Life isn't a competitive FPS video game. Random variables and abherations may make real life more interesting, but they don't necessarily make for a fun Halo game.
I hate the idea of customizable Spartan stats. I mean, it sounds kind of cool, but not fun or balance, which matters way more to me. If these type of stat boosts do increase, there needs to be some kind of visual indication, otherwise you have no idea what type of Spartan you're fighting from encounter to encounter. It's that type of inconsistency that makes Reach feel sloppy and frustrating.
and it can't simply be a different armor type either, it has to be noticable at first glance, like an elite vs a spartan or the different classes in tf2.
Can someone go into more detail on why they don't like the idea of "perks"? I'm not asking why you don't like call of duty's perks, I don't either. Your conceptual disdain is where I'm interested. I know you don't want an "uneven" playing field, but power weapons are uneven and they are vital to halo. "both people have equal access to power weapons" you say? Well you also have equal access to these "perks" if the match-ups are done correctly, so whats the difference?
If you see someone else has better perk selection, then do it differently. You should feel like you're customizing your character to your play-type, just as you would choose to use a weapon based on your play-type. I simply don't understand how the concept of this alone terrifies people.
Anything that creates an assymetrical fighting condition, and isn't available to all players at all times, or isn't directly tied to the level (such as powerups/power weapons), is a problem. By all players at all times, I mean that there is no requirement to enter a match with it preselected, like perks in cod, or require you to die to change it, like loadouts in reach.
think about it like this.
In halo 3, a player could take fire from the front and side, and if that player knows that his target will die with the next action (be that a headshot, melee, or the timing of a thrown grenade), said player could then premeditate on how to deal with his flanking enemy.
If that target is then given any form of "condition" which changes that fundemental aspect of player control, it "breaks" the comepetitive nature of the game. (even if it's very minor, such as enough shield to handle one extra shot, or the ability to carry any extra ammo).
In reach, this can be seen with the inability to accurately determine a players movement (sprint/jetpack), if that player has extra defensive capabilities (armorlock) and by the random nature of recoil on weapons(though the fact that "bloom" is to a degree controlable helps limit that aspect).
In the gametypes where all players are given the same ability, this "broken" condition is lessened in that there is an inherent knowledge that an opposing player can use said ability at any time.
If abilities are placed on a map, that "broken" condition changes from an uncontrolable circumstance, to one of player strategy, ie how does one control and benefit from said ability to create map control(as seen with equipment/powerups/poweweapons in previous halo games). This set up allows for players to use skill to snowball, which is both a desired and undesired consequence respectively. The most skilled can control the map best, those that control the map best, get the powerweapons most, those with powerweapons get more kills and get more map control. That said the issue becomes one of level and layout design. It can also be directly influenced by the community (mlg maps in halo 3) or removed all together.
so perks prettymuch turn the playing field from one of "I won because I have most skill, lined up the best shot, controlled the weapons/level the best" to "i won because my perks are better, or best for the situation". It turns the battlefield from a consistent skill based system to something that feels luck based and uncontrolable.