Perks based on individual performance game more roll-prone

Right now, perks are unlocked based on individual performance, such as by doing damage.

The result of this is that the team that is leading in map objectives also unlocks their perks faster, which makes the team that is winning even stronger, thus making a roll even more likely.

I suggest that this could be fixed one of two ways:

  • Option 1: Unlock perks for both teams based on map events. So, for example, everyone from both teams might unlock their first perk when the first control point is captured by either team, regardless of who is attacking or defending.
  • Option 2: Have negative events progress perks as well as positive events. So for example, you can progress perks either by dealing or by taking damage. Thus, as long as you’re actively participating in the game you progress perks, but if you’re just hanging back and doing nothing you don’t progress them.

It’s enough that Ult charge is already only progressed by positive events (with a very small addition by time). We don’t need to make it even more roll-prone by doing the same with perks.

Or perks already unlocked and selected at spawn, it’s that simple

2 Likes

There’s a catch-up mechanic built in, where you earn more towards your perk level if you eliminate a target that’s a perk level above you. Even on the team that lost the first fight, you still eventually get your perk levels before the end of a match. The only exceptions are when the match is a blowout where no single perk was going to help the losing team, anyway.

1 Like