issue
the game takes away player's self-confidence in combat by making them reliant on depletable factors (stimulants, relics, and sometimes long-cooldown abilities), making them feel like they are only as strong as their inventory, and not able to fully own up to every victory or death. it makes the combat feel way too survival-focused rather than offense-focused.
it hinders combat flow and player's ability to persevere in long-term thru their skill alone. it also draws their attention from immersing themselves in the battlefield in favor of making them look around every corner for these depletable items.
(and besides, being downed while still having legs and being alive doesn't feel like being a space marine)
solution
"self-reliance" perk (or "swordsman's zeal" if you prefer perk name form Space Marine 1):
upsides:
- makes the player regain health upon every melee strike proportionally to dealt damage
- tactical and bulwark get more health regain
downsides:
- makes the player unable to use stimulants, armor boosts, and relics
- player dies upon going down
- tactical and bulwark lose their ultimate
(this perk would be especially important for bulwark, and would make the combat as good as Space Marine 1, or even better than it if SM2 marines would stop being too weak to swing chainsword normally)
perk tree implementation
in the current state of the game, I'd implement it by adding a "survivability" perk column, making it 1 of 3 perks in it.
"my experience with Space Marine 2" section of a thread I posted here explains why this perk is so needed.
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Bigboyjarvis
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