@@seanyates2073 i have the same question. As much as im pretty sure it's a meme i see a lot of people choosing it. Maybe it's just useful to have loot bugs automatically dropping you nitra throughout the mission but seriously how hard is it to just shoot them or pickaxe them.
@@lossnt557 There is one (maybe!) use for IABT, and that's when you are trying to speedrun a mission that you already know will have a lot of lootbugs. Morkite refining in particular spawns a lot of them right around the refinery, so having 200 nitra rain down on you in an area you are already spending time in can usually eliminate the need for mining nitra entirely. other than that niche case, it's purely a meme.
I wish you could equip active perks in passive perk slots just for the passive effect. Faster revive even without the insta revive would still be great. Grab warning without breakout. Shield regen without overcharge.
I think born ready is one of the best passives even when your weapons don't have a long reload time. It's not just about reloading weapons in 5 seconds, it's also about shooting both weapons while only reloading 1 of them(or sometimes neither). It's a good boost to sustained fire, which is a lot more tangible and less situational than most passive perks. (I know you basically said this, just repeating it because I think it's a bit undervalued by some.)
Even on minigun builds it's helpful for damage uptime. Just swap to your secondary to cool your minigun a bit then swap back and keep firing. Keeps it always loaded and ready to swap to.
@@roar104 yaa I geast you are right. But I mostly run mini gun whit high damage revolver build+the rendom damage over clock. Because I hate flying enemies and roof spitters
I sort of wish they would make dash a part of movement for everyone. I find it kind of annoying how useful it is and essentially takes up half of my active perks for 3/4s of the classes. After dash I pretty much feel I need to take either field medic or iron will so it really limits the the choices of active perks
I would like the ability to add another perk once you hit end game build. Like after completing 5 elite deep dives maybe? One more perk slot wouldn't make anything too powerful, but I would really like to have dash, medic and iron will personally.
You don't take Steve for efficiency, you take him as moral support for the team. In the very short down time you have being able to pet Steve help calms you down and focus. He does okay damage and as a last resort makes a good distraction. I find he works best on engineer as a sort of melee turret that follows you around and can give you some breathing room if you are caught with your trousers down giving you just enough time to place down a a sentry or just retaliate in general, Steve has saved my ass a few times and for that I love em.
worth to mention this "regenative bugs" works on steaves witch means once you get one this guy might be a male tower that will never die below hazrad 5 but in hazard 5 will most likely die from your own team aoe clear
strong arm is good on escort missions. between moving canisters, lighting up the sides of doretta while staying near her, also, more importantly, saving doretta at mission end.
Strong arm is *marginally better as a utility pick* on escort missions. To be perfectly fair, none of those things (obviously excluding saving Doretta) are game changing or necessary. It's a decent QoL pick.
Never underestimate the utility of berserker. I’ve had several amazing saves with this perk such as digging holes to avoid ranged attacks, damaging terrain to catch ledges, digging up resources faster in tight situations, and lastly ammo efficiency through glorious melee combat. Running it alongside thorns, vampire, and see you in hell is an incredible feeling especially on haz5 as Scout or Driller. High risk, high reward, and very very fun. Embrace the slayers oath
On scout, I like to use hover boots as an effective double grapple, let's me fling myself, hover, then grapple. I've found it to have some good utility alongside just mining weirdly positioned veins, or saving from fall damage.
Once you play scout a bit, you really won't ever need it. You can powerswing the pick to create ledges where you're looking to mine, making you self sufficient at any height and not requiring help from an engineer. Nitra veins typically can be stood upon, and even if they can't they only take one swing to break and create a foothold. Morkite takes one swing to break as well, meaning you can easily create footholds in morkite veins as well. Minerals typically stick out in a way you can just grapple on top of them, pause for a moment before breaking them to let grapple recharge, and then break them at the base and grapple to safety. Using an active perk slot on a perk that exists solely to account for your own mistakes seems wasteful in my opinion, scout seriously struggles when it comes to combat so it generally makes more sense to have perks that help in that field. (I didn't mention gold but even IF you wanted to mine gold, you can just powerswing as I mentioned above) I definitely think hoverboots is a crutch for greenbeards and nothing more.
@@Avid2757 I realy hate these "get good" arguments. You don't need or use it? Fine. You can swing perfectly, slash a hole into a wall and shotgun-boost you in to mine? Great. Take another perk. But if someone feels like he misses these jumps from time to time or is just frustrated, because he dies from fall damage, let him take it to feel saver and have more fun. Not everyone is a hardcore gamer, but everyone is here to have some fun.
As someone who uses Deep Pockets + Armor mod. *and* Born Ready on every single class... Yeah.. Don't even start. It's literally a bad addiction, and it *will* break you
I frequently play with someone who's constantly going to a different objective than everyone else and hogs the mule there, so using deep pockets is pretty important for me
This confused me for a good minute, i assume you are referencing me saying strong arm is good for refining/point extract with gunk seeds. I was referring to the increased throwing distance for how many heavy objects you have to move. I definitely worded that section very poorly, 100% do not need strong arm or any light source to see gunk seeds.
I feel like it's pretty goddamn useful in escort missions too. You're gonna be on/near the drilldozer when it stops for fuel/at the end so that's a ton of time spent in the same area where this can be useful.
My wish for passive perks would be that other perks would be brought up to compete with thorns. A combination of unstoppable and second wind would be tempting.
I think you are 100% right on "deep pockets"... I'm an addict, but I'm 1 day sober since I saw your vid, running "It's a bug thing" on scout and trying "sweet tooth" on other classes. never really understand the hype on "thorns" tho, I think there is always a better one to pick. thx for the content.
about vampire, I think its also worth mentioning its synergy with berserker, allowing you to turn groups of bugs into health. As for zerk, i like it even only because it can allow you to murder an oppressor from the front if going behind it isnt an option, and can be used as a way to deal with groups of bugs without using up ammo if the map is poor in nitra or you are caught reloading. As for See You In Hell, its my preferred choice of "planning for failure" compared to Iron Will: multiple uses, works as an explosive on yourself (iron will may gring you up without aid, but doesnt remove any bug) and even if you dont die at all its not a completely dead perk. the extra damage often allows my retaliation to finish off a grunt that would have otherwise survived and make up more easily for the hit I took through Vampire.
For deep pockets I'm one of those players who used it forever and it took a lot to break that habit. The thing that really helped was the addition of the waypoint on the laser, which made it possible to just mark the rest of the vein to come back to later without having to mentally track it the entire time you're fighting or something. Now I just have to do the same with hover boots on my driller.
I haven't gone into haz 5 regularly yet but I have been doing ok on elite deep dives until the last stages. I don' tend to go down unless I try to play hero and protect people at my own detriment in bad situations, but the 3rd stage is where me (and often the driller too) start getting double digit downs and that royally sucks. I stumbled across your channel just the other day and decided to hang around. I tend to run dash for the reasons you specified, and iron will for my active perks. I just would feel too terrible if we're all down at the end of a mission (in my case, EDD) and they are all looking at me expecting me to get up, toss a shield and rez and I didn't have it. It's saved us a lot. I didn't actually know a lot of the changes they made to the passive perks and now I am trying several of those out too. I started in 2019 during early access before deep dives were even a thing so I got pretty set in my habits. I got burned out a few times over the years and came back again when they dropped the rival incursion update. Now haz 3 feels boring and I hang around haz 4 most often. It's challenging enough to make me work for it especially if my team isn't well seasoned yet. Haz 5 still kinda scares me since when I tried it years ago I got met with such terrible elitism and people would kick me for having the wrong weapons or perks even before we got going. I'm thinking I'll gear up for a run. I'm in your discord too so maybe I can find some good chums to help me get some haz 5 training. There's a lot of things I don't see in EDDs to know how they work yet. like machine events and prospectors and such. I like how you also just get to the point on your videos and don't waste my time stretching them out to 20 minutes or a half hour to explain what can be said in 5.
Try looking for lobby’s with jokes or “greenbeards welcome” lobbies I often host haz 5 and The edds and would never kick someone for not following the meta. If you see my lobby feel free to join. I have the tag “lv 0+ or invisible promotion only”
@@RazorPhoenix7 I did that today for the first time with scout and ended up waiting for drop pod and zipping around for 2 minutes, until it came. Scouts clear is terrible, the mission lasted 36 minutes, I didn't get downed much but chewed through about 3 resupply pods. Never doing that again, thank youuuu~~...
I used deep pockets for the convenience along with hoverboots to assist in scout mining. Thanks for pointing out that they are simply QoL upgrades and that other choices are better
21:42 Unless the wiki is wrong, See You In Hell does not affect driller's drills. For haz 3 and lower this perk is mad fun though, combined with Vampire it allows you to melee your way through entire swarms.
For anyone looking far in the future, currently veteran depositor is good because if you alternate clicking e and pickaxe attack really quick you deposit incredibly quickly and it’s not hard to do, but it only works with veteran depositor. I don’t know how long this will work, but it is good for this reason as of me writing this.
Cool video, thanks for taking the time to make it. A few bits to add, but one that I think it important if you do change your perks out dependant on environment - Beast Master with regenerative bugs is really powerful! If you get an Armoured Steve, he likely won't go down for the entire mission as after each fight, he heals back up. If you get a Slasher Steve, again he'll last an awful lot longer. I find it a super useful Perk of Regen Bugs is active for the mission.
I run hover boots on scout specifically for situations where I want to fling myself 50m away from the enemy and have a guarantee Ill survive the landing. Everything else (general safety net, accessing nitra near the ceiling, stopping mid jump to be in grapple range of something higher, etc) are nice side benefits when they show up, but being able to safely and reliably relocate in the chaos of combat is a very tangible benefit.
These haz5 videos are very in depth and well done. I disagree with you on a handful of things, but that's just personal preference a lot of the time haha.
Great video! I recently started playing (about 80ish hrs currently), and this was super insightful! I will say, though, I think you missed a crucial piece of info for Hover Boots. Yes, the can save you from scrub gravity plays, but the REAL allure is to use them for galaxy brain YOLO plays for non-scouts. Being able to dig through the ceilings as Driller and land above objectives, or fly off of cliffs into combat without a care. THAT'S why I use em.
Thing I love the most about DRG is that even though there’s definitely a most optimal way to build your character, you’re never forced to do it that way. A problem most co-op games have nowadays is that at higher difficulties, players are basically forced into a meta which really limits how players get to play the game. Haz 5 missions aren’t impossible or even much more difficult with inefficient perks, and no one will kick you from the lobby for running a build that isn’t 100% optimal (unless you order leaf lovers before the mission, that is).
It’d be great if the perk system were similar to that of Battle Chasers Nightwar. Equip whatever perks you want (each has its own cost) that won’t go over the point limit.
Would recommend making the 'correct perks' at the end of the vid more visible. Took me a good minute or so to figure out how the pointed them out, and I imagine it would be really difficult on people with poorer eyesight.
My take on "Git Gud" goes like this: Most of my content is a few small tips, guidance or direction to help with the overarching Git Gud objective. Outright saying Git Gud is implying that people already understand what they need to do to improve and just need the push to do it. In most events of the phrase being used in reference to games like dark souls, it's dismissive and unproductive because people don't know how to beat a boss or area. People know that there's better choices than HB, that just by playing a little better HB would be completely irrelevant, so the blatant use of Git Gud here is due to that.
@@AxisKronos The real meaning of it in the original context (DS) isn't condescending, though it is admittedly a bit oblique. It's for situations where there *isn't* a trick or secret method to do something, where the only way to overcome the challenge is to keep attempting it and practicing at it until you understand the different elements of a fight or area well enough that you go zen, stop thinking about them, and just do it. So someone asks "How do I beat [boss]," and there's no realistic way to cheese the fight and no gimmick? You tell them to git gud because "keep trying until you get better at it" is the only useful advice there is. It was also especially common as a response to very broad or vague questions where there wasn't a single short, specific answer. The DRG equivalent of the latter would be if someone said "I keep dying in haz 5, how do I stop dying?" There are so many different factors involved there that a proper answer could take hours of dedicated back-and-forth. Using it in reaction to specific questions with realistic brief answers (like "how do I get around not having hover boots?") is the exact sort of condescending response that it wasn't meant for.
Hover boots can also help you when passing by molly chucks you into the other side of the cave with a power of thousand beards. I still have no clue why that sometimes happens
Elemental insulation works against rockpox as well as spit ball infectors. It actually is pretty decent. Protects from friendly elemental damage too. Being someone who has been nuked and roasted by an engi and driller, it helps the headache a lot. It took me until 18minuets to realize that is Risk of Rain 2 music playing in the background. Which goes hand in hand with the fact I use the RoR2 damage tic sound in DRG. Steve's are actually great for distracting Bulks or Oppressors, heck I had a slightly distracted Oppressor get taken out single handed by a steve. Since you can add a new one once the old one is gone is great. You do get an audio que that Steve has passed. Guards make the best Steves.
just a pretty important note on Thorns, and I'm not sure if it's a bug or intended: the Naedocyte Shockers, in my experience, swarm the person that's running thorns. So if a few of you are grouped together, and you have Thorns, for some reason they almost always come straight for you; given the internal cooldown on the perk, this is usually a very negative side effect and has made me remove it off most of my classes that were running it as even just half a group of them can decimate your shield & health within a second or two
And I thought I was the only one using hoverboots for mining high resources Being able to grab those high Aquarqs or weirdly placed nitra is a HUGE help Not always there is an engineer in your mission, and even if there is one, it's not guaranteed that they're anywhere near you. Maybe they're out doing their own thing, or you are in a weird position far from them
I'm really hoping we get updated/new perks in season 3, about 60% of the current perks are barely usable compared to the top 40% and I've been sitting on perk points for quite a while with nothing to spend them on.
Hover boots allows me to move around caves quicker if I want to take a fall that would normally kill me or damage me greatly. Especially great on vertical caves in point extraction or refinery missions. It doesn’t have to be a falling crutch but a way to quickly move downward I like hover boots best for gunner as his mobility is not great but never take it on engineer bc I can almost always just shoot a platform below me
Primary purpose of Hover boots is not to protect yourself from accidental falls, but to to purposely make big jumps in clutch situations to save your team when you are on high ground.
The Hover Boots perk is a godsend for me (in tandem) when using the Rocketjump overclock for Engi's Grenadelauncher; Allow me to explain: I have the Rocketjump technique perfected to a wopping 80% succesrate ; The other 20% are times where I miss-calculate my trajectory and slam into the rock crevasse below and past the point where I wanted to launch myself on top of. Here is where Rocketboots comes into play; I activate RB and shoot 1 or 2 platforms slightly below me, so it catches my fall before RB runs out - I can then safely hop on them without turning into a dwarf-pancake, deep down below. I then continue on my way by digging my way up, to the area I originally wanted to land on.
I like to imagine it's the actual dwarf talking and explaining this potentially to maybe some green beards or even maybe a company tutorial video to explain this to other dwarfs
I love the little voice lines for when steve dies, also a helpful note while slashers appear to make good steves they really don't last very long so the only worthwhile grunt to tame is the guard
13:50 It's also useful for people who use Hair trigger on the shotgun for scout but doesn't want to reload it immediately. I know it's actually faster to use hair trigger, reload, and shoot again as compared to quick fire ejector but I build my boomstick for one ammo mod and one damage mod. And I like to use it as a "get off me" or "stun that praetorian" or "squeeze in more damage" weapon. Just something I pull out and mag dump and then forget about it. Born ready is useful for weapons like that. Especially on scout where you are able to use just the grapple hook and still be doing stuff useful. Instead of reloading, then grappling away to mine nitra so I have a full mag to defend myself with. Just grapple and mine and if a slasher shows up I'm already armed. It's useful for almost every build. Just maybe not all engineer ones.
Second wind is only rly useful if you're on a Morkite extraction mission and you gotta run through a bunch of tunnels, if it was just a flat speed bonus it would be the best perk in the game prolly.
I hate O2 but, to add onto your statement, I use Deep pockets & Vet Dep, both just QOL, because I despise being rooted in place when I play scout. So minimizing how often that happens, and how long it lasts, actually just made him feel even faster of a class :) Though, really, I should swap one or two of those for EDD/haz5, for Sugar or Thorns, idk :S It's hard though, they spoil me.
i like hoverboots a lot, occasionally in combat, if you got bugs chasing you, you can jump just far away enough from a ledge andhover there, and the ground bugs cant reach you and just bundle up on the ledge nearest to you, a chance for free damage. Saved my skin enough times for me to consider this a cool gamer tech
Note that born ready on CSP may be detrimental in some cases. If you get your magazine down to 1 ammo, you can fire a charged shot for a fifth of the cost so it may be advantageous to not reload in some cases.
What if sweet tooth could make it so you run faster when moving toward red sugar when it’s within a certain distance instead of when it’s consumed? Then you have a choice between using it for health or keeping it and using to maneuver through an area. The speed buff could also scale with the amount of available red sugar.
It's worth emphasizing that the perk loadout of often class-specific so that it works together with your specialization within your class and with your playstyle. As a scout I focus on objectives and minerals so I take the deep pockets perk. For a more combat oriented build perhaps a different choice is best.
When you were talking about Hover, you referenced using it only in terms of falling on accident, which I completely agree. That's a waste of a slot. I found Hover to have some really strong movement opportunities on Gunner, similar to Dash. There are tons of hover-jumps that non-Scout classes can benefit from, but Gunner specifically can really apply it. You can create space during a swarm, and if it starts to fail, bail to a lower level and start over immediately. Hover created that opportunity consistently and safely, in my experience. Dash doesn't do that quite as well for Gunner.
I agree with most of this except hover boots. It's a auto-pick for every class for me. It's not just for when you "accidentally fall into a hole." Like Dash, it opens up new movement capabilities that weren't available to you before. How do you start picking people up when you're the only one still alive on your team? You need to create distance between yourself and the bugs. Being able to jump down into a big hole much faster than the bugs will create that distance for you. Hover Boots allows me to clutch more than field medic has, honestly. It opens up so much new opportunities on Scout. It lets you ride ziplines as Gunner very high up without any fear of being knocked down to your death, or allows you to freely drill about in the ceiling without having to worry about accidentally drilling yourself into a death from falling. Even on Engineer, sometimes you just don't have time to take out your platform gun when you find yourself falling. And you know what's better than using Iron Will to revive yourself? Not dying in the first place. Don't sleep on Hover Boots. After hundreds of hours of experimentation, I take Dash and Hover Boots on every class, they just provide too much value to pass up.
resupplier helps a bunch if you are fighting and want to restock fast deep pockets are nice if you are minin g the floating deposits like 2-3 at a time so you dont need to go down and up a lot
I agree that hoverboors is bad, but I think if the cool down was like 25 seconds it would be in the same category as shield link, still bad, but at least somewhat niche usefulness.
If youre only using hover boots to save you from fall damage you're only getting half of the functionality out of them. You get so much additional kiting functionality with hover boots i consider it the best active perk in the game
Berserker is one of my Oh Shit tools. Equip your power attack for range and add Vampire, and then leap into the fray. You'll probably make it out alive and covered in bug guts. Probably. Usually.
I like deep pockets for mining missions, it speeds up gameplay for me, i tend to take advantage of the ability to preset load outs so i can switch on the fly
I enjoy having both deep pockets and the upgrade on the armor. For scout I find it so useful as I’m 9/10 the guy getting all the minerals. Getting that nitra faster cause I don’t have to keep going back.
I have hover boots on all classes and absolutely think it’s essential, whether it’s doing a emergency grapple towards the ceiling to get across large cave rooms, jumping down from great heights to revive a teammate who fell. Pairing it with dash then jumping and using the inertia to get you across huge gaps, jumping off edges if you find yourself overwhelmed by a swarm ,or simply just using it to avoid small bits of fall damage.
Ran it on everything when i was new, definitely worth it then. But the other perks are just better. Scout has a tool mitigate falls, eng always cushy platforms. Its nice on gunner but dash is way better and you have ziplines to get up and down and you can grab them mid air. Driller though, they dont have many options to get off a cliff and it also opens up to just drilling straight down into the ceiling of a new cave so maybe. I think it needs shorter cd to compete with dash or provide some vertical mobility like a 3.5s jet jump up a ledge. But if you're team is so good you absolute wont need iron will or field medic then why not, it has some quality of life.
Born ready also strong if your primary doesn’t need a reload. Running Drak + Nuk on scout without embedded detonators I literally never press the reload key.
Second wind has exactly one real use on hazard 5, but it's a pretty good one. It makes extractions a breeze. Just don't shoot, and the slightly faster running makes just sprinting and jumping go from like 75% attack avoidance to 95%. That and also in a REAL pinch it lets you run right back through a small swarm without too much danger
I never thought I’d hear someone say elemental insulation is inconsistent. It’s a constant 30% damage reduction no matter where you are, as long as you’re not getting hit with physical attacks.
I tried to quit using deep pockets once but the moment I did the next mission had a crassus detonator when everyone had Pots of gold on an Aquarq mission. The gold was so far away that we spent 30 minutes just depositing.
realistically you spent 30 minutes instead of 25 depositing. hardly worth a perk slot and crassus dets are a trap anyways. Dont waste your time with them, especially if you are mining them by hand
As someone who prefers to casually play on Haz 4 a good majority of the time but done a good amount of EDDs and the occasional Haz 5, yeah, this list makes sense. I only ever take Deep Pockets on Scout, thought not always. Sure, it makes you sit in one spot for longer if there's a big enough vein, but being able to grab more then move can be pretty nice sometimes. Veteran Depositor can actually be decent on the final segment of Escorts if you get Molly to actually sit under Doretta assuming you sit on her, but it's still pretty situational. Shield Link I think is most valuable on Gunner as they're usually the least likely to be in a really weird spot to get to for the shield regen and sitting on objectives can help the team if they're sitting close; just a nice pick IMO. I can only see two excuses for Hover Boots: you're playing Scout without M1000 Hoverclock/Special Powder OR you're expecting to have to use so many ziplines over crazy caverns that you can't use a second as a safety on Gunner.
I use hoverboots on every class... Its just really fun and not only will it save you but i will give you more options... For example if you are playing driller and are the last man alive on haz 5 mission and are surrounded often times using dash and then hover boots to full send my ass off a cliff works very well lmao
while I agree hoverboots is probably not optimal, i don't believe it's as bad as you say reasons to use hover boots on scout: getting minerals that cannot be perched on without an engineer platform (beer crafting mats, fossils, boolo caps, etc) getting minerals that normally you could perch on, except the terrain generation prevents you from getting above the vein (particularly common in magma core with the weird striped ceilings and hard to break terrain) enabling a double grapple (with enough grapple recharge speed, the grapple recharge is faster than hover boots duration, so you can grapple, hover, grapple again) reducing the risk involved in the classic "power attack to make a perch" maneuver. Without hoverclock, hover boots, or special powder, failing at this usually kills you. With hover boots, you can grapple up to your desired perch, hover, take a few seconds to mine out a larger hole, then grapple into it. and yes, saving yourself from fall damage when your grapple is on cooldown. Worth noting that, if you aren't hosting the game, hover boots is a far more reliable fall damage cancel than either special powder or hoverclock. Although taking hover boots for this reason is planning for failure, veteran scouts realize that having a hover boots charge ready enables more risky grapple maneuvers in the same way bringing special powder does. Having the freedom to do these sorts of maneuvers tends to save a lot of time. While using hover boots as a fall damage safety net is something that becomes redundant as your skill with scout increases, the other things it enables means it still retains usefulness to even the most veteran scout players. Since scout doesn't benefit very much from sprinter, his active perks slots are not nearly as in demand as those of other classes. Typically I find myself using either medic or iron will for one perk slot, and then either hover boots or heightened senses for the other. It's so incredibly useful to have some of the same utility hoverclock or special powder brings to the table while also taking weapons with more oomph.
The freedom of weapon and OC choice is what sells the perk for me. I love jumbo shells on the boomstick and I'm a big fan of the GK2. If someone enjoys flinging themselves around the cave with Special Powder and/or are an M1000 main, they won't need it as much of course.
Born ready is great for me when I'm playing engi. I can't say how many times I forgot to reload my platform gun and try to fire it when falling and get caught in a reload. Saved me from a lot of fall damage.
Should've said the warning you had with deep pockets to thorns as well. It's all I use now on every class and now I get hurt too much by swarmers with CC builds.
4:32 Salvage missions. Near a deposit point generally. and you don't want to move during that. Problem though. Sometimes it still will be out if the range especially the fuel This was not mention and believed it should have. His point remains the same however. Also, if you are gonna use bunkers, might aswell.
I found myself using its a bug thing recently.... Originally I thought of it as a waste. Ironically it has become a time saver and don't distract me as much when I see 7 loots together. First felt niche and now I run it within certain classes scout and engi mainly.
I think it's mostly useful on scout but not many others... Don't really use it much myself. Just feel like I'd be annoyed all the time seeing loot bugs on the walls where I can't get in range to proc it and then feel like I'm wasting a perk slot in the hardest difficulty.
Declare that It's A Bug Thing is critical
Refuses to elaborate
Absolute Chad
I came looking for this exact comment.
Literally came looking for this comment too 😂
He forgot to highlight that perk at the end, though
Same... I'm like huh??? Why?
It's a Bug Thing is the only perk you need
The only perk that should be in the game
Stupid question but is everyone being serious with this one? What’s the rationale?
@@seanyates2073 i have the same question. As much as im pretty sure it's a meme i see a lot of people choosing it. Maybe it's just useful to have loot bugs automatically dropping you nitra throughout the mission but seriously how hard is it to just shoot them or pickaxe them.
Sean Yates it’s pure meme. Only 2 passives i consider essential are vampire and resupplier. Third slot is for having fun your way.
@@lossnt557 There is one (maybe!) use for IABT, and that's when you are trying to speedrun a mission that you already know will have a lot of lootbugs. Morkite refining in particular spawns a lot of them right around the refinery, so having 200 nitra rain down on you in an area you are already spending time in can usually eliminate the need for mining nitra entirely.
other than that niche case, it's purely a meme.
I wish you could equip active perks in passive perk slots just for the passive effect. Faster revive even without the insta revive would still be great. Grab warning without breakout. Shield regen without overcharge.
That would be nice
I think born ready is one of the best passives even when your weapons don't have a long reload time. It's not just about reloading weapons in 5 seconds, it's also about shooting both weapons while only reloading 1 of them(or sometimes neither). It's a good boost to sustained fire, which is a lot more tangible and less situational than most passive perks.
(I know you basically said this, just repeating it because I think it's a bit undervalued by some.)
Also never having to reload your flare/Zipline/platform gun is very powerful.
It's a mast on gunner (except mini gun builds) . I run the auto connon whit the berst pistol+ born ready and I never reload. You just keep shooting
Even on minigun builds it's helpful for damage uptime. Just swap to your secondary to cool your minigun a bit then swap back and keep firing. Keeps it always loaded and ready to swap to.
@@roar104 yaa I geast you are right. But I mostly run mini gun whit high damage revolver build+the rendom damage over clock. Because I hate flying enemies and roof spitters
Love your vids, keep up the good work
I sort of wish they would make dash a part of movement for everyone. I find it kind of annoying how useful it is and essentially takes up half of my active perks for 3/4s of the classes. After dash I pretty much feel I need to take either field medic or iron will so it really limits the the choices of active perks
Should be an option in the shield setup tbh like you can choose between dash, double jump, and maybe something else.
Exactly. If you’re not using Dash you’re either dead or asleep lol
It would be cool if there was fifth armor upgrade where you can choose between dash, double jump and hover boots.
I would like the ability to add another perk once you hit end game build. Like after completing 5 elite deep dives maybe? One more perk slot wouldn't make anything too powerful, but I would really like to have dash, medic and iron will personally.
Dash and iron is mandatory on haz 5 +
Dash should be given to all classes as base
You don't take Steve for efficiency, you take him as moral support for the team. In the very short down time you have being able to pet Steve help calms you down and focus. He does okay damage and as a last resort makes a good distraction. I find he works best on engineer as a sort of melee turret that follows you around and can give you some breathing room if you are caught with your trousers down giving you just enough time to place down a a sentry or just retaliate in general, Steve has saved my ass a few times and for that I love em.
Believe in steeve!!
@@JoanLamrack Hell yeah brother!
STEVE FOR THE WIN
worth to mention this "regenative bugs" works on steaves witch means once you get one this guy might be a male tower that will never die below hazrad 5 but in hazard 5 will most likely die from your own team aoe clear
steve can Regan health on regenerative bugs
strong arm is good on escort missions. between moving canisters, lighting up the sides of doretta while staying near her, also, more importantly, saving doretta at mission end.
Strong arm is *marginally better as a utility pick* on escort missions. To be perfectly fair, none of those things (obviously excluding saving Doretta) are game changing or necessary. It's a decent QoL pick.
Never underestimate the utility of berserker. I’ve had several amazing saves with this perk such as digging holes to avoid ranged attacks, damaging terrain to catch ledges, digging up resources faster in tight situations, and lastly ammo efficiency through glorious melee combat.
Running it alongside thorns, vampire, and see you in hell is an incredible feeling especially on haz5 as Scout or Driller. High risk, high reward, and very very fun. Embrace the slayers oath
I am going to try this today sounds fun!
Me caveman driller. Me like going into an entirely different cave on accident
If your steeve is alive, the beast master recharge icon will be red, if steeve is dead or you just don’t have one, the icon will be white
steeve also shows up when you hold the laser pointer
I have a white icon even when I'm looking steeve in the ...face?
doesn't it also play a voice line when steeve dies
@@Ebola-Jonesbecause when its red, its on cool down, if your steeve dies in less than 5 minutes, then you can't tame one until its been 5 minutes
@@BlackTeishin I know what a cooldown is bro. The icon was white, must have just been a bug
On scout, I like to use hover boots as an effective double grapple, let's me fling myself, hover, then grapple. I've found it to have some good utility alongside just mining weirdly positioned veins, or saving from fall damage.
Yea, Hover Boots are fine on Scout.
I replace this with Hoverclock, but having both is super fun on lower haz difs
Ya it's really good on pub . Because engees are the least used class+ if they are noob or the maps are weird you can really use their platforms.
Once you play scout a bit, you really won't ever need it. You can powerswing the pick to create ledges where you're looking to mine, making you self sufficient at any height and not requiring help from an engineer. Nitra veins typically can be stood upon, and even if they can't they only take one swing to break and create a foothold. Morkite takes one swing to break as well, meaning you can easily create footholds in morkite veins as well. Minerals typically stick out in a way you can just grapple on top of them, pause for a moment before breaking them to let grapple recharge, and then break them at the base and grapple to safety. Using an active perk slot on a perk that exists solely to account for your own mistakes seems wasteful in my opinion, scout seriously struggles when it comes to combat so it generally makes more sense to have perks that help in that field. (I didn't mention gold but even IF you wanted to mine gold, you can just powerswing as I mentioned above) I definitely think hoverboots is a crutch for greenbeards and nothing more.
@@Avid2757 I realy hate these "get good" arguments. You don't need or use it? Fine.
You can swing perfectly, slash a hole into a wall and shotgun-boost you in to mine? Great. Take another perk.
But if someone feels like he misses these jumps from time to time or is just frustrated, because he dies from fall damage, let him take it to feel saver and have more fun. Not everyone is a hardcore gamer, but everyone is here to have some fun.
As someone who uses Deep Pockets + Armor mod. *and* Born Ready on every single class...
Yeah..
Don't even start. It's literally a bad addiction, and it *will* break you
60 in the pocket feels sooooo good :)
same. just... same. oh well. too late now.
Currently suffering from withdrawals after going back to 45 max
deep pockets is pretty meta on scout at least, the more efficient you mine, the more time you have to kill
I frequently play with someone who's constantly going to a different objective than everyone else and hogs the mule there, so using deep pockets is pretty important for me
Gunk Seeds glow even when they're on the ceiling, so as long as your gamma is set to normal levels they're easy enough to see in the dark.
Yeah those grey/purple ball sacks are hard to miss glancing up.
Remember fun times when ebonuts were without glow effect on their shell?
This confused me for a good minute, i assume you are referencing me saying strong arm is good for refining/point extract with gunk seeds. I was referring to the increased throwing distance for how many heavy objects you have to move. I definitely worded that section very poorly, 100% do not need strong arm or any light source to see gunk seeds.
One small note about Depositor: it’s a good pick for low oxygen warnings, although less so in Escort or missions without Molly.
I feel like it's pretty goddamn useful in escort missions too. You're gonna be on/near the drilldozer when it stops for fuel/at the end so that's a ton of time spent in the same area where this can be useful.
@@Ryokishine Yeah, if you keep Molly near the dozer, but I don’t think the dozer itself counts as a deposit point.
[EDIT] I was wrong. She does.
My wish for passive perks would be that other perks would be brought up to compete with thorns. A combination of unstoppable and second wind would be tempting.
Can you make a bosco haz 5 guide next? Not just builds but also how to use him?
I think you are 100% right on "deep pockets"... I'm an addict, but I'm 1 day sober since I saw your vid, running "It's a bug thing" on scout and trying "sweet tooth" on other classes. never really understand the hype on "thorns" tho, I think there is always a better one to pick. thx for the content.
I just like it when a bug hits me and instantly explodes.
Also makes dealing with swarmers a little more comfy.
Thorns is mostly for the swarmers
about vampire, I think its also worth mentioning its synergy with berserker, allowing you to turn groups of bugs into health. As for zerk, i like it even only because it can allow you to murder an oppressor from the front if going behind it isnt an option, and can be used as a way to deal with groups of bugs without using up ammo if the map is poor in nitra or you are caught reloading.
As for See You In Hell, its my preferred choice of "planning for failure" compared to Iron Will: multiple uses, works as an explosive on yourself (iron will may gring you up without aid, but doesnt remove any bug) and even if you dont die at all its not a completely dead perk. the extra damage often allows my retaliation to finish off a grunt that would have otherwise survived and make up more easily for the hit I took through Vampire.
Steve also becomes basically unkillable on regen bugs missions so that's pretty nice
For deep pockets I'm one of those players who used it forever and it took a lot to break that habit. The thing that really helped was the addition of the waypoint on the laser, which made it possible to just mark the rest of the vein to come back to later without having to mentally track it the entire time you're fighting or something.
Now I just have to do the same with hover boots on my driller.
Been going through all your haz5 videos lately. Thanks for all the good info.
Also loving the ror2 music.
ROR2 baby!
I haven't gone into haz 5 regularly yet but I have been doing ok on elite deep dives until the last stages. I don' tend to go down unless I try to play hero and protect people at my own detriment in bad situations, but the 3rd stage is where me (and often the driller too) start getting double digit downs and that royally sucks. I stumbled across your channel just the other day and decided to hang around. I tend to run dash for the reasons you specified, and iron will for my active perks. I just would feel too terrible if we're all down at the end of a mission (in my case, EDD) and they are all looking at me expecting me to get up, toss a shield and rez and I didn't have it. It's saved us a lot. I didn't actually know a lot of the changes they made to the passive perks and now I am trying several of those out too. I started in 2019 during early access before deep dives were even a thing so I got pretty set in my habits. I got burned out a few times over the years and came back again when they dropped the rival incursion update. Now haz 3 feels boring and I hang around haz 4 most often. It's challenging enough to make me work for it especially if my team isn't well seasoned yet. Haz 5 still kinda scares me since when I tried it years ago I got met with such terrible elitism and people would kick me for having the wrong weapons or perks even before we got going. I'm thinking I'll gear up for a run. I'm in your discord too so maybe I can find some good chums to help me get some haz 5 training. There's a lot of things I don't see in EDDs to know how they work yet. like machine events and prospectors and such. I like how you also just get to the point on your videos and don't waste my time stretching them out to 20 minutes or a half hour to explain what can be said in 5.
Try looking for lobby’s with jokes or “greenbeards welcome” lobbies I often host haz 5 and The edds and would never kick someone for not following the meta. If you see my lobby feel free to join. I have the tag “lv 0+ or invisible promotion only”
@@michaelb8528 Rock and Stone, brother!
may want to simply yolo haz 5 solo missions
@@erintheangry to the bone
@@RazorPhoenix7 I did that today for the first time with scout and ended up waiting for drop pod and zipping around for 2 minutes, until it came. Scouts clear is terrible, the mission lasted 36 minutes, I didn't get downed much but chewed through about 3 resupply pods. Never doing that again, thank youuuu~~...
"Hover boots burning enemies when you hover over them, is not combat assistance, before you say that"
Absolutely killed that
With cryo-and temperature shock it is
I used deep pockets for the convenience along with hoverboots to assist in scout mining.
Thanks for pointing out that they are simply QoL upgrades and that other choices are better
21:42 Unless the wiki is wrong, See You In Hell does not affect driller's drills. For haz 3 and lower this perk is mad fun though, combined with Vampire it allows you to melee your way through entire swarms.
This video is full of misinformation like that
Karl build confirmed
I think there's a case for running Hover Boots on Driller. He's the only dwarf with no way of quickly traversing downward.
I run on driller, but I’m not so sure I’d do it for Haz 5. And I’m that crazy guy that uses them as weapons!
Driller can drill down you know...
@@thoughtgaming492 Not if there's nothing to drill through.
@@Tetus7 Then what are you standing on?
@@thoughtgaming492 Potentially some terrain with nothing directly under it
If you are looking for a good perk set for solo go deep pockets, resupplier, and it's a bug thing alongside heightened senses and iron will.
I use this to quickly get crafting materials and that extra bit of xp or credits needed for something.
For anyone looking far in the future, currently veteran depositor is good because if you alternate clicking e and pickaxe attack really quick you deposit incredibly quickly and it’s not hard to do, but it only works with veteran depositor. I don’t know how long this will work, but it is good for this reason as of me writing this.
Cool video, thanks for taking the time to make it. A few bits to add, but one that I think it important if you do change your perks out dependant on environment - Beast Master with regenerative bugs is really powerful! If you get an Armoured Steve, he likely won't go down for the entire mission as after each fight, he heals back up. If you get a Slasher Steve, again he'll last an awful lot longer. I find it a super useful Perk of Regen Bugs is active for the mission.
I run hover boots on scout specifically for situations where I want to fling myself 50m away from the enemy and have a guarantee Ill survive the landing. Everything else (general safety net, accessing nitra near the ceiling, stopping mid jump to be in grapple range of something higher, etc) are nice side benefits when they show up, but being able to safely and reliably relocate in the chaos of combat is a very tangible benefit.
These haz5 videos are very in depth and well done. I disagree with you on a handful of things, but that's just personal preference a lot of the time haha.
Great video! I recently started playing (about 80ish hrs currently), and this was super insightful!
I will say, though, I think you missed a crucial piece of info for Hover Boots. Yes, the can save you from scrub gravity plays, but the REAL allure is to use them for galaxy brain YOLO plays for non-scouts. Being able to dig through the ceilings as Driller and land above objectives, or fly off of cliffs into combat without a care. THAT'S why I use em.
Thing I love the most about DRG is that even though there’s definitely a most optimal way to build your character, you’re never forced to do it that way.
A problem most co-op games have nowadays is that at higher difficulties, players are basically forced into a meta which really limits how players get to play the game.
Haz 5 missions aren’t impossible or even much more difficult with inefficient perks, and no one will kick you from the lobby for running a build that isn’t 100% optimal (unless you order leaf lovers before the mission, that is).
It’d be great if the perk system were similar to that of Battle Chasers Nightwar. Equip whatever perks you want (each has its own cost) that won’t go over the point limit.
I'm hearing warframe?
glad i wasent the only one that thought of that@@worldofoblivion977
Would recommend making the 'correct perks' at the end of the vid more visible. Took me a good minute or so to figure out how the pointed them out, and I imagine it would be really difficult on people with poorer eyesight.
You should have mentioned that Unstoppable allows you to sprint on snow in the Glacial Strata
If you have cryo-and you use hover boots you can proc temperature shock. I Just wish they had a shorter cool down
most of us, I think, can feel the "git gud" energy in a lot of your videos but it's nice hearing you say it for once
My take on "Git Gud" goes like this: Most of my content is a few small tips, guidance or direction to help with the overarching Git Gud objective. Outright saying Git Gud is implying that people already understand what they need to do to improve and just need the push to do it. In most events of the phrase being used in reference to games like dark souls, it's dismissive and unproductive because people don't know how to beat a boss or area. People know that there's better choices than HB, that just by playing a little better HB would be completely irrelevant, so the blatant use of Git Gud here is due to that.
@@AxisKronos The real meaning of it in the original context (DS) isn't condescending, though it is admittedly a bit oblique. It's for situations where there *isn't* a trick or secret method to do something, where the only way to overcome the challenge is to keep attempting it and practicing at it until you understand the different elements of a fight or area well enough that you go zen, stop thinking about them, and just do it.
So someone asks "How do I beat [boss]," and there's no realistic way to cheese the fight and no gimmick? You tell them to git gud because "keep trying until you get better at it" is the only useful advice there is. It was also especially common as a response to very broad or vague questions where there wasn't a single short, specific answer.
The DRG equivalent of the latter would be if someone said "I keep dying in haz 5, how do I stop dying?" There are so many different factors involved there that a proper answer could take hours of dedicated back-and-forth. Using it in reaction to specific questions with realistic brief answers (like "how do I get around not having hover boots?") is the exact sort of condescending response that it wasn't meant for.
Hover boots can also help you when passing by molly chucks you into the other side of the cave with a power of thousand beards. I still have no clue why that sometimes happens
Elemental insulation works against rockpox as well as spit ball infectors. It actually is pretty decent. Protects from friendly elemental damage too. Being someone who has been nuked and roasted by an engi and driller, it helps the headache a lot.
It took me until 18minuets to realize that is Risk of Rain 2 music playing in the background. Which goes hand in hand with the fact I use the RoR2 damage tic sound in DRG.
Steve's are actually great for distracting Bulks or Oppressors, heck I had a slightly distracted Oppressor get taken out single handed by a steve. Since you can add a new one once the old one is gone is great. You do get an audio que that Steve has passed. Guards make the best Steves.
just a pretty important note on Thorns, and I'm not sure if it's a bug or intended: the Naedocyte Shockers, in my experience, swarm the person that's running thorns. So if a few of you are grouped together, and you have Thorns, for some reason they almost always come straight for you; given the internal cooldown on the perk, this is usually a very negative side effect and has made me remove it off most of my classes that were running it as even just half a group of them can decimate your shield & health within a second or two
And I thought I was the only one using hoverboots for mining high resources
Being able to grab those high Aquarqs or weirdly placed nitra is a HUGE help
Not always there is an engineer in your mission, and even if there is one, it's not guaranteed that they're anywhere near you. Maybe they're out doing their own thing, or you are in a weird position far from them
I'm really hoping we get updated/new perks in season 3, about 60% of the current perks are barely usable compared to the top 40% and I've been sitting on perk points for quite a while with nothing to spend them on.
I find that hover boots is more useful now that sting tails can sometimes drag you into the sky
Hover boots is like training boots,its understandable if you are new to the game.even if you are playing a lot.
(Its still a 3.perk in my builds....)
Hover boots allows me to move around caves quicker if I want to take a fall that would normally kill me or damage me greatly.
Especially great on vertical caves in point extraction or refinery missions.
It doesn’t have to be a falling crutch but a way to quickly move downward
I like hover boots best for gunner as his mobility is not great but never take it on engineer bc I can almost always just shoot a platform below me
Primary purpose of Hover boots is not to protect yourself from accidental falls, but to to purposely make big jumps in clutch situations to save your team when you are on high ground.
The Hover Boots perk is a godsend for me (in tandem) when using the Rocketjump overclock for Engi's Grenadelauncher; Allow me to explain:
I have the Rocketjump technique perfected to a wopping 80% succesrate ; The other 20% are times where I miss-calculate my trajectory and slam into the rock crevasse below and past the point where I wanted to launch myself on top of.
Here is where Rocketboots comes into play; I activate RB and shoot 1 or 2 platforms slightly below me, so it catches my fall before RB runs out - I can then safely hop on them without turning into a dwarf-pancake, deep down below.
I then continue on my way by digging my way up, to the area I originally wanted to land on.
Nah id just mlg with the platforms while falling
I like to imagine it's the actual dwarf talking and explaining this potentially to maybe some green beards or even maybe a company tutorial video to explain this to other dwarfs
I love the little voice lines for when steve dies, also a helpful note while slashers appear to make good steves they really don't last very long so the only worthwhile grunt to tame is the guard
13:50
It's also useful for people who use Hair trigger on the shotgun for scout but doesn't want to reload it immediately. I know it's actually faster to use hair trigger, reload, and shoot again as compared to quick fire ejector but I build my boomstick for one ammo mod and one damage mod. And I like to use it as a "get off me" or "stun that praetorian" or "squeeze in more damage" weapon. Just something I pull out and mag dump and then forget about it. Born ready is useful for weapons like that. Especially on scout where you are able to use just the grapple hook and still be doing stuff useful. Instead of reloading, then grappling away to mine nitra so I have a full mag to defend myself with. Just grapple and mine and if a slasher shows up I'm already armed.
It's useful for almost every build. Just maybe not all engineer ones.
Second wind is only rly useful if you're on a Morkite extraction mission and you gotta run through a bunch of tunnels, if it was just a flat speed bonus it would be the best perk in the game prolly.
Having made that test, I would say that Veteran Depositor is very useful in H5 low O2 mining/egg missions.
I hate O2 but, to add onto your statement, I use Deep pockets & Vet Dep, both just QOL, because I despise being rooted in place when I play scout. So minimizing how often that happens, and how long it lasts, actually just made him feel even faster of a class :)
Though, really, I should swap one or two of those for EDD/haz5, for Sugar or Thorns, idk :S It's hard though, they spoil me.
So deep pockets is basically tobacco and I liked how throughly he explained the "its a bug thing"
i like hoverboots a lot, occasionally in combat, if you got bugs chasing you, you can jump just far away enough from a ledge andhover there, and the ground bugs cant reach you and just bundle up on the ledge nearest to you, a chance for free damage. Saved my skin enough times for me to consider this a cool gamer tech
Note that born ready on CSP may be detrimental in some cases. If you get your magazine down to 1 ammo, you can fire a charged shot for a fifth of the cost so it may be advantageous to not reload in some cases.
I don’t take it with the M1k for the same reason, even though the ammo savings aren’t quite as dramatic.
I was trying this recently and it didn't let me charge. So this may have been patched.
@@p_serdiuk Can’t speak for the sludge pump because I haven’t unlocked it yet, but I just checked and it still works with the M1k.
Decent point, i usually mess up the reload cancel on CSP, didn't think of it this way.
What if sweet tooth could make it so you run faster when moving toward red sugar when it’s within a certain distance instead of when it’s consumed? Then you have a choice between using it for health or keeping it and using to maneuver through an area. The speed buff could also scale with the amount of available red sugar.
Knowing ghost ship they would put something like that in the game.
Love the background risk of rain music,the soundtracks could be swapped and still fit
Also the boneworks music is great
It's worth emphasizing that the perk loadout of often class-specific so that it works together with your specialization within your class and with your playstyle. As a scout I focus on objectives and minerals so I take the deep pockets perk. For a more combat oriented build perhaps a different choice is best.
When you were talking about Hover, you referenced using it only in terms of falling on accident, which I completely agree. That's a waste of a slot. I found Hover to have some really strong movement opportunities on Gunner, similar to Dash. There are tons of hover-jumps that non-Scout classes can benefit from, but Gunner specifically can really apply it. You can create space during a swarm, and if it starts to fail, bail to a lower level and start over immediately. Hover created that opportunity consistently and safely, in my experience. Dash doesn't do that quite as well for Gunner.
I agree with most of this except hover boots. It's a auto-pick for every class for me. It's not just for when you "accidentally fall into a hole." Like Dash, it opens up new movement capabilities that weren't available to you before. How do you start picking people up when you're the only one still alive on your team? You need to create distance between yourself and the bugs. Being able to jump down into a big hole much faster than the bugs will create that distance for you. Hover Boots allows me to clutch more than field medic has, honestly. It opens up so much new opportunities on Scout. It lets you ride ziplines as Gunner very high up without any fear of being knocked down to your death, or allows you to freely drill about in the ceiling without having to worry about accidentally drilling yourself into a death from falling. Even on Engineer, sometimes you just don't have time to take out your platform gun when you find yourself falling. And you know what's better than using Iron Will to revive yourself? Not dying in the first place. Don't sleep on Hover Boots. After hundreds of hours of experimentation, I take Dash and Hover Boots on every class, they just provide too much value to pass up.
Think I'm gonna start listening to the Con Air soundtrack while I play now
I'm here from Deep Pockets Anonymous, and I have a problem. Also I might be insane because I love Bullet Hell. Awesome video as always Axis!
resupplier helps a bunch if you are fighting and want to restock fast deep pockets are nice if you are minin g the floating deposits like 2-3 at a time so you dont need to go down and up a lot
Unstoppable is a must have in Glacial Strata cuz with it you ignore move speed penalty from a snow.
Very good video, i’ve been wanting to get in haz 5 for a while and this is a big help
I agree that hoverboors is bad, but I think if the cool down was like 25 seconds it would be in the same category as shield link, still bad, but at least somewhat niche usefulness.
Good review! Also i like the fact that i heard some Risk of rain 2 music in the background arround 18 minutes! :D
If youre only using hover boots to save you from fall damage you're only getting half of the functionality out of them. You get so much additional kiting functionality with hover boots i consider it the best active perk in the game
hover boots also KICKS ASS on point extractions. it's so awesome to just be able to huck yourself off the cliff to jump back down to the rig.
FOR KARL: as you see a dwarf launch themselfs at high speeds 500 feet down
@@WaffleShortage
Berserker is one of my Oh Shit tools. Equip your power attack for range and add Vampire, and then leap into the fray. You'll probably make it out alive and covered in bug guts. Probably. Usually.
Beast Master has the most significant team moral boast
Yay, finally 🤩 Rock and Stone ⛏️
I like deep pockets for mining missions, it speeds up gameplay for me, i tend to take advantage of the ability to preset load outs so i can switch on the fly
I enjoy having both deep pockets and the upgrade on the armor. For scout I find it so useful as I’m 9/10 the guy getting all the minerals. Getting that nitra faster cause I don’t have to keep going back.
Which hazard you are enjoyer of?
I have hover boots on all classes and absolutely think it’s essential, whether it’s doing a emergency grapple towards the ceiling to get across large cave rooms, jumping down from great heights to revive a teammate who fell. Pairing it with dash then jumping and using the inertia to get you across huge gaps, jumping off edges if you find yourself overwhelmed by a swarm ,or simply just using it to avoid small bits of fall damage.
I get that, I think there's too many other actives that feel necessary though. I think scout is all I can justify running it on
It's underrated, especially on Driller and Gunner who don't have too many tools for saving themselves if they fall
Ran it on everything when i was new, definitely worth it then. But the other perks are just better. Scout has a tool mitigate falls, eng always cushy platforms. Its nice on gunner but dash is way better and you have ziplines to get up and down and you can grab them mid air. Driller though, they dont have many options to get off a cliff and it also opens up to just drilling straight down into the ceiling of a new cave so maybe.
I think it needs shorter cd to compete with dash or provide some vertical mobility like a 3.5s jet jump up a ledge. But if you're team is so good you absolute wont need iron will or field medic then why not, it has some quality of life.
@@Lappmogel Maybe, if you use it on the ground it launches you a few meters into the air giving you a good option for avoiding ground bugs
Born ready also strong if your primary doesn’t need a reload. Running Drak + Nuk on scout without embedded detonators I literally never press the reload key.
Elemental insulation also stacks with Friendly to reduce friendly fire from elemtal weapons like every driller's primary or the engineer's fatboy.
Great video, but the Risk of Rain 2 music in the background was amazing🥵🔥
Second wind has exactly one real use on hazard 5, but it's a pretty good one. It makes extractions a breeze. Just don't shoot, and the slightly faster running makes just sprinting and jumping go from like 75% attack avoidance to 95%. That and also in a REAL pinch it lets you run right back through a small swarm without too much danger
Didn't think we wouldn't hear that Risk of rain 2 music but I did. I heard it
mixing vampire and iron will is an amazing combo to run id say, got out of a good few situations with that combo
DRG music, BONEWORKS music, AND Risk of Rain 2 music? You got my sub for sure.
I never thought I’d hear someone say elemental insulation is inconsistent. It’s a constant 30% damage reduction no matter where you are, as long as you’re not getting hit with physical attacks.
I tried to quit using deep pockets once but the moment I did the next mission had a crassus detonator when everyone had Pots of gold on an Aquarq mission. The gold was so far away that we spent 30 minutes just depositing.
realistically you spent 30 minutes instead of 25 depositing. hardly worth a perk slot and crassus dets are a trap anyways. Dont waste your time with them, especially if you are mining them by hand
Its a bug thing may be more useful if it increases suction range to something like 5 meter or more.
please no it's already over powered!
@@AxisKronos bug lovers are no different than leaf lovers
I feel like see you in hell in combo with Iron Will or Field medic with linked shields are pretty OP combos
Respect for the Ror2 music in the background brother
correction - see you in hell does NOT work with the drills, it only works with the basic right click pickaxe attack and nothing else.
As someone who prefers to casually play on Haz 4 a good majority of the time but done a good amount of EDDs and the occasional Haz 5, yeah, this list makes sense.
I only ever take Deep Pockets on Scout, thought not always. Sure, it makes you sit in one spot for longer if there's a big enough vein, but being able to grab more then move can be pretty nice sometimes.
Veteran Depositor can actually be decent on the final segment of Escorts if you get Molly to actually sit under Doretta assuming you sit on her, but it's still pretty situational.
Shield Link I think is most valuable on Gunner as they're usually the least likely to be in a really weird spot to get to for the shield regen and sitting on objectives can help the team if they're sitting close; just a nice pick IMO.
I can only see two excuses for Hover Boots: you're playing Scout without M1000 Hoverclock/Special Powder OR you're expecting to have to use so many ziplines over crazy caverns that you can't use a second as a safety on Gunner.
One thing I noticed for vampire is that it doesn't actually work on lootbugs. It may be a glitch, but I don't know
I use hoverboots on every class... Its just really fun and not only will it save you but i will give you more options... For example if you are playing driller and are the last man alive on haz 5 mission and are surrounded often times using dash and then hover boots to full send my ass off a cliff works very well lmao
axis stop gatekeep girlboss gaslighting the drg community into taking it's a bug thing i swear
Veteran depositor is good for Lead Storm on Gunner, if u make bunkers with the driller, or if u like standing next to your turrets as an engineer
while I agree hoverboots is probably not optimal, i don't believe it's as bad as you say
reasons to use hover boots on scout:
getting minerals that cannot be perched on without an engineer platform (beer crafting mats, fossils, boolo caps, etc)
getting minerals that normally you could perch on, except the terrain generation prevents you from getting above the vein (particularly common in magma core with the weird striped ceilings and hard to break terrain)
enabling a double grapple (with enough grapple recharge speed, the grapple recharge is faster than hover boots duration, so you can grapple, hover, grapple again)
reducing the risk involved in the classic "power attack to make a perch" maneuver. Without hoverclock, hover boots, or special powder, failing at this usually kills you. With hover boots, you can grapple up to your desired perch, hover, take a few seconds to mine out a larger hole, then grapple into it.
and yes, saving yourself from fall damage when your grapple is on cooldown. Worth noting that, if you aren't hosting the game, hover boots is a far more reliable fall damage cancel than either special powder or hoverclock. Although taking hover boots for this reason is planning for failure, veteran scouts realize that having a hover boots charge ready enables more risky grapple maneuvers in the same way bringing special powder does. Having the freedom to do these sorts of maneuvers tends to save a lot of time.
While using hover boots as a fall damage safety net is something that becomes redundant as your skill with scout increases, the other things it enables means it still retains usefulness to even the most veteran scout players. Since scout doesn't benefit very much from sprinter, his active perks slots are not nearly as in demand as those of other classes. Typically I find myself using either medic or iron will for one perk slot, and then either hover boots or heightened senses for the other. It's so incredibly useful to have some of the same utility hoverclock or special powder brings to the table while also taking weapons with more oomph.
The freedom of weapon and OC choice is what sells the perk for me. I love jumbo shells on the boomstick and I'm a big fan of the GK2. If someone enjoys flinging themselves around the cave with Special Powder and/or are an M1000 main, they won't need it as much of course.
Born ready is great for me when I'm playing engi. I can't say how many times I forgot to reload my platform gun and try to fire it when falling and get caught in a reload. Saved me from a lot of fall damage.
Berzerker and Vampire is a pretty fun combo
I only take Berserk if I run Iron will and the pick axe damage upgrade. Most of the time Field Medic is better though.
Should've said the warning you had with deep pockets to thorns as well. It's all I use now on every class and now I get hurt too much by swarmers with CC builds.
"Kids, don't use drugs/deep pockets!"
*Snorts line of it's a bug thing*
4:32
Salvage missions. Near a deposit point generally. and you don't want to move during that.
Problem though. Sometimes it still will be out if the range especially the fuel
This was not mention and believed it should have. His point remains the same however.
Also, if you are gonna use bunkers, might aswell.
I found myself using its a bug thing recently.... Originally I thought of it as a waste. Ironically it has become a time saver and don't distract me as much when I see 7 loots together. First felt niche and now I run it within certain classes scout and engi mainly.
It must be very useful in Refinery missions, because there are so many lootbugs.
I think it's mostly useful on scout but not many others... Don't really use it much myself. Just feel like I'd be annoyed all the time seeing loot bugs on the walls where I can't get in range to proc it and then feel like I'm wasting a perk slot in the hardest difficulty.