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> So starting perk seems to be the only real deciding factor in your pick.
Really, all this stuff should be mentioned during char creation, as someone noted below.
I did read the whole discussion BTW, which brings me to another point:
@RedPine, would you kindly elaborate on this? What benefits?
It isn't a good design decision to make subclasses which in term of skills only affect what skill/weapon you have, and then add just that one extra thing which could turn out to be an important part later.
All other subs have identical perks within their primary class (except the initial starting perk).
Sniper:
https://steamcommunity.com/sharedfiles/filedetails/?id=1409334069
Infiltrator:
https://steamcommunity.com/sharedfiles/filedetails/?id=1409333946
I agree, it might be a bug as I do see identical perks on the Tactical and Assault crusaders.
That sounds like either a bug or your sniper isn't high enough level.
I know Art of Crippling needs rank 50 for the Sniper. Terror tactics is in their perk list, so it should be usable.
If you get a pair of the same 1 handed force rods it is nice to use witchfire as a nice battle opener
Some of the unlockable ones are also locked based on background.
Example - Infiltrator Assassin can get Terror Tactics (execution bonus damage) and The Art of Crippling (debuff duration)
Sniper assassin can't use either of them.
I think it would be helpful to note this in your Overview. It's probably enough to just say that multiple perks are sub-class specific. Compiling a full list would be fairly annoying.
Assasin with 2h sword *with 2 charge skills turns game into teleport bloodbath while sniper rifle forces you to die slowly of boredom