 15
The squad leader implant is also slightly too weak if your character has a charisma score of 8 - 10, because he has already the maximum number of followers in that case. The implant should also increase the initiative of the party members by 10 if the character has a charisma score of 8 - 10.
The same way cult leader could be checked for somekind of "the chosen one" outcome.
Sarge if a low investment medium regard perk, but captain is probably one of the most OP perks in the game. They seem balanced to me.
The attribute requirement of sarge is low, but the feat still requires a precious feat point and the current difference between sarge and captain is too big in my opinion. That is the reason why both feats should get the same graze bonus and captain a slightly lower reaction bonus.
While they are split between companions, you still have 3 companions, which is a massive combat advantage. I think they're alright, honestly.
The current version of the feats is MUCH weaker than in the combat demo, which is great, because they were previously overpowered, but now they are too weak ...
Sarge: accuracy + 10 and critical strike + 5
Captain: accuracy + 20, reaction + 20 and critical strike + 5