Perks overall are a interesting system. They’ve pretty massively reduced the counterswapping I’ve seen as there’s an actual detriment to it now. There’s some tuning issues, some good heroes got good perks and some bad heroes got dumpster perks, widening the gap between the two
And while currently they’re just base kit + extra stuff, when bans come through and some characters inevitably get perma’d, they offer an interesting way of balancing problematic aspects of heroes kits.
Currently it’s mostly the inverse of that where it largely buffs characters strengths in what they’re already pretty good at, with some examples being that Genji’s Swift Strike major increases his ability to chain kills (giving him a lot of extra reach during Dragonblade) or Cassidy getting reduced Roll CD when he crits (which lets him reload faster for more crits for more rolls and so on), or actually giving characters utility/strengths where they desperately needed it, like projectile speed for Junk or AntiHeal on Moiras orb.
But what if for when those problematic characters that end up perma-banned, they weren’t just extra stuff. What if the problematic aspects of their kits, their no-CD OHK’s, their anti-heals, their whatevers were locked behind the perk system meaning that you DIDN’T have them right out the gate?
For example, what if Widowmakers Crits instead of doing 300 damage, did 200 + 100 Bleed over X seconds, but her major perk instantly dealt that damage, restoring her OHK?
Or if Ana had a more frontloaded Nade with more damage/healing, BUT her perk traded that for the anti-heal debuff that currently makes her hated to play into?
Or if Kiriko’s Suzu could cleanse OR provide an immunity, but not both?
Perks give a pretty interesting way to take and add power back into the character at different stages of the game and after playing with them, I like them way more than I was expecting.