gurugeorge
Arcane
Underrail is a perfect example of how to create a perk system with almost endless replayability
True, and there are lots of games like that, but they're turn-based with high abstraction, which offers more scope for representing interesting things-to-do in the game. And that's one good reason why many here prefer that type of game.
But I was thinking in the context of this type of game that's "action" with lots of twitch control, where things have to be represented graphically with high versimilitude , and I don't see how this game is particularly worse than many other games of its type. If you can't represent lots of interesting things abstractly, then you have to have fewer interesting things, and pad out the skill tree with percentage point increases that, at the very least, represent some commitment to a specialization.
Or I suppose you could have on the skill tree only the interesting things that you can represent in this context - but that would make the skill tree relatively bare, and there would be long stretches were you didn't get a little jag of reward.
I think you could say where this game sins is in not distinguishing for the player, which of the skills are important and which are just padding - but that would be an odd complaint from people like us, who are experienced enough to be able to tell just by hovering for the descriptions. It would be a complaint to make on behalf of causal players!