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Edited by ConfidentLaptop: 5/25/2016 3:20:56 PM
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Perk Rebalancing?

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Ive been a huge jerkie in my latest posts. Gonna try not to sound so whiny this time. There's a lot of perks that aren't up to par. For instance, 'feeding frenzy' compared to 'who's next'. Feeding Frenzy increases reload speed after a kill. Whos Next increases reload speed, after a kill with the very last bullet. Why would I use Whos Next, over frenzy, or even outlaw? Here's a small list: Who's Next: Kills with the final round of the magazine instantly reloads the gun from reserve. Shoot to Loot: Shooting any type of ammo on the ground picks it up, returns the used round, and reloads the gun that got ammo from the reserves. Surrounded: For each enemy within 8m, gain 4% damage. Stacks up to 5 times. Danger Close: For each enemy within 12m, gain 10 reload speed and stability, plus slightly increasing handling speed. Stacks infinitely. Eye of the Storm: Gain increased accuracy and fire rate the lower your health (up to 100% for accuracy, and 15% for fire rate.) Exhumed: Range, stability, reload, and handling are maxed for 12.5 seconds after revive. Damage is also increased by 10% while active. Last Resort: Massively increased range, stability, reload, and handling, along with 10% more damage, while the last teammate alive. Glass Half Full: The second half of the magazine does 10% more damage. Hip Fire: Hip fire accuracy is greatly increased. Range penalty for hip firing is greatly decreased. Ideas, too: Refill (Sidearm Only. Kills instantly reload your primary for free.) At the Ready (Sidearm Only. When your primary is emptied, instantly reload this gun for free.) Conversation Starter (Deal 20% more damage to enemies that havent hurt you yet, if and only if you havent damaged them either.) This list is subject to change

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  • A lot of these would become very OP

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    14 Replies in this Sub-Thread
    • Hip Fire is a near useless perk on anything but fusions. Hipfire hurts range too much. Glass half full is near useless, as it only increases the damage of your LAST BULLET 9%. The rest of the damage buff is insignificant. Last resort isnt all that good. Small buffs while you're alone. Exhumed is garbage. Only good for sunsingers. Shoot to Loot is literally a joke. How are any of these more powerful than counterbalance, a perk that removes near-all recoil on a gun? Or HIdden Hand, which decreases how much your gun misses, period? Persistence is only noticeable on machine guns and hip fired auto rifles. Random round just makes your gun deal more damage per magazine, by a large margin. Same with final round and Reactive reload. Dont just call something OP without comparing it.

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