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I can make it to require someting rare/situational to work. or make it w/o debuffs and work under some very rare situation, but then this perk will be just a blank for more than half of the time.
Giving player ability to use chosen perk from the start w/o strict rules is just better.
So, in order to make it balanced, we take something, to compensate such power (in terms of genetically modified: you trade a moderate amount of skills/dmg/health to increase your surviveability)
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3167994183/600785827026596825/
Btw, as i said: balance changes will be soon. Stay tuned
Yet, i dont really see a problem in big debuff to perks overall, kuz most of the time you play w/ team or really far away from the boat (as any normal player w/ undead plays in my exp.), so more than 90% of the time you wouldnt notice a thing about small amount of your skills. Maybe you will get striked by electical devices more, maybe your arms gonna be lacerated to hell, but to this time your team gonna be at least w/ 1 talent tree completed (to a half at least), so there is always someone to fix stuff/craft/do other stuff that skills related.
Even with small calculations: nothing much changes. even with 20% less gene harvest chance you just gain a small overall debuff for additional 12% more hp. Trade is not fair to the HP side , you just giving a vanill`ish big buffed medic talent for genes w/ almost zero trade of to HP. (+ the idea for genetically modified is that it cant be killed and mostly made for survival in unsurvivable enviroment (and also some small thing to spice up gameplay) which means in late game those -% to HP overall will be almost unnoticable IF its not so big enough.)