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Why are so many perks tied to low health??

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22 days ago
Apr 28, 2025, 6:48:52 AM

The aim of the game directly contradicts these perks. Literally nobody purposely wants to be below 30%, and perks that activate at this point either trickle you back to just above 30% (but are too cumbersome to actually act as a lifeline) or don't provide anything actually meaningful enough to warrant remaining under 30% and not immediately hitting yourself with a Stim... 


Maintaining armour is the core principle of this game, why not have perks directly tie into that instead of health? 

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22 days ago
Apr 28, 2025, 9:36:13 AM

​Maybe there are a lot of sadists on the balance team who just want to see players desperately struggling. I can't explain it any other way.

If it were up to me, I would have changed it so that the mechanic triggers when you still have around 75% of your health, not something foolish like 25%.

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22 days ago
Apr 28, 2025, 11:36:31 AM

KittyChillder wrote:

This is because the perks are designed to be a safety net first, and bonus second. Think of the last time you went below 30% HP (and dont say you dont, because you definitely have). Was it because you took too many chip damage? Or was it because you got frame trapped by 2 lictors?


The low HP perks are NOT meant to be a semi-permanent buff for most of the cases. With some exceptions, these perk are meant to give you the highest possible chance of recovering from a massive blow, like an enraged venom cannon round.


Perks like reload, ammo refund, damage boost, hell even the accuracy one are all meant to assist you to give you a higher chance of being able to regain the most amount of contest HP as you can. You COULD try to be cute and deliberately maintain a low HP for such bonus, as your character gets significantly higher effective HP when youre low, and some weapons have perks that could regenerate your HP in case you went too far below, but thats only if you want to do that.


IMO you should see these perks as an insurance policy, not something to be relied on all the time unless you know what youre doing. For example, heavy can very easily recover his cHP due to how tanky he is and how much damage he can pump out, so naturally you can abuse the ammo refund at low hp to constantly go in and out of 30% hp to get infinite ammo. Other weapons like the bolt sniper is capable of similar things too, though obviously a little more dangerous as this requires far more accuracy than the former.

I think pretty much this. 

Low HP buffs to make it as an epic come back.

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21 days ago
Apr 29, 2025, 3:23:51 AM

KittyChillder wrote:

This is because the perks are designed to be a safety net first, and bonus second. Think of the last time you went below 30% HP (and dont say you dont, because you definitely have). Was it because you took too many chip damage? Or was it because you got frame trapped by 2 lictors?


The low HP perks are NOT meant to be a semi-permanent buff for most of the cases. With some exceptions, these perk are meant to give you the highest possible chance of recovering from a massive blow, like an enraged venom cannon round.


Perks like reload, ammo refund, damage boost, hell even the accuracy one are all meant to assist you to give you a higher chance of being able to regain the most amount of contest HP as you can. You COULD try to be cute and deliberately maintain a low HP for such bonus, as your character gets significantly higher effective HP when youre low, and some weapons have perks that could regenerate your HP in case you went too far below, but thats only if you want to do that.


IMO you should see these perks as an insurance policy, not something to be relied on all the time unless you know what youre doing. For example, heavy can very easily recover his cHP due to how tanky he is and how much damage he can pump out, so naturally you can abuse the ammo refund at low hp to constantly go in and out of 30% hp to get infinite ammo. Other weapons like the bolt sniper is capable of similar things too, though obviously a little more dangerous as this requires far more accuracy than the former.

Insurance isn't really a perk imo. Perks should reward good game play, whereas ample resources should act as insurance.


For example - when under 30% health, consecutively shoot & kill 7 enemies for a 5 % health recovery. Like whyyyy when I can perfect parry a minoris for armour back OR if available use a med stem for a better health back. Surrounded by melee focused enemies at under 30% health, a player is not gonna sacrifice peripheral awareness to suddenly start trying to line up 7 consecutive gun kills....

 - Like who gonna use the perk honestly? It's tedious, guaranteed to be interrupted and high risk comparably to other base defence reward mechanics...


So again why are there so many when the use case is so minimal, or other better perks exist?

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3 days ago
May 17, 2025, 10:26:33 AM

​That's a great observation—tying perks to low health definitely adds risk-reward tension, but it can feel frustrating if overused. It might be helpful to balance these with more survival-based perks or adaptive mechanics. For staff and internal updates related to system functionality, you can check the LPCH Intranet Login area for additional insights and secure resources. Game design thrives on feedback like this to evolve player experience thoughtfully.

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3 days ago
May 17, 2025, 2:11:38 PM

Almost all the perks were done with no consideration for the MASSIVE suggestion box there was put in the public test server section of the forum.
Unfortunately they both deleted that section of the forum AND they ignored almost everything there was given as feedback

This is why people are pissed off because they would like to give the impression that they listen but in reality they just do whatever they like (for the most part)
Its their game so  they can do as they please but we as  the customer have a right to point out the ridiculousness of it all
Also noone asked to re-level EVERY FCKING class 4 times to unlock 100% melee dmg to Heavy or grenade refill on armor pickup (WTF?!?)

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19 hours ago
May 19, 2025, 8:37:05 AM

​That’s a great point—it’s surprising how often wellness perks are only offered after health begins to decline. Preventative support and better access to resources should be prioritized. Tools like the UofL employee access system can help staff manage schedules more efficiently, reducing stress and promoting a healthier work-life balance. Early support makes a big difference.

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14 hours ago
May 19, 2025, 12:48:27 PM

https://smartsquareguide.com/​That’s a really important observation. It often seems that certain benefits only become available when someone is facing serious health challenges, rather than being used proactively. For those navigating complex schedules or seeking better coordination in healthcare settings, the Smart Square tool can be a helpful resource. More focus on preventive care and support systems could really shift this dynamic in a positive direction.

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4 hours ago
May 19, 2025, 11:17:09 PM

snowball_25 wrote:

Insurance isn't really a perk imo. Perks should reward good game play, whereas ample resources should act as insurance.


For example - when under 30% health, consecutively shoot & kill 7 enemies for a 5 % health recovery. Like whyyyy when I can perfect parry a minoris for armour back OR if available use a med stem for a better health back. Surrounded by melee focused enemies at under 30% health, a player is not gonna sacrifice peripheral awareness to suddenly start trying to line up 7 consecutive gun kills....

 - Like who gonna use the perk honestly? It's tedious, guaranteed to be interrupted and high risk comparably to other base defence reward mechanics...


So again why are there so many when the use case is so minimal, or other better perks exist?

It's not consecutive kills the wording I believe is rapid succession. Those kills perks are actually pretty easy to get.  Each kill can happen up to 5 seconds apart(I believe that was the time the devs posted, might of been 3 seconds).  They also don't have to be one after the other. 

Also if you're a melee class like in your example and come up to a group of enemies it's extremely easy to pop off 7 kills before the battle even begins.  If I'm hurt that bad I do that all the time to give my health a bump before the fight is fully engaged.  Even during the fight, with assault for example the ample ammunition perk +50% ranged damage for 10seconds makes it very easy to jump in smash a bunch fire off some shots with the large damage bonus to get your kills then immediately jump again.


 Other ones focused on melee are even easier to get all the time in a fight. Some of them are pretty powerful too.  It's sort of like ok here we go enter berserk mode and run like that until you can grab a stim or get a banner from a friendly bulwark.

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