21. April 2017 at 00:13 #21614
Gifted Perk is a trade off between a level and a perk.
If you do it early, it’s totally pointless because leveling doesn’t take much time
If you do it late, it’s still pointless because if you are high level(such as 10) you don’t ever want to give up an extra perk for a faster level up.
As a result I’m certain pretty much no one uses the perk.
I think it should give 2 levels up for it to be even a consideration. At high levels you might still not choose to use it for long term but at low level this could be good for brothers you consider expendable.
1 level up is just too weak a benefit for balance it is nearly pointless in my opinion.21. April 2017 at 18:27 #21652
I am using it early on grunts without skill. 50 starting skill in melee is a joke. They usually get Fast Adaptation, Gifted and maybe even Backstabber so they can hit anything. Those guys will either die or be replaced anyways though.
On Talented guys I don’t use it if I plan to take them to 11 and beyond.25. April 2017 at 13:52 #21727
Iits a nice situational perk IMO.
I pick it early game for thos beggars, farmers etc. that i need to boost inmediatly, but i dont expect them to survive to the end-game.
Its the same with other perks like nine lives: super usefull early game, when a single hit or two can kill a guy, but useless unce you have 80+ hp, 220 armour, underdog, etc.
IMO perks are nice as they are now: some of them are for a “use and drop” plan, others are for a “in the long run” plan.
whatever you do, dont tell anyone.4. May 2017 at 19:32 #21883
Actually gifted is great as-is.
It doesn’t just grant you a level early, it grants you an additional levels worth of stats at max value overall. It’s effect is always on, it can be tailored to your specific dudes. It’s a great perk for every character.
Let’s compare it to, say, Backstab. Backstab grants +5% accuracy for each other dude bordering the enemy. Most of the time this will be one or none. Gifted gives you an always-on +4%, and two other equal impact bonuses besides.
For a ranged character, it offers a +5% chance to hit, +4% chance to evade AND a +5 to init or fatigue. That’s hardly minor! Especially since bonuses to accuracy and evasion get more powerful the more of them you have. It’s basically a must-have on archers and dodge-based guys.16. May 2017 at 09:31 #21944
Gifted is +3 mellee skill, +3 def, +4 fatigue usualy (10 stat total). Or +4 range skill/def, +4 fatigue for rangers (11 stat).
Shield Mastery is +3.75 mellee def on round/kite shields and +5 on triangle ones. A bit more than 3, but no +fatigue, skill etc. But realy helps vs axes and also boost range def (+3.75/+6.25).
Fast adapt is +8 skill after miss. If your chances is like ~50% it usualy means you will gain 8 skill on every 2nd attack, so it’s like +4 average on every attack. But no fatigue or def. Great to deal with perseption skilled ones.
And you can take these perks both for boost low quality merc.
Anyway gift is good even on some undertalented characters with great base or on nice talented, but low starting stats.
Maybe making talented to up 4th stat as well will make it better but not OP (resolve/initia/gibrid attack skill etc/2nd def or hp for tanks).
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