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Rate my hypothetical Assault perk overhaul on a scale from Good to Doodoo

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6 days ago
Mar 26, 2025, 4:46:42 PM

​I'm not going to bore you with an extensively detailed internal dialogue of why I went down the path I did to create this imaginary perk list that will likely have zero impact on the game's balance. My logic was simply looking at the Assault as a class both from gameplay and his cosmetics, yes, even the cosmetics. 


Assault is an "intended" hyper aggressive melee class, whose sidearm should barely if ever be used in an active combat role, that is more often than not stuck playing passively defensive because the endless hordes of enemies on higher difficulties melt him faster than he can melt them. My logic was to buff the mechanics outside of basic shooting, because at the end of the day, his gun is meant to be a last resort and not his primary tool. Gun Striking I consider different, as it's a reward for perfect melee and dodge play, so it's a fantastic mechanic to actively incorporate into Assault's perks in a more creative manner than simply buffing the damage, which is why I've gone down the route of not only making them automatically generate on their own, but you can stack multiple of them with a couple of effects on top. This thinking carried on to the Perfect Block mechanic, which now has options to, again, have more conditions to generate stacks beyond simply playing defensively. Then of course there was simply covering the areas I felt Assault really struggled, which was getting staggered repeatedly by hard-hitting ranged enemies, Tyranid Devourers who are the absolute bane of Assault's life, and a lack of identity between Jump Leaping and Jump Dashing. Oh, also, he has a lot of grenade cosmetics, so I thought -- why not incorporate Equipment more into his perk tree as a unique aspect of the class? Even if it's not 100% optimal, it's always fun to make goofy build options that work.

Point is, more than anything, simple buffs to the existing roster of Assault's perks aren't going to fix him. He needs a complete mechanical perk overhaul.


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Column 1

  • Level 2: "Gun Strike Markers automatically generate to a random target every 10 seconds. Gun Strike Markers from all sources stack to 5 total."
  • Level 10: "Melee Damage increased by 40%. Charged Attack Damage increased by 20%."
  • Level 18: "Equipment Charge increased by 1, Equipment blast radius increased by 25%."


Column 2

  • Level 3: "While preparing or performing Charged Attacks, you take 30% less Health and Armor Damage, and you gain Immunity to all loss of control and knockback."
  • Level 11: "Non-lethal Gun Strikes restore 1 Armor, and remove all negative status effects. Cooldown is 5 seconds."
  • Level 19: "Emptying a weapon magazine, or using Equipment, grants +1 Stack of the Perfect Block Damage Boost, regardless of the equipped melee weapon. Cooldown is 15 seconds."


Column 3

  • Level 4: "Taking damage while preparing a Charged Attack reduces the preparation time by 10% per hit taken."
  • Level 12: "Killing 10 enemies within 5 seconds restores Equipment Charge by 1. Cooldown is 60 seconds."
  • Level 20: "After a Gun Strike, for 5 seconds, the next Gun Strike's damage increases by 20%."


Team Perks

  • Level 5: "Melee Attack Speed and Charged Preparation Speed increased by 15% for all Squad Members."
  • Level 13: "Upon taking ranged damage, each subsequent hit from the same target is reduced by 50% for 3 seconds for all Squad Members." (Pretty much the anti-Tyranid Devourer perk, the bane of Assault's life.)
  • Level 21: "Gun Strike damage for all Squad Members is increased by 30%."


Column 4

  • Level 6: "Jump Pack Dash deals damage that scales with difficulty to enemies along its trajectory and always works as a Perfect Dodge when dodging an attack."
  • Level 14: "If you have at least 2 Charges of Jump Pack, any use of Jump Pack restores your Ranged Weapon's ammo by 1 magazine. Cooldown is 30 seconds."
  • Level 22: "Ground Pound prepares 30% faster, and while preparing Ground Pound you gain Immunity to all loss of control and knockback, but Ground Pound damage is reduced by 20%."


Column 5

  • Level 7: "Disable Jump Pack Dash. Gain 1 additional Ability Charge, cooldown is reduced by 30%."
  • Level 15: "Disable Jump Pack Leap. Gain 2 additional Ability Charges, Jump Pack Dash can now interrupt your melee attack animations."
  • Level 23: "Any use of Jump Pack restores 1 Armor. Cooldown is 15 seconds."


Column 6

  • Level 8: "A successful Ground Pound grants +1 Stack of the Perfect Block Damage Boost, regardless of the equipped melee weapon."
  • Level 16: "If you have at least 1 Equipment Charge remaining, drop a free Equipment at the Jump Pack Leap/Dash take-off area. You do not lose control or take damage from your own Equipment detonation. Cooldown is 60 seconds."
  • Level 24: "A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge by 50%."


Signature Perks

  • Level 9: "All instances of damage that hit 2 or more enemies at the same time restore 1% Health per instance of multi-hit up to 40% Health. When hitting any enemy, increase Melee Attack Speed and Charge Preparation Speed by (a flat non-self stacking) 10% for 3 seconds."
  • Level 17: "If there are 3 or more Gun Strike Markers, the Gun Strike Markers turn glowing gold, activating Gun Strike automatically fires upon all targets in sequence, dealing scaling AOE damage and knockback upon impact. Cooldown is 60 seconds."
  • Level 25: "Ground Pound gains an additional charge level. When fully prepared, it sets Vespasius ablaze -- detonating into a meteoric fireball upon impact. Radius increased by 100%, and instantly kills all targets in the blast, excluding Terminus-level enemies who are instead dealt scaling damage. Cooldown is 120 seconds."
Updated 6 days ago.
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6 days ago
Mar 27, 2025, 4:39:21 AM

Column 1 level 2 is a no go for me, I don't like randomness having the ability to apply multiple gunstrike designations is a good idea though and the perk could do just that and be good. 

level 10 is way too strong. Needs a downside for a 40% no set-up melee damage... like 20% reduced gunstrike damage.

level 18 is just a good idea. No other comment.

Column 2 Level 3 is a buffed version of what exists so I'm all for it, I would go a step farther and make it 20% all DR (not just health). 

level 11 is a sidegrade due to the CD, I would prefer it to have immunity to loss of control in exchange for that 5 second CD since that is the thing that sucks about gunstrikes in the first place (getting knocked out of them before they give you armor). 

level 19 is an interesting idea, I like it (the stack is called Adrenalin for future reference).

Column 3 level 4 pass I see it "working" with the level three one but naw, things requiring you to get hit should be stronger so make it instantly charge and release the attack on taking a melee hit with a 25% damage boost when performed this way.
level 12 This technically already exists, but I see you reduced the CD from 90 to 60 so that is probably fine.

level 20 again, just a good perk though 5 seconds is quite short for a "the next" trigger bump that to 10, some animations are quite long.


Team perks level 5 great addition no other comment.

level 13 assuming that is per individual and not one guy takes a hit and now everyone is taking less damage... actually no here let me off a counter that achieves the same thing but would be easier on the back-end calculating: "Squad members take 5% less damage with each hit they take up to 50% reduction, not taking damage for 3 seconds causes stacks to fall off 5% per second." The achieves the same sort of effect by making instances of prolonged engagements with ranged units hurt initially but eventually just tickle and ensures all the stacks are gone by the next fight.
level 21 yeah no-brainer the perk everyone is taking right now that was nerfed to 30% because it was too good can stay exactly as-is.


Column 4 level 6 ok that is just the one that exist already so that is fine.

level 14 a nerfed version of a current signature. I forget what is in that slot currently but I think the cooldown is superfluous and malicious to the obvious combo with the +1 charge perk suggested given the requirement to have at least 2 charges.

level 22 Don't see anyone taking it, most do not fully prepare ground pound in the first place and without damage immunity having less damage as the payoff for probably losing half your health sitting up there getting shredded by ranged attacks.. you get the point. Remove the damage penalty and it is competitive with the other two (which should always be the goal of perks in the same column, to have a reason to exist that the other two are not objectively better in more circumstances)


Column 5 level 7 interesting given how many players claim to have sworn off jump-pack dodges I think this has a place even if it just gave the extra charge.

level 15 see this is what I was just talking about, for people going for dodges having more charges to spam and making behave the way dodges do (interrupt attacks) is a great option

level 23 a lot of people have suggested it, I think given the other two options in the column this is a good place to put it.


Column 6 level 8 I would go as far as making it grant one stack per enemy hit up to 3, the buff only lasts 2.5 seconds.

level 16 I would also tack on +1 equipment charge

level 24 a nerfed version of the current level 25 signature, give the +charges perks previously that is a good compromise and I like it.


Signature perks level 9 if by "up to 40%" you mean it cannot heal you past 40% that is good, if not I suggest changing that from health to contested health that way you have to keep attacking, it also plays into the bonus charge speed meaning this is to encourage you to keep swinging. I would bump the charge speed to 20% though since you specified non-stacking. I think potentially lowing the initial speed to 5% but allowing stacking to 15% and 25% respectively again plays into that "just keep swinging" theme.

level 17 remove the requirement to take an earlier perk, this is a signature and should work regardless of previous perk choices. Just make it fire gunstrike at all available gunstrike targets with the AOE damage/knockback and cooldown. Add in if only one target is available increase gunstrike damage by 100% on that target. This makes it basically an execute every 60 seconds for people not taking the synergistic perk and a decent area attack for people that did. tack on a caviat of only providing 50% increased damage to terminus enemies to prevent people from complaining it is too strong.

level 25 I like it, tac on a 25% ground pound prep speed and you have a strong set of signature perk contenders that are all valid choices.



Over all I like it.

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4 days ago
Mar 28, 2025, 10:40:28 AM


Column 1

  • Level 2: "Gun Strike Markers automatically generate to a random target every 10 seconds. Gun Strike Markers from all sources stack to 5 total."
  • Level 10: "Melee Damage increased by 40%. Charged Attack Damage increased by 20%."
  • Level 18: "Equipment Charge increased by 1, Equipment blast radius increased by 25%."

Way too strong. I would change time and dmg values by a lot. 

Example: 

Level 2: from 10 seconds to 20. 

Level 10: both +20%. 

Level 18: this one is I think ok.

Column 2

  • Level 3: "While preparing or performing Charged Attacks, you take 30% less Health and Armor Damage, and you gain Immunity to all loss of control and knockback."
  • Level 11: "Non-lethal Gun Strikes restore 1 Armor, and remove all negative status effects. Cooldown is 5 seconds."
  • Level 19: "Emptying a weapon magazine, or using Equipment, grants +1 Stack of the Perfect Block Damage Boost, regardless of the equipped melee weapon. Cooldown is 15 seconds."

Level 3: this one is no doubt very good one, Assault needs that.

Level 11: too strong, makes you basically immune to tyranid poison effect or chaos halucination effect. Maybe make gun strike restore 1 armor and 2% hp.

Level 19: I do not feel anything but disgusts for block weapons so I have nothing to say on that perk.

Column 3

  • Level 4: "Taking damage while preparing a Charged Attack reduces the preparation time by 10% per hit taken."
  • Level 12: "Killing 10 enemies within 5 seconds restores Equipment Charge by 1. Cooldown is 60 seconds."
  • Level 20: "After a Gun Strike, for 5 seconds, the next Gun Strike's damage increases by 20%."

Level 4: Good idea but I doubt this perk would be picked often over alternatives. Charged attacks are not performed often but maybe you are going in right direction and that perk combined with one above would change this. A bit.

Level 12: Make it 15 enemies, 10 enemies you kill every time you use ground slam on horde. 

Level 20: Good one but bad one if you are playing with "non lethal gunstrike restoring armor". If you up gunstrike dmg then it's like shooting at your foot.

Team Perks

  • Level 5: "Melee Attack Speed and Charged Preparation Speed increased by 15% for all Squad Members."
  • Level 13: "Upon taking ranged damage, each subsequent hit from the same target is reduced by 50% for 3 seconds for all Squad Members." (Pretty much the anti-Tyranid Devourer perk, the bane of Assault's life.)
  • Level 21: "Gun Strike damage for all Squad Members is increased by 30%.

Level 5: very good one, helps regain contested health. I would like to see this one in game.

Level 13: about this one, honestly I don't know. I know I would not choose it if I had these 3 options you mentioned. 

Level 21: better than 13 but much worse than 5. I do not like increasing gunstrike dmg because in my opinion it weakens your team. Tactical can't get mag out of execution, because gunstrike did a little bit too much dmg and shot enemy head off. Vanguard can't heal. And Assault can't regen armor, because his gunstrike was lethal. So meh from me.

Column 4

  • Level 6: "Jump Pack Dash deals damage that scales with difficulty to enemies along its trajectory and always works as a Perfect Dodge when dodging an attack."
  • Level 14: "If you have at least 2 Charges of Jump Pack, any use of Jump Pack restores your Ranged Weapon's ammo by 1 magazine. Cooldown is 30 seconds."
  • Level 22: "Ground Pound prepares 30% faster, and while preparing Ground Pound you gain Immunity to all loss of control and knockback, but Ground Pound damage is reduced by 20%."

Level 6: I don't know how Devs would make it work, in fact I cannot imagine they succeed in that, but I like this one.

Level 14: make cooldown 90 seconds and I'm all in. 

Level 22: good alternative but Assault players never sacrifice damage of Ground Pound even if perk grants them bj from Mia Khalifa if they do. 

Column 5

  • Level 7: "Disable Jump Pack Dash. Gain 1 additional Ability Charge, cooldown is reduced by 30%."
  • Level 15: "Disable Jump Pack Leap. Gain 2 additional Ability Charges, Jump Pack Dash can now interrupt your melee attack animations."
  • Level 23: "Any use of Jump Pack restores 1 Armor. Cooldown is 15 seconds."

Level 7: YES. 

Level 15: Leap is useless anyway, so we sacrifice nothing and get big treasure in return. It feels too strong.

Level 23: If you can't have both this one gunshot armor regen, then I would like to see this one too. 

Column 6

  • Level 8: "A successful Ground Pound grants +1 Stack of the Perfect Block Damage Boost, regardless of the equipped melee weapon."
  • Level 16: "If you have at least 1 Equipment Charge remaining, drop a free Equipment at the Jump Pack Leap/Dash take-off area. You do not lose control or take damage from your own Equipment detonation. Cooldown is 60 seconds."
  • Level 24: "A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge by 50%."

Level 8: again, no opinion because I do not touch block weapons. 

Level 16: nice, but make melta bomb excluded from this mechanic. 

Level 24: so I sacrifice jump pack charge for a chance of getting 50% of jump pack charge...? 


Signature Perks

  • Level 9: "All instances of damage that hit 2 or more enemies at the same time restore 1% Health per instance of multi-hit up to 40% Health. When hitting any enemy, increase Melee Attack Speed and Charge Preparation Speed by (a flat non-self stacking) 10% for 3 seconds."
  • Level 17: "If there are 3 or more Gun Strike Markers, the Gun Strike Markers turn glowing gold, activating Gun Strike automatically fires upon all targets in sequence, dealing scaling AOE damage and knockback upon impact. Cooldown is 60 seconds."
  • Level 25: "Ground Pound gains an additional charge level. When fully prepared, it sets Vespasius ablaze -- detonating into a meteoric fireball upon impact. Radius increased by 100%, and instantly kills all targets in the blast, excluding Terminus-level enemies who are instead dealt scaling damage. Cooldown is 120 seconds."

Level 9: too strong, melta, grenades and ground pount or heavies melee stomp would regen them to full hp no matter what very fast. 

Level 17: :/

Level 25: Man I liked Radahn boss fight in Elden Ring too, but come on...:D

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3 days ago
Mar 29, 2025, 10:08:57 AM

Shining_Darkness wrote:

Signature perks level 9 if by "up to 40%" you mean it cannot heal you past 40% that is good

Correct, the idea being if you're gonna get HP back through berserker smashing, it's not going to regenerate you back up to full for merely swinging into hordes, but it will be enough to sustain you against chip damage.



Naus_ wrote:

Level 24: so I sacrifice jump pack charge for a chance of getting 50% of jump pack charge...? 

It's balanced around the previous perk that increases the number of Jump Dash charges to 4. It's actually already a perk in the game, but it restores 100% charge if the dodge is successful. The problem currently is that it's an all or nothing perk because you have 2 charges. If you whiff by a few milliseconds even once, and you Ground Pounded before hand, you now have 0% charge and Assault's Jump Dash build now becomes unusable for a minute+ in a fight.

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