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Omamori: This has to be one of the most cancerous things the devs have come up with, and it completely throws any form of game balance out the window (The dmg reduction that the perk gives should not apply to weapons, then it would be balanced) It's a very strong cabin with a practically free full-time cohort perk, but at least it's a cabin perk and not a module and you may be able counter it by shooting its weapons.
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You can get up to 30% dmg resistance (the same as cohort) for long as you get shot, for little player interaction and skillĪnd you are going to get +30% most of the time since it's hard to not hit a (often exposed) cabin while trying to do damage to weapons, or just straight up impossible with certain weapons, and if you add in teammates. Ermak: The cabin stats are fine, but the perk is broken. Unlocking a skill requires all preceding skills to be unlocked, however a co-driver continues to accrue reputation even if an skill is not unlocked, allowing to unlock multiple skills later in case a player is unable to afford unlocking an expensive skill as soon as it becomes available.Īll co-drivers have Reputation +2% as their level 8 skill.I can't be the only one that thinks that these 2 items degrade the gameplay experience and punish those who don't have them (especially the Omamori) and have a bad effect on new players Note that skills 5, 10 and 15 require resources to unlock, while other skills can be unlocked for free. Once a co-driver gains a level, the player can then go to the co-driver icon to unlock a new passive skill. A co-driver gains experience from any reputation gains while being slotted in the cabin.
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These co-drivers will remain unlocked and usable even if you switch factions.
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There is a co-driver for each faction, unlocked when a faction is joined for the first time.
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