Hello, and welcome to another one of my essays. If you're going to read it, please read it in its entirety.
My Beliefs About What Perks Should Be
Perks are a major part of Call of Duty, but they should not be overly constrictive. I generally think that perks should give you broad, sweeping benefits such as reload speed, movement speed and ammo count. Extremely narrow perks (Scout, Tactical Mask) are not as useful. They, especially Scout, are pigeon holed into a certain strategy, and that's just not fun. It'd be far more enjoyable if all perks benefited you at all times, no matter what your weapons or setup.
My Beliefs About What Perk Tiers Should Be
I think perk tiers should have their members have a similar effect. Black Ops has done well with this, having Tier 1 as "Style Defining" perks, Tier 2 as "Weapon Perks" and Tier 3 as "Body Perks". Keeping this idea is pretty good, as it makes a lot of sense and usually provides pretty fair synergy.
Taboos
No perks that screw with effective levels of health or damage (Juggernaut, Stopping Power, Second Chance/Last Stand, Danger Close, Flak Jacket). Did I just categorize every broken perk ever in one sweep? Yes. Yes I did.
Tier 1
Character Defining perks that passively change how your character works, without the player having to do an action to see the benefit.
Ghost
You do not show up on spy plane scans.
Pro - You gain invisibility to helicopters for 10 seconds after you spawn and after the helicopter's arrival.
Marathon
Your base move speed is increased by 7%
Pro - Unlimited Sprint
Hardline
Killstreaks require 1 fewer kill to earn
Pro - You can cycle through available killstreaks and can view your current killstreak
Recon
Your Spy planes, Counter Spy Planes and Blackbirds last 15% longer
Pro - Enemies you damage appear on the radar for 2 seconds
Scavenger
You can refill ammo and grenades from dead bodies
Pro - You spawn with an extra tactical and lethal grenade
Tier 2
Weapon altering perks.
Warlord
You can have 2 compatible attachments on your primary weapon
Pro – You spawn with an extra magazine in all weapons (except for land-to-land launchers)
Sleight of Hand
You reload and switch weapons faster
Pro – Faster ADS (except sniper rifles)
Hardened
Extra bullet penetration
Pro – Extra damage to non-human objects (killstreaks, barrels, etc)
Steady Aim
Tighter hip spread
Pro – Less muzzle sway on taking damage
Marksman
Faster centre speed after you stop firing.
Pro – Less scope sway, higher zoom level ADS
Tier 3
Supplementary perks that offer a small but noticeable benefit.
Ninja
Silent footsteps
Pro – Enemy footsteps are louder
Hacker
Equipment glows red, even through cover.
Pro – You can hack equipment and care packages
Tactical Mask
Tactical grenades have a lesser effect on you
Pro – Enemies hit by your tactical grenades have their direction indicated to you
Fleet of Foot
You climb obstacles faster and can aim faster after sprinting
Pro – You don’t take fall damage
Demo Man
Explosives near you have delayed detonation
Pro – Picked up grenades have their timer reset, frag grenades cannot explode in your hand (timer stops at 2 seconds)
Please offer your opinions on both my perk positioning and the newer perks that I have suggested. Please refrain from raging at anything without saying anything constructive. I will frown and cry.