Ironically, Pack Mule is no longer a mostly useless skill since they got rid of the old clothing/clothing pocket mods and increased the rarity of armor pocket mods and recipes.
Eeehhh I kinda agree and disagree at the same time. Finding the recipes for pockets can sometimes be a total pita. In those cases once later game hits I'll sometimes put points into it. I just wish it did more that what it does. Like increase stack sizes too or something.
@@Firespark81 Once I found out you can put more than one pocket mod on some clothing like shoes (for some reason), it was all over. Triple and Quad pocket mods on my gear and no points into pack mule... Though when you think about it which is more important ... skill points or mod slots? You get a max of 4 mod slots but you get hundreds of skill points... If you need a mod slot and cant use it because you are full to the brim with pocket mods so you dont get encumbered you will regret not putting points into pack mule... so maybe 1 or 2 points into it? That being said I currently dont have any points in pack mule and Im not encumbered and have just about all of the stuff I need on my armor. Just need a helmet light but dont have any room.
As a newbie, I like 1 rank in this skill to reduce the early game crawl. That said, once the pockets and armour are sufficiently levelled a learning elixir reset would free those points back up.
There are a lot of useless skills, I think there is a rework of the weather system coming though and I would think well insulated will perhaps become useful then? who knows - not like the fun pimps are known for making sensible game design decisions are they? :)
A couple of quick points: Demolitions expert coupled with the ability to pick up land mines and the book that makes them not trigger on you is pretty good. In a perception build I recently did, when I got to the higher level POI's I would run away and spam land mines in front of me as I ran. Many of the chasing zombies would get killed, and if they missed the mines I could go pick them up to reuse them later. Admittedly though, with the change to Screamer mechanics, this strat is risky. As for Well Insulated, I think TFP left that in the game because their next major update, according to the roadmap, will implement a new weather system. I believe the fact that any armor now gives you a 90 point insulation will be removed when that update goes live.
If you build around the attribute bonus from charismatic nature you're going to have a bad time, but on the flip side of if you don't, the bonus is most useful if your team mates get concussions it counter acts the attribute penalty.
What I find really makes Treasure Hunter useless is it reduces the amount of squares needed to reduce the area size, which sounds good. Its not, the zeds spawn when the circle shrinks, not based on the number of tiles dug. So yeah you bring that circle down quicker, but you could end up getting multiple spawns at once and getting yourself overrun as a result. This was a HUGE issue in Darkness Falls when you get multiple demons running up to say high.
Treasure Hunter also affects buried supplies quests, for digging at least. Well Insulated might come in handy when they rework weather. I've tried Charismatic Nature before. It is very buggy. Once buffed the buff stayed until he logged off....or I moved 2 km away....or went through a doorway 3 m away.
Id switch charismatic nature for pain tolerance. I thought it sucked too, but it seems to be broken. My buddy had it, and it works no matter the distance from him. It sucked he didn't get the benefits, so i ended up getting it as well, and it was surprisingly nice. It could use a buff so that you have some incentive to get it. Pain tolerance, i think, is useless. One point in physician and its obsolete. Charismatic nature is pretty garbage on my single-player run thow. So i guess it depends if you're playing with friends.
Charismatic nature would be a lot better if it also applied to the person who got it and didn't require at least 2 people have it for everyone to get the affects.
Treasure Hunter is a late game skill. For people who play long term and people do that. Explosives on horde night? It´s very effective, doesn´t need brass. And on survivalist a contact grenade and a Frag rocket do kill a demo if skilled and you don´t need a special horde base for contact grenades. Also during T6 quests like the prisons and screamer hordes grenades are VERY effective its´far from a niche skill. Charismatic Nature is a coop skill that is strong in groups of 3+ people. 20% more block damage is a huge time saver for mining and the last point saves a ton of skill points to get a skill to 10 and your loose temper isn´t a indicator if something is good or not. It shows again you actually don´t play the game. Well insulated will bring us back to the topic of the game still being in development. You didn´t even look at the roadmap. Weather overhaul is coming in the next update. So that´s why well insulated is still there.
I believe they're going to do an update that involves the weather, so that may be when well insulated becomes important. So it's useless now, but later we may need it.
Long time players will be able to see where some of these skills came from. Gosh, remember the days where you had to get your gear off when standing next to the campfire while you were cooking something. But you are definitely right with the ones you have listed. The game has moved on from temperature effects (thankfully). It would be better if the skills broken up so that I could choose to be a shotgun wielding stealth assassin. At the moment TFP tells you how a character type is played. It would be better if you had a pool of points to put into, for example, weapons, and that's where you create tension for the player. Then I can go blades and bazookas if I really want to. Same with the armour. Let me decide the blend of skills for the build I want to run. If that was the case, generic skills, oh like Lucky Looter can be in their own pool of skills.
I was just commenting on someone else's comment about that very thing. Taking my puffer coat on and off every day and night so I didnt die. I still live off of meat stews because they used to give you a max health buff and having 200 health at level 30 or so was a huge help.
@@AndrewEddie I also think they need to ditch some skills, including the armor skills. Yeah, I know people love those skills. It would give your actual choices more of an impact and give you more of a reason to choose the armor types you wear.
@@jippy8976 yes. I mean, I really like the variety we have, but heavy armour should always slow you down no matter what. I use GNSs god build, and to be honest it is a bit too perfect.
I wish they would focus more on the random survival aspect of the game. That means weather afecting us more, more random zombies outside of POIs, POIs beeing more random like having no zombies or no loot inside.
Your wish has been partially granted. The weather system overhaul is on the road map. They also definitely want to fix their zombie performance problems.
Demolition Expert is a "niche"? Yeah, you have no idea what are you talking about: the most efficient horde defenses will need explosives sooner than later. Of course, if you are in it just to build "cheeze designs" you won't need anything, otherwise the only way you can exhaust hordes is explosives from the very beginning. And all T6 infested quests are way easier by using explosives.
@@sirjdog21 I was curious if that even affected the books. I’ve mainly been playing on console lately and don’t think it mentions an increase in books or parts in the skill description.
@@jippy8976 If you check the crafting mags tab it says it does. At least the last time I played it did... I am taking a break so I haven't played since the last update
I think charismatic nature would be better if it worked on yourself as well. Since it doesn't, it is only good in multiplayer and even then, one of the last to get.
I agree with what you said, and to me the insulation skill is the worst, I never used it even when it was relevant. I waited until I had mods before going into desert or winter biomes. But it might have a comeback. In the roadmap poster, the update storm brewing there is a line that says weather and biome overhaul. either it will come relevant there (same as the insulation mods) or they may remove it
I find quite useful having powerful explosives for those t6 quests. I know explosives are fine by themself without the skill but the difference in performance is just so satisfying.
You said the max dukes you can get is 2400 (30%) over 8000 so 10,400. Then your broll shows you opening a treasure with 11,287 dukes. Is that from lucky looter? I like lucky looter just for the increase in loot opening speed. Seconds turns into minutes and minutes (2.5) is hours in this game. Especially with cars and such or the zombie loot after a horde.
Hmmm I missed that. Ummm I'm not sure why that math does not add up. It is indeed 30% my guess would be there is something other dukes in that loot table or some code is applying the math wrong. I'll see if I can figure it out.
I think you forgot animal tracker, it's not only useless but also adds distracting markers on your compass if you're playing a stealth build. I'm sure i could spot half a ton grizzly bear without putting any points in this 'useful' skill, especially when animals are literally patrolling the streets in the snow biome
Then don't use it if you're going for a lame stealth build? Animal tracker is one of the best early game skills to stack up on a ton of raw meat but mid to late game you can easily use an elixir to respec the points into something else once you have enough food.
@@Anthony-df2ez let's imagine a couple of scenarios: 1) you're playing without traders(some kind of self-imposed challenge), be it vanilla Navezgane or rng you're always starting out in suburbs where every house has a kitchen, on the second or third day you always have 10-15 eggs and 30-40 meat from random chickens or deer that spawn during the night, a bunch of looted canned food, not to mention all the eateries, diners, corn fields, barns with boars etc., so it's very hard to die of starvation even if you try 2) you're playing with traders which makes things even easier, the first trader is Rekt that specializes in food, even after the first quests you can buy a dozen of eggs for 300-400 dukes to make bacon and eggs that will last you a whole week, so no matter the build I can't imagine a scenario where this perk can be useful
treasure hunter isn't that bad. running t5 missions and horde nights usually give a few a week. I'll usually collect a few then knock them out over night or over the course of a day. The ammo you get is crazy. same or more than infestation quest. drop on eye candy with the maps gives better stuff too. haven't done any calcs on that though. going back a few tiers to do normal burried treasure quests when you want something to do but don't want to do high tier missions make it faster. other things like your primary weapons, daring adventurer, better barter, etc.. are priority but once you got your base skill set consider treasure hunter.
Yep, If you knock out 5 or so of these quests at once and treasure hunter is maxed you will be swimming in ammo. I also open them in the wasteland as I am a brave little guy.
Well Insulated is useless at the moment, but the next big update will be about the weather system. This will make the skill interesting again if you live or spend a lot of time in the desert or snow biomes.
Going along with the Well Insulated skill.....aren't the cool mesh and thermal blanket??? mods basically useless now??!!? I have yet to need them at all. Great video FIrespark81.
@@jeffking5851 I use them for the extra explosion protection, but due to a lack of useful mods. I’ll ditch them in a heartbeat if better mods come out.
Love your videos. I'm curious if rng gets worse the higher the difficulty. We're playing blood moon everyday on insane and can't seem to find anything useful no matter what we open and I'm hardly getting any yellow bag drops. It's very different compared to warrior or any of the other difficulties.
Fun death experience: I went to do a Level I dig quest on the morning of day 14. As soon as I got there, two zombie bears and a pack of zombie dogs spawned. Like, what?! I was on normal difficulty level and I had a Pipe Machine gun (lvl 3), a stone sledge hammer (lvl 5), a handgun (lvl 1), pain reliever, and a bow. I had near 100 ammo for both guns. Basically, I'm panicking, running for high ground, laying down blocks, and turning to shoot. Pointless. I've got many hours in the game. I've never seen anything like it. I assume it's a rare, random event--hoping it's not a feature/bug now in 1.1. (Biome: Forest, on the edge of Burnt Forest.) When I went back, I was very cautious, looking around, and building little block towers as I approached the dig site. Nothing happened. The dig itself was very easy. I'm still scarred for life!)
Yes, it is a random horde occurrence that happens and follows a certain pattern. A lot of times you won't see them as you usually don't stay in one place in the game much unless you are building. Pretty good for resource gathering if you plan to farm. There was also a pack of wolves led by a direwolf, I have seen a bunch of foxes a couple times and flocks of vultures.
A friend and I were going back to our base one night traveling in the desert. Thankfully we were sneaking because all of the sudden we saw several wolves run past us and then a few seconds later a bear or 2 running on the same path. I'm pretty sure that was the scariest moment I've ever had in this game because even though we were kind of in a town we were out in the open with no real place to run to and had those animals seen us we would have been goners.
Wish you'd have gone through the code on Charismatic Leader. If all three members in a group have this at level 5, does it have 2x the listed effect? Does it actually stack?
Hmmm you know Im not sure. I didn't see anything that said it shouldn't. But once again using it even for saying a 30% damage reduction if it does would be a total pain. You'd all pretty much have to stay glued to each other all the time. Nice to see there are people who like that I talk about the code in the XMLs
@@Firespark81 Dude, I looked at it again and it says 'ALLIES or party members'. Where does it give s range for allies? I'm thinking a tank party might be untouchable. Not to mention a group of 4 might all have +3 to all stats? That can NOT be right.
@@Zonker66 Even if there is no range if you build around it at all you would only be able to play when your friend who has it can play. Thats still trash. lol
What would you replace these useless perks with, if you were concerned enough to fix these problems? Or even concerned enough to suggest how they should be fixed?
Maybe thrive in climates so you generate less heat overall so less screamers spawn? Lowers environmental and zed RNG factors. They enter rage mode less often when hit. And lowered chances of spawning near you.
I am thinking that "Treasure Hunter" can make it so whenever you dig up a ground tile, there is a chance that you get some bonus treasure from it. Either from a zombie-like lootbag or depositing it straight into your inventory. They can be interpreted as a time capsule that someone left, which would be one of those bundle crates to give you various magazines, food, and whatnot (But they will be pretty rare to encounter) or some generic items that could've been dropped out in the middle of nowhere like a bone or a diamond from a wedding ring. In other words, it's like you can find buried treasure ANYWHERE with the treasure hunter skill, but treasure maps and quests point you to where one is guaranteed to be.
Treasure hunter: agreed, it's an early game boon if you like digging for some reason but quickly becomes dead points as you get shovels and augers, plus treasure missions and maps aren't common enough to be worth it, nor is the mechanic all that interesting. It needed more development. Demo expert: well, maybe explosives are niche but if you make a style of them they can be quite effective. Dynamite and HE rockets can do lots of actual demolition and the other ones can be used in horde bases with minimal risk to your structural integrity. You can trivialize big clear missions by just laying dynamite around the foundation of a building and bringing the whole thing down. Lots of fun stuff with this one but I'll admit it can be costly, especially when you're NOT good at aiming, throwing or timing your detonations. but OH if you ARE...hoo boy. Infiltrator: this one I agree doesn't make much sense and wasn't very well thought out. Picking up mines should honestly have been part of demolition expert instead. Well insulated: yeah, this one's pretty much obsolete at this point. I hear they're reworking biomes and heat/cold but right now, yeah, dead points. Really it was always more of a luxury anyway; your points should be spent on things that either kill zombies or make better stuff, not slightly reduce the amount of food or water you consume. Charismatic nature: Yeah, this one requires some major teamwork and sticking together or things go sour very quickly. The way skills and attributes work together makes this one a dangerous pick. So yeah, I agree with about 4.5 out of 5 here.
@@oldtimergaming9514 Yeah but that's not saying much; eventually we ALL get more ammo than we can ever use. Unless we're using machine guns. Then it's never ENOUGH ammo. You know, because moar dakka.
So this is a tricky one 3 of the perks I agree with their not really good. Demo expert I will say this is good for the books but it’s quite tactical I mainly use it in infestation jobs where the main loot is behind a drop down trap just fill the room with pipebombs. Now demo is great if your playing on say a raiding server as there’s no quicker way to crack a base. Now treasure hunter this is a great perk in my opinion as experience has shown me that it increases the drop rate of treasure maps (actually finding the map) I’ve looted nearly three times as many maps and even found them in 2 skull poi’s and It may be also linked to the wasteland treasure books I’ve found pretty much all of them on a few play throughs without salvage operations
I disagree with the Charismatic Nature. What it's exceptionally good at is saving people skill points in maxing out Lv 10 Skills in Multiplayer saving 3 or even 6 skill points for them to spend elsewhere. Mixing Charismatic nature with the Ability increasing mods lets you skip BOTH of the 3 cost points. Also I have been over 1.5km away from my party and they were STILL getting all the buff benefits from Charismatic Nature. It's USELSS in singleplayer, due to the fact it does not effect yourself. That is true, but in a multiplayer setting, Charismatic Nature, if your going down the Intellgence tree anyways, is an amazing pick up. Six Skill Points saved is really good, and with Forgettin' elixirs being so cheap now, people can wiggle those free points around. (Not to mention it saves you even more later on when other secondary attributes cost you multiple points. One of playthroughs I had a friend whom was 10 str, 7 agil 7 endurance due to strength mod + charismatic nature. Guy was an absolute beast and it ended saving them 7 skill points in total to spend on actual skills. That's not even counting any other co-op partners I had in my various games since it effects everyone in the party, and usually in larger parties people specialize to make things smoother.
the range is based of the setting you made not the skill itself. if i remember the base setting is 1 chunk maybe 2. you can set it to cover the whole map no matter the size. that might be why you were still getting it.
This is incorrect...ref treasure maxing out the perk and taking eye candy before hand and using the best loot googles/glasses whichever it is now and dependent on the biome greatly increases all the percentage and codes specified in the code you just covered. the max dukes i have gotten was 22000 dukes, more than 6 nuggets an a few diamonds in treasures. ammo has been huge stacks and also weapon parts as well. A treasure in the green biome is vastly different to a treasure in the wasteland, and map drop chances increase greatly also dependent on biomes, the rate of maps i normally get from red loot bags and horde nights is huge, i normally have 5-6 treasure maps in storage every 14 days.
I feel like Lockpicking and Living off the Land are runners up for worst skills as well. Or at least, putting more than one level into Lockpicking. Once you can make Lockpicks does it *really* matter that you are waiting longer? For Living off the Land, I've found that it's really only better as a late game skill when you want to make money. Farming/Cooking in this game needs a major rework, you rarely have enough seeds for your farm plots unless you get at least two or all three levels of this. If Living off the Land also increased the likelihood of seed drops from your player farms, even by small amounts, it'd be way more valuable, IMHO. Or if the first level gave you more cotton or a chance to get cotton seeds from wild plants, then maybe it'd be better. Otherwise you can just ignore farming till you get other skills up to where they should be and focus on farming later. One of the bigger problems with mid-to-late game for foods is that cornmeal is found like all over the game, so harvesting actual corn is pointless, you're going to have enough cornmeal to make your Chilidogs without Living off the Land and the bottleneck is going to be buying/finding the Chili Cans anyway. Same with all the other late game foods that require purchasing or finding cans of other food as ingredients. There's also an entire level 1 POI/Mine for all your mushroom needs. Be honest, do you actually use Living off the Land or do you just hit up farming POIs when you need ingredients? Which one is actually easier/quicker? I think if they made one really good mid game and one great late game food that required only harvested crops, it could maybe make LotL good, but right now it's kind of a useless skill, especially early game.
It would be nice if lock picking would also start generators faster for restore power quest. Very late game when I run out of stuff to put points in I invest in lockpicking just open safes and ATMs fast. I would consider it earlier if it had a tactical advantage like generators.
I lvl ''living off the land'' first thing. plant a garden and start making veggy stew. unlimited food and never have to worry about, or waste time finding, food again. opens up alot of inventory space during quests.
Hard disagree on living off the land. That skill is great for the base moms out there that like to keep us fighters fed. Lock picking though, yea you are right. I should have totally put that one on the list. Just get miner and rip through every lock you see like butter.
@@Firespark81 I guess for group play it does make sense as food can be an issue, especially early game if you are trying to maximize group play, but it's like the charisma skill for a group buff, by itself it's just not a great skill for solo players. I feel like it needs just something else (like seed drop rate increase or cotton picking increase) to be in a better spot. Someone else mentioned animal tracker and huntsmen as well, but I guess I always figure the people going into those skills know what they are doing and are planning on playing 7d2d like an actual survival game. Master chef is another one that I kind of regret ever putting a point in (at least in the current build) as it really only decreases cook time. I guess if you are playing in a duo or a group and are doing "base mom" stuff then it's not a bad skill like Living Off The Land, but like Charismatic Nature, it's very situational. Maybe a good video would be which skills in 7d2d are the most situational or best for group play. You might have covered that in the "support play" video though, I'll go check that one out.
When i ran out of seeds, I'd plop a farmer hat on and hit every trash bin/dumpster/can/trash pile to restock them. Super corn. Is the only reason I put points into Living off the Land. Once you get your first seed, it's a pita to keep it planted.
sorry to be a pedant, but you're not looking at the code, you're looking at the configuration files ... admittedly your conclusions are pretty spot on!
Lock picking raises the chance of getting forge ahead magazines. And only them unlike advanced engineering that raises the chance for several magazines. So if you want forge ahead badly, you do put a point into lockpicking.
@@pApA0LeGBa I think it only works until you read 15 magazines then it doesn't count anymore. A lot of people will read the first few to get a head start then stack the books in storage for a bit.
You're totally wrong about the demo expert skill, and I'd highly recommend it. Explosives are not particularly expensive, especially grenades. You might think that mechanical parts and springs are hard to get, but they aren't if you have points in wrenching, and you're going to have points in wrenching if you put points in perception. Stockpiling large numbers of grenades and using them in a specially designed grenade base is both fun and efficient.
Not only that but the damage stacks for explo arrows/bolts. Not really a early game option but for late game going max in bows and explosives is strong against horde nights if you got the right set up with explosives in mind. But something as simple as a pit fall horde base with pipe bombs can be used by day 7 and you can improve that idea to infinity Edit: And for non-horde nights still useable. Just run around the entire area, climb up something and drop the pipe bombs down onto the zombie cluster. Typically takes a bit of thinking to pull off but sometimes it feels nice to execute a plan
@@Xenbiotic Hearing that explosive and bow skill stack for exploding arrows makes me want to make that a build. I actually tried to make an explosive arrow build for horde nights once, and I managed to get a crucible in time for the day 7 horde. Not sure if getting it by day 7 would work with the more expensive duct tape and the tougher zombies in 1.0, and the longer early game horde nights (requiring more ammo), but it was a blast. My normal grenade base is a tower with bars for flooring, and it turns out you can shoot through them with explosive arrows, while you can't do that with other explosives.
Also, Animal tracker and the huntsman are basically useless as long as you keep an eye out for any animal you can get raw meat from. You'll have stacks and stacks of meat without having to waste 8 points. Master chef is one that's also up there in the uselessness category now that you learn recipes through magazines so now all it does is decrease cook time and the amount of ingredients you need... but you can just let a dozen or two things cook from the aforementioned pile of meat you have and be good. Grow some corn and potatoes, make meat stews, go out on a mission, come back, eat, Done. Living off the land unless you are playing farmer in your group is not worth the points either IMHO. Sure you get more crop yield and more seeds but you dont need this skill to survive at all. The brawler and its associated perk lightning hands (unless you are trying to see how far you can go with just punching) Robotics inventor is also kinda meh unless you max it out and can put down 2 junk turrets at once and even then its not mind blowing (though my pair of level 5 junkies have saved me several times on those tier 5 & 6 jobs). Plus you have to make ammo for them and the ammo cost is stupid for what you get out of it. 3 lead per "bullet"? Plus the time it takes to make enough ammo for them AND you have to carry them AND a separate stack or 3 of ammo because they waste so much of it due to their low damage per bullet (11.8hp according to the wiki)... No thanks man. Im already carrying crossbow bolts, 5.56, shot shells, rogue gloves, nerd armor, lock picks, med kits, and frames... I dont need to add 5 or 6 more things to carry to my inventory... even if carrying them is like carrying 2 extra people. And a controversial pick ... no pun intended, lock picking. Sure lock picking helps with picking speed and not breaking picks (and gives a higher chance to find forge ahead books) but by the time you get around to maxing it out you have the ability to make picks and probably have a couple hundred in your inventory already. Plus you still break almost as many picks and picking is only a little faster (i.e. 11 sec instead of 18 on hardened chests). If you max it out and do the rouge gloves level 6 it might be worth it but just doing the rogue gloves level 6 is all you really need.
It depends. In 1.1, pocket mods and the schematics for pocket mods are much harder to find. You might consider putting points into Pack Mule to free up some slots if you are unlucky.
You need 1 point in pack mule to min/max all the armors with their associates mods since the head piece has 4 mod slots 5-6 useful mods. In 1.1 it’s good to just put a point or two into pack mule early then when you can craft quad mods you’ll have enough dukes to respec with a Learin’ elixir. Still need that one point in it to keep 12 open mod slots though.
As I stated in another comment. I don't think pack mule is bad. It can be useful if RNG is kicking your butt. I just think it needs to do more. It is very much a one trick pony.
i disagree with this list because these skill are not absolutely useless in my view. treasure hunter is a very weak skill. but if you play on the same map for years without lootrespawn it will become better. :D Infiltrator is worth a point but no more. with that one point i never fall into a hole again. The Aura skills should be reworked. in each tree should be one aura skill. maybe when you reach level 10 at the mainskill (strength or intellect or so). Good vid as always!
Because nothing has changed between the 2 and referring to it as 1.0 is a more recognizable name to use. No one was specifying between alpha 21 and alpha 21 b37 because if there was no reason to differentiate, then you would go with the simpler option.
Yea good point I suppose I should maybe change it. But it's also just kinda there for SEO. So not really sure if changing it would help or hinder the video.
Most of the other perks have not rolled over effectively from past games to 1.0, its all now changed...they use to be vital but like stated earlier the game has been nerfed and made easier for console players and new players in general so most of these things now dont matter anymore.
Firespark, the more you investigate how bad the Fun Pimps decision making is and has been, it’s like an onion of sadness. Many layers. The game has gone downhill since Alpha 16.
You sound like a someone I know! Feels the same way. Like earlier the game was more of a "realistic" experience, but now it's been artificially gamified and turned into a rat maze where fun player solutions and strats for OP-ness, are nerfed and nerfed until they don't mess with The Plan.
@@Punctuator10 A16 was spooky, desolate, gave you a reason to stay inside at night. That last one alone is huge. The changes broke that immersion that A16 offered, let alone all the other good things like LBD.
@ The 600 point system allowed for awesome flexibility and yes, you’d add a part that was only slightly better than the one before it, but things slowly got better. I’ve never seen more incompetent developers.
Ironically, Pack Mule is no longer a mostly useless skill since they got rid of the old clothing/clothing pocket mods and increased the rarity of armor pocket mods and recipes.
Eeehhh I kinda agree and disagree at the same time. Finding the recipes for pockets can sometimes be a total pita. In those cases once later game hits I'll sometimes put points into it.
I just wish it did more that what it does. Like increase stack sizes too or something.
@@Firespark81 Once I found out you can put more than one pocket mod on some clothing like shoes (for some reason), it was all over. Triple and Quad pocket mods on my gear and no points into pack mule... Though when you think about it which is more important ... skill points or mod slots? You get a max of 4 mod slots but you get hundreds of skill points... If you need a mod slot and cant use it because you are full to the brim with pocket mods so you dont get encumbered you will regret not putting points into pack mule... so maybe 1 or 2 points into it? That being said I currently dont have any points in pack mule and Im not encumbered and have just about all of the stuff I need on my armor. Just need a helmet light but dont have any room.
As a newbie, I like 1 rank in this skill to reduce the early game crawl. That said, once the pockets and armour are sufficiently levelled a learning elixir reset would free those points back up.
@@Shin0bi272Honestly, the game is lacking in useful armor mods anyway.
Having in mind that most of the time you will be carrying things around from looting, I always maximize this skill, specially after the armor rework
Picking up land mines only made sense when the wasteland had one every 5 to 10 feet or on a server with people you want to raid.
Red mesa compound bro. I got 135. Literal mine moat
@@SecretlyNewb A quest there at the same time and boom! Tons of mines.
There are a lot of useless skills, I think there is a rework of the weather system coming though and I would think well insulated will perhaps become useful then? who knows - not like the fun pimps are known for making sensible game design decisions are they? :)
A couple of quick points: Demolitions expert coupled with the ability to pick up land mines and the book that makes them not trigger on you is pretty good. In a perception build I recently did, when I got to the higher level POI's I would run away and spam land mines in front of me as I ran. Many of the chasing zombies would get killed, and if they missed the mines I could go pick them up to reuse them later. Admittedly though, with the change to Screamer mechanics, this strat is risky.
As for Well Insulated, I think TFP left that in the game because their next major update, according to the roadmap, will implement a new weather system. I believe the fact that any armor now gives you a 90 point insulation will be removed when that update goes live.
If you build around the attribute bonus from charismatic nature you're going to have a bad time, but on the flip side of if you don't, the bonus is most useful if your team mates get concussions it counter acts the attribute penalty.
What I find really makes Treasure Hunter useless is it reduces the amount of squares needed to reduce the area size, which sounds good. Its not, the zeds spawn when the circle shrinks, not based on the number of tiles dug. So yeah you bring that circle down quicker, but you could end up getting multiple spawns at once and getting yourself overrun as a result. This was a HUGE issue in Darkness Falls when you get multiple demons running up to say high.
Treasure Hunter also affects buried supplies quests, for digging at least. Well Insulated might come in handy when they rework weather. I've tried Charismatic Nature before. It is very buggy. Once buffed the buff stayed until he logged off....or I moved 2 km away....or went through a doorway 3 m away.
Id switch charismatic nature for pain tolerance. I thought it sucked too, but it seems to be broken. My buddy had it, and it works no matter the distance from him. It sucked he didn't get the benefits, so i ended up getting it as well, and it was surprisingly nice. It could use a buff so that you have some incentive to get it. Pain tolerance, i think, is useless. One point in physician and its obsolete. Charismatic nature is pretty garbage on my single-player run thow. So i guess it depends if you're playing with friends.
Charismatic nature would be a lot better if it also applied to the person who got it and didn't require at least 2 people have it for everyone to get the affects.
Treasure Hunter is a late game skill. For people who play long term and people do that. Explosives on horde night? It´s very effective, doesn´t need brass. And on survivalist a contact grenade and a Frag rocket do kill a demo if skilled and you don´t need a special horde base for contact grenades. Also during T6 quests like the prisons and screamer hordes grenades are VERY effective its´far from a niche skill. Charismatic Nature is a coop skill that is strong in groups of 3+ people. 20% more block damage is a huge time saver for mining and the last point saves a ton of skill points to get a skill to 10 and your loose temper isn´t a indicator if something is good or not. It shows again you actually don´t play the game. Well insulated will bring us back to the topic of the game still being in development. You didn´t even look at the roadmap. Weather overhaul is coming in the next update. So that´s why well insulated is still there.
I believe they're going to do an update that involves the weather, so that may be when well insulated becomes important. So it's useless now, but later we may need it.
They are, it's the next big update this winter.
Still need to add radiation. But yeah they kinda rushed out 1.0 so didn't have time to fix the weather systems.
@@Xenbiotic oh absolutely. That might come in Storm's Brewing as well, as radiation is already in with the Mutated Zombies.
Long time players will be able to see where some of these skills came from. Gosh, remember the days where you had to get your gear off when standing next to the campfire while you were cooking something. But you are definitely right with the ones you have listed. The game has moved on from temperature effects (thankfully).
It would be better if the skills broken up so that I could choose to be a shotgun wielding stealth assassin. At the moment TFP tells you how a character type is played. It would be better if you had a pool of points to put into, for example, weapons, and that's where you create tension for the player. Then I can go blades and bazookas if I really want to. Same with the armour. Let me decide the blend of skills for the build I want to run.
If that was the case, generic skills, oh like Lucky Looter can be in their own pool of skills.
I was just commenting on someone else's comment about that very thing. Taking my puffer coat on and off every day and night so I didnt die. I still live off of meat stews because they used to give you a max health buff and having 200 health at level 30 or so was a huge help.
@@Shin0bi272 ah Alpha 12 ... those were the days, lols.
@@AndrewEddie I also think they need to ditch some skills, including the armor skills. Yeah, I know people love those skills.
It would give your actual choices more of an impact and give you more of a reason to choose the armor types you wear.
@@jippy8976 yes. I mean, I really like the variety we have, but heavy armour should always slow you down no matter what. I use GNSs god build, and to be honest it is a bit too perfect.
Weather is coming back 'weather' you like it or not. So get ready.
I suspect that heat/cold resistance will matter again with the weather update.
Thanks for the info
I wish they would focus more on the random survival aspect of the game. That means weather afecting us more, more random zombies outside of POIs, POIs beeing more random like having no zombies or no loot inside.
Your wish has been partially granted. The weather system overhaul is on the road map. They also definitely want to fix their zombie performance problems.
Demolition Expert is a "niche"? Yeah, you have no idea what are you talking about: the most efficient horde defenses will need explosives sooner than later. Of course, if you are in it just to build "cheeze designs" you won't need anything, otherwise the only way you can exhaust hordes is explosives from the very beginning. And all T6 infested quests are way easier by using explosives.
I always get WAY more treasure maps than I can even handle. Like, in every playthrough.
I only put one point into Demo Expert so I can get the explosive books faster so I can get to crafting stacks of gun powder
@@sirjdog21 I was curious if that even affected the books. I’ve mainly been playing on console lately and don’t think it mentions an increase in books or parts in the skill description.
@@jippy8976 If you check the crafting mags tab it says it does. At least the last time I played it did... I am taking a break so I haven't played since the last update
@@sirjdog21 Ahhh, thanks.
I think charismatic nature would be better if it worked on yourself as well. Since it doesn't, it is only good in multiplayer and even then, one of the last to get.
I agree with what you said, and to me the insulation skill is the worst, I never used it even when it was relevant. I waited until I had mods before going into desert or winter biomes.
But it might have a comeback. In the roadmap poster, the update storm brewing there is a line that says weather and biome overhaul. either it will come relevant there (same as the insulation mods) or they may remove it
I find quite useful having powerful explosives for those t6 quests. I know explosives are fine by themself without the skill but the difference in performance is just so satisfying.
The infiltrator is a MUST if you are doing a wasteland only permadeath playthrough.
It has saved my life early game more times than I can count.
You said the max dukes you can get is 2400 (30%) over 8000 so 10,400. Then your broll shows you opening a treasure with 11,287 dukes. Is that from lucky looter?
I like lucky looter just for the increase in loot opening speed. Seconds turns into minutes and minutes (2.5) is hours in this game. Especially with cars and such or the zombie loot after a horde.
Hmmm I missed that. Ummm I'm not sure why that math does not add up. It is indeed 30% my guess would be there is something other dukes in that loot table or some code is applying the math wrong. I'll see if I can figure it out.
I think you forgot animal tracker, it's not only useless but also adds distracting markers on your compass if you're playing a stealth build. I'm sure i could spot half a ton grizzly bear without putting any points in this 'useful' skill, especially when animals are literally patrolling the streets in the snow biome
Then don't use it if you're going for a lame stealth build? Animal tracker is one of the best early game skills to stack up on a ton of raw meat but mid to late game you can easily use an elixir to respec the points into something else once you have enough food.
@@Anthony-df2ez let's imagine a couple of scenarios:
1) you're playing without traders(some kind of self-imposed challenge), be it vanilla Navezgane or rng you're always starting out in suburbs where every house has a kitchen, on the second or third day you always have 10-15 eggs and 30-40 meat from random chickens or deer that spawn during the night, a bunch of looted canned food, not to mention all the eateries, diners, corn fields, barns with boars etc., so it's very hard to die of starvation even if you try
2) you're playing with traders which makes things even easier, the first trader is Rekt that specializes in food, even after the first quests you can buy a dozen of eggs for 300-400 dukes to make bacon and eggs that will last you a whole week, so no matter the build I can't imagine a scenario where this perk can be useful
treasure hunter isn't that bad. running t5 missions and horde nights usually give a few a week. I'll usually collect a few then knock them out over night or over the course of a day. The ammo you get is crazy. same or more than infestation quest. drop on eye candy with the maps gives better stuff too. haven't done any calcs on that though. going back a few tiers to do normal burried treasure quests when you want something to do but don't want to do high tier missions make it faster. other things like your primary weapons, daring adventurer, better barter, etc.. are priority but once you got your base skill set consider treasure hunter.
Yep, If you knock out 5 or so of these quests at once and treasure hunter is maxed you will be swimming in ammo. I also open them in the wasteland as I am a brave little guy.
Well Insulated is useless at the moment, but the next big update will be about the weather system. This will make the skill interesting again if you live or spend a lot of time in the desert or snow biomes.
We hope. But I also wonder when we will actually see that update. 2 maybe 3 years from now.
@@Firespark81 This winter, Q4 2024. They posted on Twitter about it recently.
Going along with the Well Insulated skill.....aren't the cool mesh and thermal blanket??? mods basically useless now??!!? I have yet to need them at all. Great video FIrespark81.
@@jeffking5851 I use them for the extra explosion protection, but due to a lack of useful mods. I’ll ditch them in a heartbeat if better mods come out.
Yes, those and the perk are meant to become useful again in the future. They just didn't manage to get the weather system overhaul done in time.
Love your videos. I'm curious if rng gets worse the higher the difficulty. We're playing blood moon everyday on insane and can't seem to find anything useful no matter what we open and I'm hardly getting any yellow bag drops. It's very different compared to warrior or any of the other difficulties.
Demolitions Expert and Dead Eye will be more useful when Raiders come out
Fun death experience: I went to do a Level I dig quest on the morning of day 14. As soon as I got there, two zombie bears and a pack of zombie dogs spawned. Like, what?! I was on normal difficulty level and I had a Pipe Machine gun (lvl 3), a stone sledge hammer (lvl 5), a handgun (lvl 1), pain reliever, and a bow. I had near 100 ammo for both guns. Basically, I'm panicking, running for high ground, laying down blocks, and turning to shoot. Pointless. I've got many hours in the game. I've never seen anything like it. I assume it's a rare, random event--hoping it's not a feature/bug now in 1.1. (Biome: Forest, on the edge of Burnt Forest.) When I went back, I was very cautious, looking around, and building little block towers as I approached the dig site. Nothing happened. The dig itself was very easy. I'm still scarred for life!)
Yes, it is a random horde occurrence that happens and follows a certain pattern. A lot of times you won't see them as you usually don't stay in one place in the game much unless you are building. Pretty good for resource gathering if you plan to farm. There was also a pack of wolves led by a direwolf, I have seen a bunch of foxes a couple times and flocks of vultures.
That is a particular horde. I lucked it out and saw them from a second story window when they came for me.
A friend and I were going back to our base one night traveling in the desert. Thankfully we were sneaking because all of the sudden we saw several wolves run past us and then a few seconds later a bear or 2 running on the same path. I'm pretty sure that was the scariest moment I've ever had in this game because even though we were kind of in a town we were out in the open with no real place to run to and had those animals seen us we would have been goners.
Wish you'd have gone through the code on Charismatic Leader. If all three members in a group have this at level 5, does it have 2x the listed effect? Does it actually stack?
Hmmm you know Im not sure. I didn't see anything that said it shouldn't. But once again using it even for saying a 30% damage reduction if it does would be a total pain. You'd all pretty much have to stay glued to each other all the time.
Nice to see there are people who like that I talk about the code in the XMLs
@@Firespark81 Dude, I looked at it again and it says 'ALLIES or party members'. Where does it give s range for allies? I'm thinking a tank party might be untouchable. Not to mention a group of 4 might all have +3 to all stats? That can NOT be right.
@@Zonker66 Even if there is no range if you build around it at all you would only be able to play when your friend who has it can play. Thats still trash. lol
What would you replace these useless perks with, if you were concerned enough to fix these problems? Or even concerned enough to suggest how they should be fixed?
Maybe thrive in climates so you generate less heat overall so less screamers spawn?
Lowers environmental and zed RNG factors.
They enter rage mode less often when hit. And lowered chances of spawning near you.
I am thinking that "Treasure Hunter" can make it so whenever you dig up a ground tile, there is a chance that you get some bonus treasure from it. Either from a zombie-like lootbag or depositing it straight into your inventory.
They can be interpreted as a time capsule that someone left, which would be one of those bundle crates to give you various magazines, food, and whatnot (But they will be pretty rare to encounter) or some generic items that could've been dropped out in the middle of nowhere like a bone or a diamond from a wedding ring.
In other words, it's like you can find buried treasure ANYWHERE with the treasure hunter skill, but treasure maps and quests point you to where one is guaranteed to be.
Treasure hunter: agreed, it's an early game boon if you like digging for some reason but quickly becomes dead points as you get shovels and augers, plus treasure missions and maps aren't common enough to be worth it, nor is the mechanic all that interesting. It needed more development.
Demo expert: well, maybe explosives are niche but if you make a style of them they can be quite effective. Dynamite and HE rockets can do lots of actual demolition and the other ones can be used in horde bases with minimal risk to your structural integrity. You can trivialize big clear missions by just laying dynamite around the foundation of a building and bringing the whole thing down. Lots of fun stuff with this one but I'll admit it can be costly, especially when you're NOT good at aiming, throwing or timing your detonations. but OH if you ARE...hoo boy.
Infiltrator: this one I agree doesn't make much sense and wasn't very well thought out. Picking up mines should honestly have been part of demolition expert instead.
Well insulated: yeah, this one's pretty much obsolete at this point. I hear they're reworking biomes and heat/cold but right now, yeah, dead points. Really it was always more of a luxury anyway; your points should be spent on things that either kill zombies or make better stuff, not slightly reduce the amount of food or water you consume.
Charismatic nature: Yeah, this one requires some major teamwork and sticking together or things go sour very quickly. The way skills and attributes work together makes this one a dangerous pick.
So yeah, I agree with about 4.5 out of 5 here.
Not sure what you are doing, but I get a lot of treasure maps, open them in the wasteland and accumulate more ammo than I can ever use.
@@oldtimergaming9514 Yeah but that's not saying much; eventually we ALL get more ammo than we can ever use.
Unless we're using machine guns. Then it's never ENOUGH ammo. You know, because moar dakka.
I agree charismatic nature is good in theory but terrible in actual practice.
So this is a tricky one 3 of the perks I agree with their not really good. Demo expert I will say this is good for the books but it’s quite tactical I mainly use it in infestation jobs where the main loot is behind a drop down trap just fill the room with pipebombs. Now demo is great if your playing on say a raiding server as there’s no quicker way to crack a base. Now treasure hunter this is a great perk in my opinion as experience has shown me that it increases the drop rate of treasure maps (actually finding the map) I’ve looted nearly three times as many maps and even found them in 2 skull poi’s and It may be also linked to the wasteland treasure books I’ve found pretty much all of them on a few play throughs without salvage operations
I disagree with the Charismatic Nature.
What it's exceptionally good at is saving people skill points in maxing out Lv 10 Skills in Multiplayer saving 3 or even 6 skill points for them to spend elsewhere.
Mixing Charismatic nature with the Ability increasing mods lets you skip BOTH of the 3 cost points.
Also I have been over 1.5km away from my party and they were STILL getting all the buff benefits from Charismatic Nature.
It's USELSS in singleplayer, due to the fact it does not effect yourself. That is true, but in a multiplayer setting, Charismatic Nature, if your going down the Intellgence tree anyways, is an amazing pick up.
Six Skill Points saved is really good, and with Forgettin' elixirs being so cheap now, people can wiggle those free points around. (Not to mention it saves you even more later on when other secondary attributes cost you multiple points. One of playthroughs I had a friend whom was 10 str, 7 agil 7 endurance due to strength mod + charismatic nature. Guy was an absolute beast and it ended saving them 7 skill points in total to spend on actual skills. That's not even counting any other co-op partners I had in my various games since it effects everyone in the party, and usually in larger parties people specialize to make things smoother.
the range is based of the setting you made not the skill itself. if i remember the base setting is 1 chunk maybe 2. you can set it to cover the whole map no matter the size. that might be why you were still getting it.
@@zerodawn09 What setting specifically increases the range? Because afaik I made no changes to any setting for any sort of buff ranges.
@@Darkcloud0300 Could it be related to exp share distance?
This is incorrect...ref treasure maxing out the perk and taking eye candy before hand and using the best loot googles/glasses whichever it is now and dependent on the biome greatly increases all the percentage and codes specified in the code you just covered. the max dukes i have gotten was 22000 dukes, more than 6 nuggets an a few diamonds in treasures. ammo has been huge stacks and also weapon parts as well. A treasure in the green biome is vastly different to a treasure in the wasteland, and map drop chances increase greatly also dependent on biomes, the rate of maps i normally get from red loot bags and horde nights is huge, i normally have 5-6 treasure maps in storage every 14 days.
I dont recall ever finding any weapon in a treasure chest in 1.0 or any recent alpha
I think the drop chance is very low, I'm currently playing 1.1 experimental and found only one green desert vulture after 15 maps
ty
I assume in solo play Charismatic Nature does nothing?
I feel like Lockpicking and Living off the Land are runners up for worst skills as well. Or at least, putting more than one level into Lockpicking. Once you can make Lockpicks does it *really* matter that you are waiting longer?
For Living off the Land, I've found that it's really only better as a late game skill when you want to make money. Farming/Cooking in this game needs a major rework, you rarely have enough seeds for your farm plots unless you get at least two or all three levels of this. If Living off the Land also increased the likelihood of seed drops from your player farms, even by small amounts, it'd be way more valuable, IMHO. Or if the first level gave you more cotton or a chance to get cotton seeds from wild plants, then maybe it'd be better. Otherwise you can just ignore farming till you get other skills up to where they should be and focus on farming later.
One of the bigger problems with mid-to-late game for foods is that cornmeal is found like all over the game, so harvesting actual corn is pointless, you're going to have enough cornmeal to make your Chilidogs without Living off the Land and the bottleneck is going to be buying/finding the Chili Cans anyway. Same with all the other late game foods that require purchasing or finding cans of other food as ingredients. There's also an entire level 1 POI/Mine for all your mushroom needs. Be honest, do you actually use Living off the Land or do you just hit up farming POIs when you need ingredients? Which one is actually easier/quicker?
I think if they made one really good mid game and one great late game food that required only harvested crops, it could maybe make LotL good, but right now it's kind of a useless skill, especially early game.
It would be nice if lock picking would also start generators faster for restore power quest.
Very late game when I run out of stuff to put points in I invest in lockpicking just open safes and ATMs fast. I would consider it earlier if it had a tactical advantage like generators.
I lvl ''living off the land'' first thing. plant a garden and start making veggy stew. unlimited food and never have to worry about, or waste time finding, food again. opens up alot of inventory space during quests.
Hard disagree on living off the land. That skill is great for the base moms out there that like to keep us fighters fed. Lock picking though, yea you are right. I should have totally put that one on the list. Just get miner and rip through every lock you see like butter.
@@Firespark81 I guess for group play it does make sense as food can be an issue, especially early game if you are trying to maximize group play, but it's like the charisma skill for a group buff, by itself it's just not a great skill for solo players. I feel like it needs just something else (like seed drop rate increase or cotton picking increase) to be in a better spot. Someone else mentioned animal tracker and huntsmen as well, but I guess I always figure the people going into those skills know what they are doing and are planning on playing 7d2d like an actual survival game. Master chef is another one that I kind of regret ever putting a point in (at least in the current build) as it really only decreases cook time. I guess if you are playing in a duo or a group and are doing "base mom" stuff then it's not a bad skill like Living Off The Land, but like Charismatic Nature, it's very situational. Maybe a good video would be which skills in 7d2d are the most situational or best for group play. You might have covered that in the "support play" video though, I'll go check that one out.
When i ran out of seeds, I'd plop a farmer hat on and hit every trash bin/dumpster/can/trash pile to restock them. Super corn. Is the only reason I put points into Living off the Land. Once you get your first seed, it's a pita to keep it planted.
Who is Neve and why should they pick these skills?
sorry to be a pedant, but you're not looking at the code, you're looking at the configuration files ... admittedly your conclusions are pretty spot on!
Their code is the sloppiest ever. Fun Pimps suck bad
lockpicking skill is pointless....... just make a stack..............................................................................................
lockpicking in its current format needs completely reworked, its awful and deeply irritating.
Lock picking raises the chance of getting forge ahead magazines. And only them unlike advanced engineering that raises the chance for several magazines. So if you want forge ahead badly, you do put a point into lockpicking.
@@pApA0LeGBa I think it only works until you read 15 magazines then it doesn't count anymore. A lot of people will read the first few to get a head start then stack the books in storage for a bit.
You're totally wrong about the demo expert skill, and I'd highly recommend it. Explosives are not particularly expensive, especially grenades. You might think that mechanical parts and springs are hard to get, but they aren't if you have points in wrenching, and you're going to have points in wrenching if you put points in perception. Stockpiling large numbers of grenades and using them in a specially designed grenade base is both fun and efficient.
contact grenades and pipe bombs FTW!
Not only that but the damage stacks for explo arrows/bolts. Not really a early game option but for late game going max in bows and explosives is strong against horde nights if you got the right set up with explosives in mind. But something as simple as a pit fall horde base with pipe bombs can be used by day 7 and you can improve that idea to infinity
Edit: And for non-horde nights still useable. Just run around the entire area, climb up something and drop the pipe bombs down onto the zombie cluster. Typically takes a bit of thinking to pull off but sometimes it feels nice to execute a plan
@@Xenbiotic Hearing that explosive and bow skill stack for exploding arrows makes me want to make that a build.
I actually tried to make an explosive arrow build for horde nights once, and I managed to get a crucible in time for the day 7 horde. Not sure if getting it by day 7 would work with the more expensive duct tape and the tougher zombies in 1.0, and the longer early game horde nights (requiring more ammo), but it was a blast.
My normal grenade base is a tower with bars for flooring, and it turns out you can shoot through them with explosive arrows, while you can't do that with other explosives.
@@Xenbiotic "I love it when a plan comes together." - Col. John 'Hannibal' Smith
Also, Animal tracker and the huntsman are basically useless as long as you keep an eye out for any animal you can get raw meat from. You'll have stacks and stacks of meat without having to waste 8 points.
Master chef is one that's also up there in the uselessness category now that you learn recipes through magazines so now all it does is decrease cook time and the amount of ingredients you need... but you can just let a dozen or two things cook from the aforementioned pile of meat you have and be good. Grow some corn and potatoes, make meat stews, go out on a mission, come back, eat, Done.
Living off the land unless you are playing farmer in your group is not worth the points either IMHO. Sure you get more crop yield and more seeds but you dont need this skill to survive at all.
The brawler and its associated perk lightning hands (unless you are trying to see how far you can go with just punching)
Robotics inventor is also kinda meh unless you max it out and can put down 2 junk turrets at once and even then its not mind blowing (though my pair of level 5 junkies have saved me several times on those tier 5 & 6 jobs). Plus you have to make ammo for them and the ammo cost is stupid for what you get out of it. 3 lead per "bullet"? Plus the time it takes to make enough ammo for them AND you have to carry them AND a separate stack or 3 of ammo because they waste so much of it due to their low damage per bullet (11.8hp according to the wiki)... No thanks man. Im already carrying crossbow bolts, 5.56, shot shells, rogue gloves, nerd armor, lock picks, med kits, and frames... I dont need to add 5 or 6 more things to carry to my inventory... even if carrying them is like carrying 2 extra people.
And a controversial pick ... no pun intended, lock picking. Sure lock picking helps with picking speed and not breaking picks (and gives a higher chance to find forge ahead books) but by the time you get around to maxing it out you have the ability to make picks and probably have a couple hundred in your inventory already. Plus you still break almost as many picks and picking is only a little faster (i.e. 11 sec instead of 18 on hardened chests). If you max it out and do the rouge gloves level 6 it might be worth it but just doing the rogue gloves level 6 is all you really need.
Pack mule :-p
It depends. In 1.1, pocket mods and the schematics for pocket mods are much harder to find. You might consider putting points into Pack Mule to free up some slots if you are unlucky.
You need 1 point in pack mule to min/max all the armors with their associates mods since the head piece has 4 mod slots 5-6 useful mods.
In 1.1 it’s good to just put a point or two into pack mule early then when you can craft quad mods you’ll have enough dukes to respec with a Learin’ elixir. Still need that one point in it to keep 12 open mod slots though.
As I stated in another comment. I don't think pack mule is bad. It can be useful if RNG is kicking your butt. I just think it needs to do more. It is very much a one trick pony.
last I checked, Demolitions Expert does not have anything to do with Exploding Arrows
i disagree with this list because these skill are not absolutely useless in my view.
treasure hunter is a very weak skill. but if you play on the same map for years without lootrespawn it will become better. :D
Infiltrator is worth a point but no more. with that one point i never fall into a hole again.
The Aura skills should be reworked. in each tree should be one aura skill. maybe when you reach level 10 at the mainskill (strength or intellect or so).
Good vid as always!
why are you still doing 1.0 vids, when 1.1 stable is out & things have changed?
Because there's no skill changes between the 2 versions.
@@andreiolteanu7811 if that's the case, then you should still title your vids as 1.1
Because nothing has changed between the 2 and referring to it as 1.0 is a more recognizable name to use.
No one was specifying between alpha 21 and alpha 21 b37 because if there was no reason to differentiate, then you would go with the simpler option.
@@frozenburst64 nothing? augers have been buffed...a new mining vid would be nice...I could figure it out for myself, but just too lazy
Yea good point I suppose I should maybe change it. But it's also just kinda there for SEO. So not really sure if changing it would help or hinder the video.
Infiltrator is fantastic in pvp server. You're on crack.
I won’t use parkour. It makes the game way too cheaty.
Comment for algoritm : )
Most of the other perks have not rolled over effectively from past games to 1.0, its all now changed...they use to be vital but like stated earlier the game has been nerfed and made easier for console players and new players in general so most of these things now dont matter anymore.
i think you should go pick holes in something else i mean do you even play 7dtd
Firespark, the more you investigate how bad the Fun Pimps decision making is and has been, it’s like an onion of sadness. Many layers. The game has gone downhill since Alpha 16.
You sound like a someone I know! Feels the same way. Like earlier the game was more of a "realistic" experience, but now it's been artificially gamified and turned into a rat maze where fun player solutions and strats for OP-ness, are nerfed and nerfed until they don't mess with The Plan.
@@Punctuator10 A16 was spooky, desolate, gave you a reason to stay inside at night. That last one alone is huge. The changes broke that immersion that A16 offered, let alone all the other good things like LBD.
@@RasCricketSmallAxe I loved swapping out parts on weapons and the minibike to make them better.
@ The 600 point system allowed for awesome flexibility and yes, you’d add a part that was only slightly better than the one before it, but things slowly got better. I’ve never seen more incompetent developers.
Disagree