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Perks

Several of the damage and weapon specific perks have had their damage multipliers reduced. This comes in respect of the weapon damage changes, and their receivers. In order to appeal to realism, these perks, for example the Rifleman perk, no longer double the damage of weapons they encompass. Instead, they moderately increase damage. Below are the changes to damage and weapon specific perks:

Weapon Damage.PNG

The weapon damage multipliers originally followed a pattern of 20%, 40%, 60%, 80%, and 100% more damage, gaining 20% more between each level. Now they follow a 5% increase patter between the first four stages, and an 8% increase at their final stage. Other perks, like Black Widow and Bloody Mess, start off slightly lower, but ramp up at the last stage. There has also been a change to differentiate the female and male character specific perks, to give more depth to the role playing experience. Female characters will find that they are slightly more successful at persuading the opposite sex than males are with their perk (~18%). Male characters will find that they are slightly more successful at physically harming the opposite sex than females are with their perk (~7.5%). The differences are not meant to be overwhelmingly game changing or represent realistic differences in the sexes. It is implemented purely to set these perks apart beyond what they are called, and to do what perks are supposed to do; Perks are meant to represent personal choices the player makes to change how they experience the game.

Other perks have been modified in the spirit of making them more viable, especially in the intended game mode of survival. Below are perks that have stat changes unrelated to weapon damage:

Other Perk.PNG

Passive stats that have no active perks or upgrades have also been adjusted, as seen below:

Passives.PNG

Expect to see more changes in the future after more testing and feedback has occurred.

Site created by Justin Stringer Bailey.

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