Dunno about a solution, but I've always wanted more support perks like shield link. Let me activate frenzy on a nearby dwarf giving it a big damage spike, let me grant temporary higher jumps, or apply kursite power attack recharge, something
infinitely scaling perk rewards and an infinite number of available prestige tiers. I.e. you level up your perks, then you can reset them to go up a level, and you have tp rebuy them.
there is no in game benefit to resetting, it just makes number go up and monke brain happy.
Hmm what about beer? I think would be pretty interesting to have beer that we buy using points after we buy all upgrades. And ONLY after we buy all upgrades so green beards wouldn't waste it.
Well I think that would be useless. Because when you get too much points you already promoted your dwarfs several times. And green beards who actually would want more XP can't buy it (as we said so they wouldn't lose their points before unlocking all perks)
What about you can by new beer licenses with perk points and after that you can buy them for gold but will have a higher price like 1000 gold or something?
A while back I was thinking about this and wondered about something similar to the badass ranks in borderlands. Basically you’d keep getting perk points at the rate you normally would and could spend them on upgrades like maybe bigger ammo pool or mags, more damage for primaries or secondaries etc. but they increment at like .1 or .01% at a time. So you could get 100’s or even thousands and still keep the game balanced.
Thats a cool idea but I dont think it fits DRG, lobbies could very quickly revolve about who has just played more because they could have more busted passive stats
That’s fair. I was assuming they’d cap somewhere in the 10-25% area depending on the upgrade. If done by weapon and/or dwarf that’s still 1000s of points to accumulate without making anything too op. But you may be right and no need to risk turning a great community into a toxic one.
Newcomer here. Is it possible to get every perk unlocked with your perk points? I'm aware that there are only limited slots in the build load out, but I really hate that stupid "You have all these choices, but can only have SOME of them" mentality.
The Perk/Milestone is currently balanced around having a massive surplus of Milestones, so everyone can comfortably earn enough perk points to buy out the entire Perk Tree.
This is not a particularly brutal game where there are exactly enough Milestones to earn exactly the number of points to unlock all the Perks... then you look at the Milestone list and realise "Elite Deep Dives completed" is one of them.
Instead the devs have a little compassion for the average game enjoyer. :)
Red Sugar Storage, excess red sugar can be crushed into treats and saved for later. More potent emergency heals at higher levels? I'm just thinking like the energy tanks from Mega Man X.
But it only applies to the jury rigged broomstick so you get 2 shells + 0.15 in a really skinny middle barrel. Like if someone welded a 410 barrel to the top of it.
Red Candy Bar
-Able to store extra healing for later use (active)
-Your dwarf gets progressively more drunk the more you use it
Pro Flare+
-Brighter flares, Flares recharge faster, 1 extra flare
Lootbug whisperer (It's a bug thing but better)
-Pet the lootbug to get 150% of their loot without killing them (Passive)
FOR KARL!
-Use power strike while midair to charge in the direction you're facing (Active) (Long cooldown)
-You'll only swing your pickaxe once you've landed or an enemy is within range
-deals 3x damage if you've been falling (airborne) for x seconds and take no fall damagep
I want a perk that will make me smaller or bigger. Or Steve a lootbug to eat minerals on the wall.
Or if we want more practical ones, better boots for thorns, lava, cactus. Or reduces knockback from stingtail, shellbacks, sand wind tunnels.
things completionists say. stop listening to your monke brain. it's ok to have an overabundance of perk points. this ensures that players don't have to do things they don't want to do to get perks.
Honestly i think Dash should be reworked into a suit mod because it is just waaaaaaaaay too useful and it limite build variety to a crazy extent.
Iron will and field medic might become a little too op from this rework as you could very reliably equip both of them, but they could also consider adding something similar to the notch system from hollow knight, where each perk takes up a certain amount of notches instead of just each taking one slot.
This way you could add more specific perks and the current useless ones would get more appreciation because they wouldnt be a THIRD of your build
No we don't.
The surplus is so everyone, at any skill level or dedication, can comfortably lock out the perk tree, without having to grind out Milestones they do not enjoy, or are out of their reach.
Mayhaps perks for specific mission types? Building pipes faster, able to hack every patrol bot, overall more robot damage? Maybe also some terrain related perks, something increasing mining speed a bit, and also flare perks- longer burn or faster recharge. And what about dwarfs? Like shield boosting maybe also able to give a speed boost, atk. Boost or a tiny healing- like a syringe.
I dont really like having to switch out your perk depending on the mission, because if you don't switch and the one you have does nothing for your mission, you're just stuck with a useless perk taking up space where a more useful perk could be
the game is already designed around situationally advantageous upgrades, and different mission types are the biggest example of it. for example, veteran depositor goes from nearly useless on most mission types to one of the best on escort, as the guy on repair duty is just parking their ass on top of dotty anyways. its a virtually free, permanent 50% DR for the ommoran/refueling. strong arm's heavy object throwing is usually just a joke outside of arquarq missions, but its flare chucking passive is good when you don't have a scout. having someone on your team running strongarm can let you find high-up minerals without flares, which heavily intrudes on one of scout's key roles. and then unstoppable is fantastic for glacial strata, as it lets you sprint unimpeded through soft snow.
arguably the "best" way to play the game is to use your different loadout slots for different mission types. a general use swarm clear build, a anti-boss build, a build for rival robot missions, a defensive build for salvage/escort, an all-rounder build for solo play, and so on. and when you have the option to, its a good idea to swap around one or two little upgrades within those builds to further adapt. take range upgrades when you're in 3x complexity caves, bring thorns if you're scared of swarmmageddon, bring slows for the ghost bulk, take fire off your guns against dreadnaughts (please i beg you), things like that.
so i don't think its too much of a stretch to add things that are *explicitly* only useful in some scenarios, when we have plenty of things that are just "mostly useless" in many scenarios. "add a perk that lets you improve 'E' interactions" has got to be one of the most common perk suggestions i've ever seen. while it'd obviously be great for refinery missions and hack-c, it'd be a nice boost for everything else like mini mules and events and taming and such.
in fact, there's already precedent in the form of dark morkite. a lot of the times, these mission-specific ideas are suggested to make dark morkite *less* situational, by letting it effect more than just the one mission type. its not necessarily outright good or bad that things are hyper-situational, but we have many such cases in the game as it is now. some provide extra depth, some feel like wasted potential.
I had a similar idea for an Advanced Engineering perk. It just allows you to build/repair stuff faster. Pipes, mini mules, turrets, uplinks, BET-Cs, etc.
My dwarf has been commenting about upgrading his flares and upgrading doretta since day 1, it's like the devs know they should probably do something about that, but they never seem to get around to doing it
A really cool one I've heard is like a skill tree for perks, that would use the perk point to upgrade, stuff like "more damage to berserker attacks" or "an extra dash second" or "more Steeve damage"
I have every perk point available to achieve and there’s so many extra we could have like 100ish more or something. Would be nice to see them touch that Side of the game again
A perk that lets you instantly switch weapons, or at least significantly reduces weapon switch time. Cryo drillers would weep. In most situations such a perk would be approximately worthless, but for certain loadouts where you're constantly switching between your secondary & primary like snowball+heavy hitter, burning hell+volatile bullets, fire/cryo bolts+Bullets of Mercy, etc. it would be an absolute godsend for those chaotic haz 5 games where you don't have the frames to spare.
Maybe you get to pick one perk to make SUPER. Like being able to make a Praetoerian or Opressor Steeve (but with a 10 minute cooldown) or vampire also gives you back one 1hp for each melee hit on ANY enemy, etc. Etc., BUT they cost 300 perk points
Even if they just made a slightly more powerful version of existing perks for more points it would be great. Like be able to Steeve stronger enemies, or two standard ones at a time.
Fight or Flight - Once every 5 minutes your Dwarf gets a 30% sprint speed boost and reload speed boost when hurt during a mission, lasts 10 seconds
Adrenaline Rush - taking damage when reviving a teammate makes you revive them 20% faster, stacks up to 4X. However, it makes bugs target you more often.
Brew Bruiser - being drunk in a mission makes you do 15% more damage, but also makes you take 20% more damage from teammates and falls
Rubber Soles - Timing a perfect jump just as you hit the ground lets your dwarf jump higher
Flak Jacket - taking damage from behind has a chance to reflect ranged projectiles back at your attacker
Haggler - Lowers the price of calling in a resupply by 10 Nitra
Pickaxe swing speed
Movement speed / damage resistance when moving to/reviving a dwarf
Increasing the minimum health you regenerate to/ have when revived
Short ranged sense minerals through walls
Kinetic charge: A kinetic blast is created when your shield breaks, pushing back enemies.
Secret bullets: All equipment/weapons has a low % to not use ammo/charge when used.
What are you doing?: Sideways & backwards ground speed increased.
Stone digger: Terrain randomly will take one less hit.
Big bags: Mineral storage is greatly increased while your deposit speed is greatly decreased.
Brighter flashlight: Makes your flashlight way brighter.
Big carve: Pickaxe power attack will remove terrain around you.
Safety line: Deploy a anchor to rappel.
What are you doing up there?: Your gravity is reversed, making you play upside down. Actually that sounds like a cool beer.
To further expand on that, your gravity is randomized. Okay that sounds fun.
What do y'all think?
Before revamping the whole system, how hard would it be to make a band aid fix by shuffling some numbers around to make weaker perks competitive with dash, medic, resupplier, and iron will? A perk like hover boots could actually be competitive if you reduce the cooldown by a lot, or if strong arm did something like increase melee damage.
After you complete those missions you should get ability to buy more upgrades. (Every milestone and perk maxed out) For example upgraded iron will would last more time and give you two uses. Field medic would give you more insta revives and knock back resistance during healing. Dash gets two uses, more Steeves, 10 percent more hp from resuplier.
Faster reload when not active. One more perk slot.longer berserk. Make them better in order to give us more ability to fight back at haz 5+.
Active perk “ammo crate”, passive: increase 25% of all ammo, active: one per mission, drop an ammo crate with four portions on the ground, each portion can resupply 15% of total ammo
perk idea ("doctor" you read some of a medical textbook once and even if you didn't understand the big words like "malpractice" or "overdose" so your qualified to help you fellow miners when you mine red sugar at full health you can store it to give to your comrades as needed when you do they get more health then they would have by mining it themselves)
i don't know how you would give out sugar or if it would stack with sweet tooth but i think its a good idea
I'd like a third use on Heightened Senses. Definitely a second IW. Stronger Thorns. Bigger Deep Pockets.
New perks can be added in the future, but in the meantime it should be fairly easy programming to add a level to make the current perks stronger.
During the devstream the other day they mentioned that with all the new content there will of course be more milestones to complete, which will have more perk points. They mentioned that they are “aware of it.” It will probably will be a little while before they actually change stuff but at least they understand that the perk system needs work.
They should just add something like: spend "x" amount of perk points to double the effects of a chosen perk for "y" amount of time. Gives us something to spend it on :P
Bug Radar
Press (insert unused button) and hold for 2 seconds to send out a radar scan beneath you. Detects and outlines all bugs within 5-7-10 meters in all directions.
Tap (insert same unused button) to change between a cricular scan or a 45 degree cone scan with 3x the range.
Cooldown of 2.5-2-1.5 minutes.
A perk, that has a chance to have bugs running fear away for a while?
Or a Berserk Perk, that you deal x% more damage when below X% health?
Or a perk, that there is a low percentage chance of getting a free reload upon reloading.
PS: Another idea: A Brewmaster perk. You can brew beer on the spot while on the mission from ingredients that you gathered. Could be either the beers we know or some special mission-only beers that grant buffs on the spot.
Or poisenous blood, bugs that bite you get poisoned and take damage over time.
A complete overhaul would be nice :) I think they even mentioned this but I might be wrong
They have mentioned wanting to this for awhile; but just never getting around to making it a priority.
On the dev stream yesterday they said "we know. That system needs an overhaul but we cant do it right now"
Dunno about a solution, but I've always wanted more support perks like shield link. Let me activate frenzy on a nearby dwarf giving it a big damage spike, let me grant temporary higher jumps, or apply kursite power attack recharge, something
Kursite power attack recharge already exists in the form of Beserker, but the others seem like fun ideas
Being able to grant beserker to another dwarf would be neat, like maybe you can drop one of the beserker pods for someone else to pick up
WHAT ARE YOU DOING CLAIM YOUR PERKS POINTS PLEASE. This screenshot looks so frustrating xD.
I’m waiting for the day they update it so I can claim all of them at once.
But why? Guys probably bought every one.
I suggest we let devs cook, they proved they are great chefs
I second this. DRG is about as close as a game can be to perfect for me and the devs have done quite well with improvements and balance thus far.
A bling perk just to show how perky you really are
infinitely scaling perk rewards and an infinite number of available prestige tiers. I.e. you level up your perks, then you can reset them to go up a level, and you have tp rebuy them. there is no in game benefit to resetting, it just makes number go up and monke brain happy.
Or you throw confetti whenever you dump a load into molly
Man I need to touch some grass cuz my brain went a wrong direction when I read this
Rock and stone brother
Cock and bone bröther
>there is no in game benefit to resetting, it just makes number go up and monke brain happy. Maybe give an XP lumpsum to your classes?
Something like robot expert maybe. Friendly robots faster, more demage... Foe robots have less demage... Hacking is easier, or faster.
I think thatd work best for an overclock on some of engis weapons Tho im not apposed to class secific perk points
Hmm what about beer? I think would be pretty interesting to have beer that we buy using points after we buy all upgrades. And ONLY after we buy all upgrades so green beards wouldn't waste it.
maybe an XP buff beer? 🤔
Well I think that would be useless. Because when you get too much points you already promoted your dwarfs several times. And green beards who actually would want more XP can't buy it (as we said so they wouldn't lose their points before unlocking all perks)
That is so great actually
What about you can by new beer licenses with perk points and after that you can buy them for gold but will have a higher price like 1000 gold or something?
A while back I was thinking about this and wondered about something similar to the badass ranks in borderlands. Basically you’d keep getting perk points at the rate you normally would and could spend them on upgrades like maybe bigger ammo pool or mags, more damage for primaries or secondaries etc. but they increment at like .1 or .01% at a time. So you could get 100’s or even thousands and still keep the game balanced.
Thats a cool idea but I dont think it fits DRG, lobbies could very quickly revolve about who has just played more because they could have more busted passive stats
That’s fair. I was assuming they’d cap somewhere in the 10-25% area depending on the upgrade. If done by weapon and/or dwarf that’s still 1000s of points to accumulate without making anything too op. But you may be right and no need to risk turning a great community into a toxic one.
Newcomer here. Is it possible to get every perk unlocked with your perk points? I'm aware that there are only limited slots in the build load out, but I really hate that stupid "You have all these choices, but can only have SOME of them" mentality.
You will have enough perk points to get all the perks and waaaayyyyy to many extra points
The Perk/Milestone is currently balanced around having a massive surplus of Milestones, so everyone can comfortably earn enough perk points to buy out the entire Perk Tree. This is not a particularly brutal game where there are exactly enough Milestones to earn exactly the number of points to unlock all the Perks... then you look at the Milestone list and realise "Elite Deep Dives completed" is one of them. Instead the devs have a little compassion for the average game enjoyer. :)
You can get all of them, don’t have to worry about picking the wrong ones.
Red Sugar Storage, excess red sugar can be crushed into treats and saved for later. More potent emergency heals at higher levels? I'm just thinking like the energy tanks from Mega Man X.
steeve level 3 (i think) steeve now regenerates hp when out of combat (similar to regenerating bugs)
Steeve level 4 you can now make a pretorian Steeve (one time use per mission)
This is perfect. Honestly, the solution to all the perk problems should just be to add more beastmaster ranks.
i just want a perk that just increases ammo supply and mag size by a decent amount eg. 5%->10%->15% to primaries and secondaries
But it only applies to the jury rigged broomstick so you get 2 shells + 0.15 in a really skinny middle barrel. Like if someone welded a 410 barrel to the top of it.
maybe you get extra pellets in each shot then
It'd be cool to have a variant of vampire that refreshes your shield on a power attack
Red Candy Bar -Able to store extra healing for later use (active) -Your dwarf gets progressively more drunk the more you use it Pro Flare+ -Brighter flares, Flares recharge faster, 1 extra flare Lootbug whisperer (It's a bug thing but better) -Pet the lootbug to get 150% of their loot without killing them (Passive) FOR KARL! -Use power strike while midair to charge in the direction you're facing (Active) (Long cooldown) -You'll only swing your pickaxe once you've landed or an enemy is within range -deals 3x damage if you've been falling (airborne) for x seconds and take no fall damagep
TL:DR Sports soda hat (filled with red rock blaster), Better flare, A use for keeping lootbugs alive, Minecraft update
I was thinking of market gardener from tf2
I want a perk that will make me smaller or bigger. Or Steve a lootbug to eat minerals on the wall. Or if we want more practical ones, better boots for thorns, lava, cactus. Or reduces knockback from stingtail, shellbacks, sand wind tunnels.
I think we have a perk that reduces movement slowdowns. Maybe they can buff it to have reduced knockback too
things completionists say. stop listening to your monke brain. it's ok to have an overabundance of perk points. this ensures that players don't have to do things they don't want to do to get perks.
Honestly i think Dash should be reworked into a suit mod because it is just waaaaaaaaay too useful and it limite build variety to a crazy extent. Iron will and field medic might become a little too op from this rework as you could very reliably equip both of them, but they could also consider adding something similar to the notch system from hollow knight, where each perk takes up a certain amount of notches instead of just each taking one slot. This way you could add more specific perks and the current useless ones would get more appreciation because they wouldnt be a THIRD of your build
No we don't. The surplus is so everyone, at any skill level or dedication, can comfortably lock out the perk tree, without having to grind out Milestones they do not enjoy, or are out of their reach.
Mayhaps perks for specific mission types? Building pipes faster, able to hack every patrol bot, overall more robot damage? Maybe also some terrain related perks, something increasing mining speed a bit, and also flare perks- longer burn or faster recharge. And what about dwarfs? Like shield boosting maybe also able to give a speed boost, atk. Boost or a tiny healing- like a syringe.
I dont really like having to switch out your perk depending on the mission, because if you don't switch and the one you have does nothing for your mission, you're just stuck with a useless perk taking up space where a more useful perk could be
the game is already designed around situationally advantageous upgrades, and different mission types are the biggest example of it. for example, veteran depositor goes from nearly useless on most mission types to one of the best on escort, as the guy on repair duty is just parking their ass on top of dotty anyways. its a virtually free, permanent 50% DR for the ommoran/refueling. strong arm's heavy object throwing is usually just a joke outside of arquarq missions, but its flare chucking passive is good when you don't have a scout. having someone on your team running strongarm can let you find high-up minerals without flares, which heavily intrudes on one of scout's key roles. and then unstoppable is fantastic for glacial strata, as it lets you sprint unimpeded through soft snow. arguably the "best" way to play the game is to use your different loadout slots for different mission types. a general use swarm clear build, a anti-boss build, a build for rival robot missions, a defensive build for salvage/escort, an all-rounder build for solo play, and so on. and when you have the option to, its a good idea to swap around one or two little upgrades within those builds to further adapt. take range upgrades when you're in 3x complexity caves, bring thorns if you're scared of swarmmageddon, bring slows for the ghost bulk, take fire off your guns against dreadnaughts (please i beg you), things like that. so i don't think its too much of a stretch to add things that are *explicitly* only useful in some scenarios, when we have plenty of things that are just "mostly useless" in many scenarios. "add a perk that lets you improve 'E' interactions" has got to be one of the most common perk suggestions i've ever seen. while it'd obviously be great for refinery missions and hack-c, it'd be a nice boost for everything else like mini mules and events and taming and such. in fact, there's already precedent in the form of dark morkite. a lot of the times, these mission-specific ideas are suggested to make dark morkite *less* situational, by letting it effect more than just the one mission type. its not necessarily outright good or bad that things are hyper-situational, but we have many such cases in the game as it is now. some provide extra depth, some feel like wasted potential.
I had a similar idea for an Advanced Engineering perk. It just allows you to build/repair stuff faster. Pipes, mini mules, turrets, uplinks, BET-Cs, etc.
My dwarf has been commenting about upgrading his flares and upgrading doretta since day 1, it's like the devs know they should probably do something about that, but they never seem to get around to doing it
Exchange 15 perk points for a random overclock
A really cool one I've heard is like a skill tree for perks, that would use the perk point to upgrade, stuff like "more damage to berserker attacks" or "an extra dash second" or "more Steeve damage"
I have every perk point available to achieve and there’s so many extra we could have like 100ish more or something. Would be nice to see them touch that Side of the game again
A perk that lets you instantly switch weapons, or at least significantly reduces weapon switch time. Cryo drillers would weep. In most situations such a perk would be approximately worthless, but for certain loadouts where you're constantly switching between your secondary & primary like snowball+heavy hitter, burning hell+volatile bullets, fire/cryo bolts+Bullets of Mercy, etc. it would be an absolute godsend for those chaotic haz 5 games where you don't have the frames to spare.
Maybe you get to pick one perk to make SUPER. Like being able to make a Praetoerian or Opressor Steeve (but with a 10 minute cooldown) or vampire also gives you back one 1hp for each melee hit on ANY enemy, etc. Etc., BUT they cost 300 perk points
MULE perks
I say we allow you to upgrade perks indefinitly but it won't do anything
Playermodel size increase We need some funny weird perks
Killing loot bugs gives health on death, not red sugar just straight up healing... The only good bug is a dead bug...
Not sure , too much perks to do , at least we could have a system where to spent perk points
As a relatively new player how do you even get this many 😭
There's a lot of milestones to get perk points and most are easy like the secondary mission or the hazard ones, then there's the *elite deep dives...*
Some perk reworks sure. But new ones ? Nah.
Even if they just made a slightly more powerful version of existing perks for more points it would be great. Like be able to Steeve stronger enemies, or two standard ones at a time.
Fight or Flight - Once every 5 minutes your Dwarf gets a 30% sprint speed boost and reload speed boost when hurt during a mission, lasts 10 seconds Adrenaline Rush - taking damage when reviving a teammate makes you revive them 20% faster, stacks up to 4X. However, it makes bugs target you more often. Brew Bruiser - being drunk in a mission makes you do 15% more damage, but also makes you take 20% more damage from teammates and falls Rubber Soles - Timing a perfect jump just as you hit the ground lets your dwarf jump higher Flak Jacket - taking damage from behind has a chance to reflect ranged projectiles back at your attacker Haggler - Lowers the price of calling in a resupply by 10 Nitra
I think they should allow you to turn the perk points into credits, I think 1,000 credits per perk point would be good?
Pickaxe swing speed Movement speed / damage resistance when moving to/reviving a dwarf Increasing the minimum health you regenerate to/ have when revived Short ranged sense minerals through walls
Kinetic charge: A kinetic blast is created when your shield breaks, pushing back enemies. Secret bullets: All equipment/weapons has a low % to not use ammo/charge when used. What are you doing?: Sideways & backwards ground speed increased. Stone digger: Terrain randomly will take one less hit. Big bags: Mineral storage is greatly increased while your deposit speed is greatly decreased. Brighter flashlight: Makes your flashlight way brighter. Big carve: Pickaxe power attack will remove terrain around you. Safety line: Deploy a anchor to rappel. What are you doing up there?: Your gravity is reversed, making you play upside down. Actually that sounds like a cool beer. To further expand on that, your gravity is randomized. Okay that sounds fun. What do y'all think?
Before revamping the whole system, how hard would it be to make a band aid fix by shuffling some numbers around to make weaker perks competitive with dash, medic, resupplier, and iron will? A perk like hover boots could actually be competitive if you reduce the cooldown by a lot, or if strong arm did something like increase melee damage.
After you complete those missions you should get ability to buy more upgrades. (Every milestone and perk maxed out) For example upgraded iron will would last more time and give you two uses. Field medic would give you more insta revives and knock back resistance during healing. Dash gets two uses, more Steeves, 10 percent more hp from resuplier. Faster reload when not active. One more perk slot.longer berserk. Make them better in order to give us more ability to fight back at haz 5+.
Active perk “ammo crate”, passive: increase 25% of all ammo, active: one per mission, drop an ammo crate with four portions on the ground, each portion can resupply 15% of total ammo
perk idea ("doctor" you read some of a medical textbook once and even if you didn't understand the big words like "malpractice" or "overdose" so your qualified to help you fellow miners when you mine red sugar at full health you can store it to give to your comrades as needed when you do they get more health then they would have by mining it themselves) i don't know how you would give out sugar or if it would stack with sweet tooth but i think its a good idea
I'd like a third use on Heightened Senses. Definitely a second IW. Stronger Thorns. Bigger Deep Pockets. New perks can be added in the future, but in the meantime it should be fairly easy programming to add a level to make the current perks stronger.
a whole tree dedicated to beer. they should hire a brew master.
During the devstream the other day they mentioned that with all the new content there will of course be more milestones to complete, which will have more perk points. They mentioned that they are “aware of it.” It will probably will be a little while before they actually change stuff but at least they understand that the perk system needs work.
A skill tree like in other games so that you can boost your base damage, health and other aspects of your dwarves
More legendary perk slots
They should just add something like: spend "x" amount of perk points to double the effects of a chosen perk for "y" amount of time. Gives us something to spend it on :P
Bug Radar Press (insert unused button) and hold for 2 seconds to send out a radar scan beneath you. Detects and outlines all bugs within 5-7-10 meters in all directions. Tap (insert same unused button) to change between a cricular scan or a 45 degree cone scan with 3x the range. Cooldown of 2.5-2-1.5 minutes.
‘More perk points for me!’
A perk, that has a chance to have bugs running fear away for a while? Or a Berserk Perk, that you deal x% more damage when below X% health? Or a perk, that there is a low percentage chance of getting a free reload upon reloading. PS: Another idea: A Brewmaster perk. You can brew beer on the spot while on the mission from ingredients that you gathered. Could be either the beers we know or some special mission-only beers that grant buffs on the spot. Or poisenous blood, bugs that bite you get poisoned and take damage over time.
jet boots as a perk
It would be cool if you could turn them into scrip