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Mercenary Perk Deck
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Downloads2,169
Views11,830
Publish Date2 years ago
Last Updated2 years ago by
Version1.0.11
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I'm not the kinda guy to sneed feed and seed with "cheat workshop" and not give feedback, so personally the 0.75 sec healing of perk 7 is busted, man. I would double the time to 1.5 or 2 secs, because you never want a perk deck to be a down-right upgrade to another perk deck (muscle), and just do what one does better, or you get anime pfps dropping "cheat workshop" without playing the mod. I like the premise of the deck, but perk 7 needs a rework imo. However, I do like what the deck is going for, its rather unique and I think once things are tweaked, you'll be sailing smooth.

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(Collaborator)2 years ago(Edited)

I know what you mean, and it is a straight upgrade to muscle (except for the panic and drawing aggro), but I didn't mean for this to be compared to muscle. No one is acting like muscle is a top tier perk deck, and I think comparing it to Leech or Anarchist is much more fair, and in that respect I think healing to full in ~15 seconds of convservative play mirrors regaining your leech ampule (or getting another charge of anarchist invuln) in a similar amount of time. It feels crazy when you put it next to muscle, because when people think health regen, they compare it to muscle, but there are other ways (better) decks make you survivable. (Heck even Grinder heals much faster than muscle).

The actual number values are all placed next to each other in scripts/upgradestweakdata.lua and you are welcome to lower the values to whatever you are comfortable with when you play with the deck. I'm still personally playing with the heal values myself, but I don't want to push out a new version of the mod every time I'm playing with a little tweak. If anything of this deck is on the chopping block to get nerfed it will likely be the heal over time speed or the amount of armor you need for 1 crit (maybe 12 armor per 1 crit). I'm not going to touch cards 1, 5, or 9.

Thank you for your feedback!

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