
Hey everyone,
I've been thinking about the perk system from Call of Duty: Ghosts lately. It gave players a massive amount of freedom by assigning point values (1 to 5 points) to perks across 7 distinct categories (Speed, Handling, Stealth, Awareness, Resistance, Equipment, Elite). You could equip up to 11 perks if you sacrificed your primary/secondary weapons and tactical gear.
Looking back, I want to get the community's take on how good or balanced this system actually was compared to Pick-10 or traditional 3-slot systems.
For a future CoD game adopting this exact point-budget system, I'm curious which specific perks must carry over, like Ready Up, Agility, or Stalker, and which ones were completely broken or redundant and should be left behind, like Amplify making footsteps way too loud, or Deadeye's random damage multiplier.
Obviously some franchise staples such as Sleight of Hand will always exist in some form. However, Ghosts famously split many classic perk functions into smaller, individual perks. If this system returns, I wonder if classic staples should remain split up to force tough choices, or if they should be combined into single, high-cost perks.