It's always either the Fat Boy or C4 spamming, seriously hate drillers who use C4 as their primary weapon.. Then uses almost a full resupply by themselves JUST for more C4s. Absolutely baffling to me.
@@Vaguer_Weevil Thats why im extremely careful in using both fatboy or C4 tbh. the few cases when i use them is if the enemies are faaaaaaar away, the entire team is on the ground and i need to clear as many enemies as possible, or if im just alone with no teammates nearby. Really annoyed by people who use them right next to me...And i always run friendly with fat boy. I had a few people jump into my view as soon as i fired.
@@einkar4219 I have to keep it as a Driller because my flamethrower is hard to handle when there are allies nearby. It's often in difficult situations, so the flamethrower is the best for getting rid off everything, but also the worst one while my teamates are very low on healt... Probably a skill issue from me, but I'm new to the game, so I guess that's fair enough
Steeve doubles as moral support Though a buff wouldn’t be too bad, maybe some damage boost after he’s killed. I sure as hell would want to blast some glyphids for murdering my steeve
@@mr.newvegas1704 why would that be a wink? In solo you can have up to 3 Bosco revives so regularly not using iron will is also a waste of a perk slot as much as running solo field medic lol.
@@monseigneurdoxalton880 it’s a joke and I put the wink there to indicate as such. Let me edit my comment to help you and others in the future so this tragic misunderstanding doesn’t happen again.
@@monseigneurdoxalton880 Iron will still has value in solo. It's only one more revive, but that's still one more revive that you otherwise didn't have. You also can revive yourself very quickly with it. I've clutched some runs by iron willing to immediately start repairing doretta or to get back into the uplink on salvage, where waiting for bosco to revive me would've taken too long. The extended immunity time, slowdown reduction, and power attack cooldown might also matter compared to a regular bosco revive.
Its really problematic how objectively correct that was. I found the same answer without using any online resources. Whole system needs to be overhauled asap
@@jUppers nah, resupplying fast in the heat of battle is really important for when things go bad, and it gives you free HP and reloads your guns. Thorns does basically no damage in higher haz levels, and the little guys are just going to kill you if you get swarmed, especially because the thorns damage is on a short cooldown so it won't really do much vs more than a handful of little guys.
@@AveragePearEnjoyer I've found thorns to be helpful even in haz 5, especially on characters with next to no crowd control. Don't need to worry about being swarmed while killing one tiny spider with one shotgun blast
I think we all would love for the perk system in general to get some love, they keep adding new ways to unlock perk points, so they haven’t entirely forgotten about them, but the perks themselves need a second look
Agreed, honestly at this point many of the perks need to be entirely changed, and things like Iron Will need to be separated from the active perks system, in something you either always have no matter what loadout OR as part of a new perk slot for powerful perks. Removing it would leave a big gap and nerfing it any more would make it useless. The cat is out of the bag already so you might as well balance around it.
Me watching my teammate who replaced Dash for Beastmaster getting destroyed by a single slasher while his Steeve is soloing an Oppressor 150m away from us: 🙂
Field medic is also extremely handy when playing with greenbeards who you're teaching the game to. Gets them back in the fight faster so they can spend more time playing the game
I’ve basically had the same perk loadouts for 3 years and sometimes I forget that I can change them. I truly would love an overhaul to the perk system entirely rather than them taking the “nerf the good perks and buff the bad perks” approach. They just feel like things you pick once and forget about and aren’t that game changing (outside of Resupplier, Born ready, and dash). Most of the cooldowns are just so ridiculously long it’s almost comical. 4 minutes for Berserker? Really GSG? 4 minutes?!
Honestly, as someone who uses berserker, it can do some wild shit. Granted its still not the best, but it can have some serious impacts on how you play. All ya gotta do is give your power attacks the damage bonus upgrade and grab vampire, and you can consistently clear out larger enemies while also cutting chunks out of incoming swarms, healing all the while! Also it basically guarantees that you survive to mine another day after an iron will, as you can just clear everything around you with two or three power attacks and wind up with anywhere from a quarter to half of your health back! Oh, also the most fun thing in the world is when you die right next to a dreadnaught while it's vulnerable and then just go iron will and berserker on it, the damage output is insane
Resupplier honestly should be removed and incorporated as the new default resupply values. You would have a lot healthier perk usage if Resupplier didn't exist.
Or, you can b-hop the entire length of a cave without second wind's help. A miniscule upgrade to an insane perk. Its like a drop of water in the ocean.
I swear by Deep pockets, Plenty of medium-larger deposits of ore (or two smaller ones) are in that ~55 sweet spot, not having to walk back and forth between Molly saves more time over an entire mission than resupplier does. Nice video! Wish more people do what you did at the start.
I don't deny that miiight be true if your teammates don't path similarly to you, but resupplier crucially cuts time during combat, rather than just overall. And thanks!
I think Beast Master is good for newer players. Especially for classes they're not yet good at. That little extra help from your Grunt Slasher can be what distracts 10 enemies.
I have been taking it mainly on regeneration and/of leathal enemies, steeve is basically god there And for a short while when re-atomiser could transfer elite status, you can create elite steeve which would rip and tear though bug population
I like it when solo, so I have a buddy to distract enemies, and warn me when im pickaxing a tunnel. I dunno what Bosco is doing, half the time he's standing where I'm trying to pickaxe.
This has been my exact mindset about perk priority since i hit gold promotion with each class, and is still my perspective after about 900 hours. It both validating and disappointing to hear: I'm glad that I've got a good sense for what's good (although its hard not to after so many hours), yet its disapointing that there isn't greater complexity in the form of interesting perk-combinations, perk-weapon interactions, or just more valuable perks competing or those limited slots.
I don't think its disappointing. Its pretty clever on ghost ship's part that some of the best perks are the last ones you unlock in the perk tree. Early perks are FAR stronger on lesser skilled players. There's a clear correlation between when you gain access to a perk in the perk tree and how much skill it takes to use it well. By the time you unlock the new better perks, you've outgrown the older ones. Its not exact but its still got some clear design intent. An exception being field medic, but its clear that its used to make new players feel really strong. The amount of pride a new player gets using it to clutch a revive on a more skilled team member brings me immense satisfaction (and its a deserved pride too).
I do wish that perks get looked at next season tbh. It's a great idea and one that has a lot of potential. Plus, there's over 100 perk points that are just sitting there collecting dust and need to be used.
Didn't think I'd find myself agree this much with a "best perk" video as people tend to always have their own (questionable) opinions on them. So tired of people putting out blanket statements like "iron will is useless most of the time" and "stop crutching on iron will". Glad you actually put some emphasis on its usefulness on higher difficulties. Only difference I have in my builds is running Elemental on Driller though that's mostly because of my distaste for Magma core and fungus bogs (unless my life has been a lie and those stupid poison mushrooms aren't elemental damage), as well as the occasional tick of spit or gas from praetorians. I tend to take heightened senses on scout though that's a personal preference.
PSA: if you use any of the active perks with a contextual activation button like dash, there's a mod called SimpleQOL that lets you disable the default bindings and use a dedicated button.
@@wulufu breach cutter, coil gun, bulldog, double barrel, boltshark, the best secondaries in the game profit huge from born ready, you gotta be playing in haz 2 if you never need your guns reloaded constantly
@@dumberoni1023 Damn... I never use Born Ready and i play on Haz 5, does that mean that i'm the best? Also does the Elemental resistance perk work against poison and rockpox damage types?
I love running Berzerker with vampire on all classes, it's just a nice way of clearing enemies and gaining a bit of health during it, saving ammo in the process as well.
I love the idea of berzerker being a niche pick for builds struggling with oppressors. The cooldown in combination with using it on accident 75% of time really destroy its value though. Also, I unironically think It's a Bug Thing is a better pick than many other passives.
Yeah it really needs to be at least a quarter of its current cooldown to be effective. It doesn't do a lot in higher difficulties and its criminally long cooldown prevents it from being used from utility. With a minute cooldown you could reliably use it to transform into a diet driller for 10 seconds.
Just wanna say that Vet Depositor is actually pretty decent. If you use deposit canceling it shaves off a good deal of the animation to the point you never really have to stop moving for a full inv deposit. It's a mainstay for speedrunners but super useful to maintain momentum during a mission for other types of players too. Also, thorns gang unite! You don't realise just how much QOL that passive provides till you get used to it and them take it off. Stray single jellies/swarmers happen much more (in solo especially) than most people realise.
thorns gang! Maybe unpopular opinion, but I think more often than not thorns is more chill to have than born ready. But it depends on what weapons you use
Thorns hard carried me while I was still learning the ropes and getting used to all of the noises of the caves and what was a big guy and what was a hoard of swarmers. Even still I use it pretty regularly on Scout and Engi since they aren't as good at dealing with Swamers and Jellies as Gunner or Driller. Love it to death.
I use pickaxe almost as regularly as my weapons so I use See you in hell but as a result of me being extremely close to bugs for the majority of a swarm, I oftenly get downed by my teammates
I think second wind is actually okay on driller specifically. If your a fan of... well, drilling, making connected shortcuts, etc, being able to catch up is useful, either for going back through your own tunnel or dumping your team into a cave while you explore the side areas. Nothing tells your team "Go here!" Like a driller tunnel
I love Shield Link on missions or Deep Dives with Salvage. Having an almost constant 50% Shield regen boost while defending makes chip damage from the numerous enemies closing in on you much less stressful. I think it fills it's Niche well, but would be better if they cut the Active part and made it a strict passive so that it wasn't competing against Field Medic and Iron Will. I personally don't find Born Ready that useful on anything besides Gunner who has much longer reloads on his primaries since the natural ebbs and flows of waves and the needed movement to keep up with such gives enough down time to keep your weapons mostly topped up with some exceptions such as some Plasma Cutter OCs, Gunner's Damage Resist Autocannon (which I love stacking EI with for massive Praetorian and Spitters denial), Scout's Crossbow, or some other small exceptions. I personally prefer Sweet Tooth over Vampire since I try to keep out of Melee range in the first place, but It's a Bug Thing is definitely too strong, and really needs a nerf, plz fix GSG, totally broken.
Hm always considered Beast Master to be a free lure (and if a guard is converted and not a random grunt, it actually lasts for a while); seemed useful for engineer to have additional safety. "Waste time and attention" is harsly said ;_; Meanwhile shield link seemed useful for gunner (with him already being able to persist and/or save with shield), and berzerker for scout (combines well w Iron Will, allowing to regenerate more, and saves some ammo occasionally).
could be wrong but when he says it isn’t useful on higher difficulty’s, he might be referring to the modded difficulty’s he plays on. steve would probably get ripped to shreds in seconds on haz 6x2.
@@bvnnxtt5081 beastmaster is certainly completely worthless on modded, but it's not very strong in vanilla either. Exploders just tear them up, and distracting 3 enemies at a time just isn't super valuable (especially compared to lures, which are spammable, have no cooldown, and aggro up to 10).
@@pvewaste Yeah, but why would I pick a LURE which is mid tier, Unless I'm running a dedicated build? Better use the grenade slot for something more useful.
@@pvewaste when compared to shredders/plasma burster/proxy, which all aggro up to 0 enemies, comparison is a tiny bit better :) But yeah ideally Steeve would attract 10 enemies and be made smart enough to run away from exploders (or even have ehp scale with difficulty, making him tougher against stronger threats).
I agree on almost everything, but recently I was feeling frustrated by the lack of viable perk combinations, so I started experimenting with strong arm and I actually find it pretty good especially for gunner and some driller builds. Throwing flares further than the usual short distance helps with spotting bugs sooner (and killing them sooner) and is also good for finding minerals and secondary objectives that are a bit high above the ground or in a tunnel in dark environments. The second effect is more of a quality of life, but it helps speeding things up when you're doing a tritilyte event or have to throw doretta's batteries up a terrace to get more fuel or need to throw the decontamination tools closer to some hard to reach rockpox. The main improvement though is spotting bugs with flares, and that is helping me quite a lot during missions
As far as im aware, elemental insulation only works on praetorian spit. The acid spitter does kinetic damage, but the tick after is resisted. So it only covers prat spit, and every tick damage that im aware of
Whenever I don't forget to equip it I really like It's A Bug Thing on OSR missions. Just for the sheer joy op grinding along a pipe with 10 lootbugs on it! :D
It's always frustrating to see people waste iron will or field medic early on in a mission. I run IW on my gunner and driller, keeping it for when everyone else is dead or about to be and only if I can get some health immediately, and then field medic on engie and scout when there are so many bugs I just can't stand in one spot long enough to revive someone without dying myself. I see both of these wasted so often just because someone's impatient :(
Man, it was only a few months ago I finally tried the Dash, and I cannot believe I slept on it for so long. Slasher stunned you? Dash. Stuck in goo? Dash. Exploders snuck up on you? Daaash! Cornered by a horde? Dash right by them all. Can't quite make a running jump? Make a Dash jump. About to miss landing on the foam platform? Dash works midair too, even while on a zipline. Dash has saved me more than Iron Will ever has, after all you can't be killed if they can't touch you.
I agree with this 100% for you recommendations on scout/driller, very slightly less on others. The universally awesome perks are still the top picks and if you went with a "universal dwarf" build they would still be top no question about it. Gunner can reliably use the passive part of field medic because it drastically boosts the effectiveness of a shield revive. It gives you almost 2 more seconds of shielded time to figure out your next move. So much so that it feels like its stronger than iron will for him. Ressuplier is also stronger on him for this reason and his long reloads also make born ready a must have. He almost highlights exactly why the best passives are the best. A lot of Engineer's kit really mellows out the drastic advantages of the top contenders while enabling niche perks to be better. It takes the most skill/luck to reliably get mileage out of iron will mainly because the turrets and/or SSGs often steal potential vampire kills. Ressuplier is the opposite issue since the SSG or mines all but guarantees a safe resupply with little to no effort. His playstyle revolving around securing locations bolsters the effectiveness of things like shield link, veteran depositor, thorns, and beastmaster. If you run a team that typically doesn't have a scout, strong arm can cover lighting up a large room with a bit of skill and a use of dash. The trash perks are still trash though.
IMO iron will with field medic and whole squad team play is insane, you can revive YOUR WHOLE TEAM and yourself if your lucky with a bug and lets say your whole team takes it, then your whole team will be able to refuse team wiping 4 times which is insane
While I may agree with most of this I feel that some just don't work well with me. Born ready: I swap between weapons and tools to much to get much out of it and I habitually reload everything fairly often. (There are sometimes I run it because the reload is that slow) Dash: I don't run on anyone but driller/engineer because field medic for a gunner/scout is amazing at least for me. See you in hell: is good solo simply because being able to clear stuff that killed you is amazing granted I only run it on haz 4 solo and lower. Sweet tooth: On almost every single loadout I think it is just that nice to have. Unstoppable: Only run it on glacial strata and sometimes fungus bogs. Beastmaster: Is much better than berzerker, shield link, and hover boots simply because steeve acts as a decoy granted not a great one but at least they didn't pick the other 3 I mentioned. (Doesn't mean I will actually use it) Thorns: I run it on a lot of loadouts for every single class except driller for obvious reasons. Deep pockets: It is nice QoL but I will always loathe anyone who runs it outside of solo because you have every other better option in the world but at least it isn't strong arms level of useless.
Strong Arm is better than deep pockets and thorns IMO. If you're not scout the extra distance on flares really helps out a ton and if you don't have a scout on your team its even more viable. Inversely thorns is only strong on scout since everyone else has incredibly reliable crowd control.
@@Kmosely42 For me I just super throw which I can use on my engi/driller because they have dash and I can do a mini version for gunner if needed. If it is a matter of cave leeches I use the laser pointer or bait them with me or teammates while having someone else shoot the leeches. To some degree I agree thorns may not be as useful using certain classes like driller and maybe gunner but for engineer putting up turrets is only a good reaction if you have quick deploy also most of those options require ammo to pull off and the less you use the better.
I agree with pretty much every point and run the same perks as you do on modded. In vanilla on scout I prefer heightened senses, as I might be playing careless/without sound and also have teammates that are further away and less reliable.
@@benismann idk. Haz 5 is quite boring and I sometimes wanna listen to something else. Bug sounds are not that necessary overall. HS makes leeches and grabbers obvious. Everything else is quite easy to see with looking around. The only annoying thing is mining stuff while a swarmer or worse an exploder comes next to you and kills you.
Another very well made video; having played for hell of a long time, I knew what I’d be expecting, yet your explanations on the application/lack of impact of each perk is so concisely explained that I’m certain new players and veteran players can appreciate the work you put into this. Additionally, your movement on the refinery mission was impeccable and your dwarves’ drip is damn fine. You really know a thing or two about making great quality DRG content, waste. Rock & Stone m8 ⛏️
I personally adore Second Wind for those moments in between dashes whwre you still need to make space. It's also great for those tense extraction moments where someone goes down a bit too far from the drop pod, and normal running speed just won't cut it for getting there and back in time.
Honestly, shield link is really good. Great perks like combat medic or iron will have one use and can easily be failed if used incorrectly. But shield link allows for versatile use (Revives, desperate resource grabs, when you and another are getting surrounded, ext.) Imagine a situation where a driller with vamp needs health bad during a swarm, if he were to dive right in he'd be dead in seconds, BUT, because of shield link it allows for him to dive in grab a good 30 maybe 40 hp and then dip out. Also can be used for helping teammates out of thick situations. Another situation. Imagine in industrial sabo that an engineer needs to do a lot, he needs to get this praetorian away, reload his turret AND resupply. Usually this would be impossible alone but with shield link he can do it with ease and allow you to not worry about a teammate for 30 seconds! So you can focus on reviving that other teammate or making enemies target them and they still be fine. Shield link can be used multiple times and is very useful in a competent team, it helps in every situation while great perks like iron will or combat medic only help with revives. I think the only reason to why people do not use it is because a team sometimes needs to split up or people have just adjusted to using these perks.
I remember Steeve being inmortal in a bug hp regen hazard thing, lot of time ago, i wonder if its still true. That was a nice ~scarecrow~ helping hand. Until a swarm of macteras came and then he became the most useless thing in the game, good days.
one day people will get over the thorns nerf. its almost like a perk doesn't need to literally completely and passively eradicate an entire enemy class to be good! it basically subtracts 5-6 swarmers from any interaction, which turns threating groups of swarmers into a cakewalk and turns little bunches of swarmers into nothing. swarmers aren't exactly the most important enemy type in the game to concern yourself with; but still, greatly negating the threat of a whole class of enemies is well worth a single passive perk slot.
Thorns suffers from what I like to call Ambassador Syndrome. The original was blatantly and extremely OP and everyone knew it, it's now been nerfed to a reasonable but still EXTREMELY useful level, and now people are crying because the devs made it balanced.
For the longest time I ignored Strong Arm as weak niche perk, until I truly gave it a go. Light and being able to see the enemies is pretty crucial in this game, and being able to throw flares longer distance helps spotting them sooner. Sure, it aint Scouts flare gun but there will be moments when I might be a bit separated from Scout, Scout might be out of flares or there simply aint no Scout in the match. Its a perk I basically run on every other dwarf except Scout these days. 1,3k hours in the game and playing only Haz 4 and 5, if that matters.
The visibility bonus from Strong Arm is definitely underrated. While I personally love using it, (especially on Point Extraction,) it does need to be said that if you have a decent Scout on the team SA is even weaker than normal, which is rough for a perk that only consistently helps two mission types. I'd love to see Strong Arm get an extra bonus like pickaxe damage or power attack cooldown. With something to benefit combat it would make a good generalist perk.
Generally I agree with you, but I disagree on two things. First of, dash. I actually don't really disagree on this one, but I would add one exception to your rule. If you're playing with inexperienced players, and mainly if someone (barring scout) does not use dash and/or if someone doesn't have their character promoted yet, it's sometimes better to run iron will + field medic on a non-scout class, to be better able to keep the team alive. Secondly, I disagree on thorns and born ready. Thorns is definitely a lot better than the other three "mediocre" perks. On scout and engineer I'd never recommend running any of the other three. For gunner you could run them, but still a combination of thorns, born ready and vampire is always better. Only for driller sweet tooth could be a semi-viable alternative to thorns, or maybe if the biome demands it unstoppable or elemental insulation instead. Born ready meanwhile, while very good, is not as clear cut a winner and more up to preference than you stated. Important to note is that the effectiveness of born ready is very dependent on your loadout. Certain weapons with certain overclocks can either really require born ready, most notably weapons with long reload or engineer platform gun, or kinda negate the usefulness of born ready, most notably weapons that don't reload but recharge/cool or when you need to swap quickly between weapons often. Also, Thorns and born ready are both QOL, with born ready helping you save time and keeping you on the move and thorns helping you when enemies inevitably attack you from behind, slip through your defences or swarm you. Thus, depending heavily on your loadout, which one of these you choose is very dependent on which of these two QOL changes you prefer. Especially with scout and engineer, where both of these are very useful. Vampire off-driller/iron will can also be added to this. Because you are not relegated to the limited amount of nitra and red sugar some may really like that they can regain a bit of health with their pickaxe, and thus pick this where they otherwise would've picked thorns.
I love sweet tooth, it has many uses and saved runs alot, the extra healing saves on resupplies for health, to where u only use resupplies for ammo, the speed boost procs no matter how much u heal, so even if u get 1 hp from a small red sugar chunk, u get the movement speed. So u can just quickly grab a little bit of red sugar while u run to drop pod and make it there faster which can mean completeing the mission or failing
Also it means u can take half a red sugar crystal and heal about as much as a resupply with resupplier, so u can save the other half for later OR for another person who needs it thus saving even more on resupplies
About Born Ready: I usually run it even if I'm using fast reload/non reload weapons (if im at haz4 or low obviously), sometimes I play scout with the ray gun (I forgot the name, but his third main) and crossbow, but still equips born ready just for the convenience of not reloading the light gun, same for Engy, My fav "build" for him is fully auto shotgun and the magma OC on his third secondary, and I still uses born ready for his platform gun (it feels like it takes ages to reload that thing and I hate it even though I love playing engy)
and about unstoppable: it just feels nice paired with the carry speed beer buff, it feels like you lose no speed at all carrying things, its basically overkill but its like a guilty pleasure, its just fun
Good quality video. All information within the first 30 seconds for the people who just want a quick tip, and a more nuanced section after a short ad. Good job 👍
I think Hover boots are a bit slept on but understandable, mainly for new players and scouts, since it can not only stall your fall so you can grapple or to collect ore, there is probably more optimal perks, but I like helping by collecting nitra
It makes wall power attack teching a lot easier and consistent. Grapple up to wall, power attack, hit hoverboots, mine the wall a few times, hoverboots ends, grapple into hole.
casual b-roll of godlike scout gameplay while telling me things i already know. even besides the nuance for perks, you're insanely good at this game, dude
Hoverboots is nice on scout because it allows mining of difficult veins without having to wait for the engineer. This let's the scout move quickly apart from the team and still do their job. Using this perk properly can shave several minutes off the mission time.
Fair enough, my favorites are similar. I take iron will 100% of the time unless I play solo, dash always unless scout where I would take quick revive, and I take born ready 200% of the time, vampire, and deep pockets due to the immense quality of life of being able to deposit more all the time and being able to always get the whole vein.
Personally, I've found that with enough experience with positioning and kiting, I stopped using dash as much as I used to, to the point where I forgot I was running it, and so I switched it out for something else like field medic, iron will, or even Steeve. This being said, this is just my experience after a bit more than 1k hours, greenbeards should definitely give dash a try and appreciate it for what it's worth, but I also feel like branching out and finding what perk combo works for you is and will always be the best strategy.
You did hoverboots dirty here. I feel like its the most slept on perk in the game. The "git gud" sentiment really belies its true potential. For one, quickly using it and cancelling it to avoid minor fall damage resetting shield cooldown is huge. Hoverboots also allows you to position in high places as any class without having to worry about straight up dying to fall damage. Also, between Opressors, Shellbacks, Stingtails, and Exploders, there are a lot of situations where you have basically no choice but to take fall damage, and hoverboots can be an absolute lifesaver. Having played with it for 850+ hours, I can safely say that the ability to safely yeet yourself off a cliff to escape bugs fills a similar niche to using dash. Between it and Sixth Sense, I can pretty much go wherever I please with minimal risk, barring pits with no escape route. I also take a lot of the defensive perks, especially Unstoppable, to mitigate the detriment of not having dash.
In my opinion hover boots can be really good when your just starting the game like me or playing in solo but once you get better at the game or your a scout main then other perks can be more useful and you should swap it
I get it your points make a lot of sense and this would clearly help with higher difficulties prob mainly haz 4 and above. The perks I'm currently using like Deep Pockets makes collecting much faster as someone who spends alot of time looking for every last drop of gold and nitra possible. Regardless, this really was an insightful video I never knew these were the best perks in the game, and I'll definitely give these loadouts a try in some haz 4's.
steve on regenerative bugs is actually a sleeper pick though. i swear to god you will still have the same glyphid guard at the end of the mission and by god if he isn't just a gooood bug!
"Friendly is just an aim issue" said the Engineer, as he fired a nuclear bomb and blocked off half the cave.
meanwhile every Driller
@@einkar4219they walked into it I swear
It's always either the Fat Boy or C4 spamming, seriously hate drillers who use C4 as their primary weapon.. Then uses almost a full resupply by themselves JUST for more C4s. Absolutely baffling to me.
@@Vaguer_Weevil Thats why im extremely careful in using both fatboy or C4 tbh. the few cases when i use them is if the enemies are faaaaaaar away, the entire team is on the ground and i need to clear as many enemies as possible, or if im just alone with no teammates nearby. Really annoyed by people who use them right next to me...And i always run friendly with fat boy. I had a few people jump into my view as soon as i fired.
@@einkar4219 I have to keep it as a Driller because my flamethrower is hard to handle when there are allies nearby. It's often in difficult situations, so the flamethrower is the best for getting rid off everything, but also the worst one while my teamates are very low on healt... Probably a skill issue from me, but I'm new to the game, so I guess that's fair enough
Yes all valid points. However, you can pet Steeve 10/10 perk
when the greenbeard kills your steeve :(
Steeve doubles as moral support
Though a buff wouldn’t be too bad, maybe some damage boost after he’s killed.
I sure as hell would want to blast some glyphids for murdering my steeve
Give us the ability to attach bombs to steeve so he explodes when dead.
@@sickomcflippinafter steeve dies all enemies around him get marked and take additional damage
Yes, I agree I would die for Steeve.
I love that this footage about how important perks are uses footage of you running solo with field medic.
If you don’t die, field medic is the same as having iron will on 😉
Edit: since this is needed… /s
@@mr.newvegas1704 yeah but you could just have, well berserk or something that does anything lmao.
@@mr.newvegas1704 why would that be a wink? In solo you can have up to 3 Bosco revives so regularly not using iron will is also a waste of a perk slot as much as running solo field medic lol.
@@monseigneurdoxalton880 it’s a joke and I put the wink there to indicate as such. Let me edit my comment to help you and others in the future so this tragic misunderstanding doesn’t happen again.
@@monseigneurdoxalton880 Iron will still has value in solo. It's only one more revive, but that's still one more revive that you otherwise didn't have. You also can revive yourself very quickly with it. I've clutched some runs by iron willing to immediately start repairing doretta or to get back into the uplink on salvage, where waiting for bosco to revive me would've taken too long. The extended immunity time, slowdown reduction, and power attack cooldown might also matter compared to a regular bosco revive.
The first 30 seconds should of this video should be played for everyone every time they open the perk selection screen in their room. 10/10 content.
Its really problematic how objectively correct that was. I found the same answer without using any online resources. Whole system needs to be overhauled asap
U mean the 2 unskipable 15s Ads😂
swap resupplier to torns, there is no reason to fuck around with small enemies and you really don't need to resupply faster when you are not in danger
@@jUppers nah, resupplying fast in the heat of battle is really important for when things go bad, and it gives you free HP and reloads your guns.
Thorns does basically no damage in higher haz levels, and the little guys are just going to kill you if you get swarmed, especially because the thorns damage is on a short cooldown so it won't really do much vs more than a handful of little guys.
@@AveragePearEnjoyer I've found thorns to be helpful even in haz 5, especially on characters with next to no crowd control. Don't need to worry about being swarmed while killing one tiny spider with one shotgun blast
I think we all would love for the perk system in general to get some love, they keep adding new ways to unlock perk points, so they haven’t entirely forgotten about them, but the perks themselves need a second look
Agreed, honestly at this point many of the perks need to be entirely changed, and things like Iron Will need to be separated from the active perks system, in something you either always have no matter what loadout OR as part of a new perk slot for powerful perks. Removing it would leave a big gap and nerfing it any more would make it useless. The cat is out of the bag already so you might as well balance around it.
Yeah, ive built up like 70 or 80 perk points but i already unlocked everything, so what’s the point?
Me watching my teammate who replaced Dash for Beastmaster getting destroyed by a single slasher while his Steeve is soloing an Oppressor 150m away from us: 🙂
LMAO too real
Steeve moment
What kinda Steeve is it though?
@@bluemaster75the one on steroids.
Truly a steve moment
Hover boots lets you look down upon other dwarves who think they're better than you.
Field medic is also extremely handy when playing with greenbeards who you're teaching the game to. Gets them back in the fight faster so they can spend more time playing the game
I’ve basically had the same perk loadouts for 3 years and sometimes I forget that I can change them. I truly would love an overhaul to the perk system entirely rather than them taking the “nerf the good perks and buff the bad perks” approach.
They just feel like things you pick once and forget about and aren’t that game changing (outside of Resupplier, Born ready, and dash). Most of the cooldowns are just so ridiculously long it’s almost comical. 4 minutes for Berserker? Really GSG? 4 minutes?!
deep rock really need to provide some better perks!
Honestly, as someone who uses berserker, it can do some wild shit. Granted its still not the best, but it can have some serious impacts on how you play. All ya gotta do is give your power attacks the damage bonus upgrade and grab vampire, and you can consistently clear out larger enemies while also cutting chunks out of incoming swarms, healing all the while!
Also it basically guarantees that you survive to mine another day after an iron will, as you can just clear everything around you with two or three power attacks and wind up with anywhere from a quarter to half of your health back!
Oh, also the most fun thing in the world is when you die right next to a dreadnaught while it's vulnerable and then just go iron will and berserker on it, the damage output is insane
I do feel like the best two perks (resubplier and dash) should become base mechanics with a slight nerf and an overhaul is necessary
Resupplier honestly should be removed and incorporated as the new default resupply values. You would have a lot healthier perk usage if Resupplier didn't exist.
Not me who’s been running beastmaster and quick revive for years even tho I’m mainly a solo💀 I could be doing so much more
Fun fact, second wind immediately activates with dash providing an upgrade to an already good perk
**turbo activated**
Does it really?
Or, you can b-hop the entire length of a cave without second wind's help. A miniscule upgrade to an insane perk. Its like a drop of water in the ocean.
@@VoxAstra-qk4jzthanks for the input, macro user
@@OrchidAlloy Do you not have a scroll wheel?
I swear by Deep pockets,
Plenty of medium-larger deposits of ore (or two smaller ones) are in that ~55 sweet spot, not having to walk back and forth between Molly saves more time over an entire mission than resupplier does.
Nice video! Wish more people do what you did at the start.
I don't deny that miiight be true if your teammates don't path similarly to you, but resupplier crucially cuts time during combat, rather than just overall. And thanks!
@@pvewaste "that miiight be true if your teammates don't path similarly to you"
every pub game ever
i use deep pockets for funzies since optimization isnt required, but resupplier isnt about saving time, its about not dying.
9:27 "Its a bug thing is a bit too powerful"
'you're goddamn right' walter meme here
I think Beast Master is good for newer players. Especially for classes they're not yet good at. That little extra help from your Grunt Slasher can be what distracts 10 enemies.
I just use it because steeve funny
Def needs a buff though
I have been taking it mainly on regeneration and/of leathal enemies, steeve is basically god there
And for a short while when re-atomiser could transfer elite status, you can create elite steeve which would rip and tear though bug population
Its fun as minion army build on engineer. Two turrets, shredders, and steve.
I like it when solo, so I have a buddy to distract enemies, and warn me when im pickaxing a tunnel.
I dunno what Bosco is doing, half the time he's standing where I'm trying to pickaxe.
This has been my exact mindset about perk priority since i hit gold promotion with each class, and is still my perspective after about 900 hours. It both validating and disappointing to hear: I'm glad that I've got a good sense for what's good (although its hard not to after so many hours), yet its disapointing that there isn't greater complexity in the form of interesting perk-combinations, perk-weapon interactions, or just more valuable perks competing or those limited slots.
I don't think its disappointing. Its pretty clever on ghost ship's part that some of the best perks are the last ones you unlock in the perk tree. Early perks are FAR stronger on lesser skilled players. There's a clear correlation between when you gain access to a perk in the perk tree and how much skill it takes to use it well. By the time you unlock the new better perks, you've outgrown the older ones. Its not exact but its still got some clear design intent.
An exception being field medic, but its clear that its used to make new players feel really strong. The amount of pride a new player gets using it to clutch a revive on a more skilled team member brings me immense satisfaction (and its a deserved pride too).
I do wish that perks get looked at next season tbh. It's a great idea and one that has a lot of potential.
Plus, there's over 100 perk points that are just sitting there collecting dust and need to be used.
Didn't think I'd find myself agree this much with a "best perk" video as people tend to always have their own (questionable) opinions on them.
So tired of people putting out blanket statements like "iron will is useless most of the time" and "stop crutching on iron will". Glad you actually put some emphasis on its usefulness on higher difficulties.
Only difference I have in my builds is running Elemental on Driller though that's mostly because of my distaste for Magma core and fungus bogs (unless my life has been a lie and those stupid poison mushrooms aren't elemental damage), as well as the occasional tick of spit or gas from praetorians. I tend to take heightened senses on scout though that's a personal preference.
PSA: if you use any of the active perks with a contextual activation button like dash, there's a mod called SimpleQOL that lets you disable the default bindings and use a dedicated button.
Thank you.
Berserk just went from D tier to C tier
having to press shift twice for dash always felt weird to do, so that sounds really useful!
Completely accurate, no notes. It's unfortunate that most passives have such a low impact on gameplay compared to Resupplier and Born Ready.
Tbh who even uses born ready? Just reload your damn weapons.
@@wulufu breach cutter, coil gun, bulldog, double barrel, boltshark, the best secondaries in the game profit huge from born ready, you gotta be playing in haz 2 if you never need your guns reloaded constantly
@@wulufu he probably just replied to the wrong person or something.
@@dumberoni1023 I'm doing fine in haz 5 solo without needing born ready constantly.
@@dumberoni1023 Damn... I never use Born Ready and i play on Haz 5, does that mean that i'm the best?
Also does the Elemental resistance perk work against poison and rockpox damage types?
I love running Berzerker with vampire on all classes, it's just a nice way of clearing enemies and gaining a bit of health during it, saving ammo in the process as well.
Would’ve been cool to see a couple new perks with season 4. But all we got was some more rockpox, yay
I love the idea of berzerker being a niche pick for builds struggling with oppressors. The cooldown in combination with using it on accident 75% of time really destroy its value though.
Also, I unironically think It's a Bug Thing is a better pick than many other passives.
can you expound on your latter statement
@@azaroarazenka he will obviously refuse to elaborate and then leave
@@azaroarazenkasaves ammo/power attack, genocide in perk form
I really want to like berzerker, but the ~4% uptime really kills it.
Yeah it really needs to be at least a quarter of its current cooldown to be effective. It doesn't do a lot in higher difficulties and its criminally long cooldown prevents it from being used from utility. With a minute cooldown you could reliably use it to transform into a diet driller for 10 seconds.
Just wanna say that Vet Depositor is actually pretty decent. If you use deposit canceling it shaves off a good deal of the animation to the point you never really have to stop moving for a full inv deposit. It's a mainstay for speedrunners but super useful to maintain momentum during a mission for other types of players too.
Also, thorns gang unite! You don't realise just how much QOL that passive provides till you get used to it and them take it off. Stray single jellies/swarmers happen much more (in solo especially) than most people realise.
Driller can live without them, imo. But for everyone else - very much a must have
thorns gang! Maybe unpopular opinion, but I think more often than not thorns is more chill to have than born ready. But it depends on what weapons you use
i've never unequipped thorns on any class since unlocking it and the idea of ever doing so terrifies me
thorns is the only thing keeping my sanity intact every time i see a swarmer horde approach me
Thorns hard carried me while I was still learning the ropes and getting used to all of the noises of the caves and what was a big guy and what was a hoard of swarmers. Even still I use it pretty regularly on Scout and Engi since they aren't as good at dealing with Swamers and Jellies as Gunner or Driller. Love it to death.
Honestly I think the best perks always depend on your playstyle. Look what kills you the most, and then choose a perk against that.
I use pickaxe almost as regularly as my weapons so I use See you in hell but as a result of me being extremely close to bugs for the majority of a swarm, I oftenly get downed by my teammates
@@megawl2086 consider friendly perk!
That's why I always keep hover boots on my scout lol
@@megawl2086 consider full freeze cryo driller.
I think second wind is actually okay on driller specifically.
If your a fan of... well, drilling, making connected shortcuts, etc, being able to catch up is useful, either for going back through your own tunnel or dumping your team into a cave while you explore the side areas.
Nothing tells your team "Go here!" Like a driller tunnel
I love Shield Link on missions or Deep Dives with Salvage. Having an almost constant 50% Shield regen boost while defending makes chip damage from the numerous enemies closing in on you much less stressful. I think it fills it's Niche well, but would be better if they cut the Active part and made it a strict passive so that it wasn't competing against Field Medic and Iron Will. I personally don't find Born Ready that useful on anything besides Gunner who has much longer reloads on his primaries since the natural ebbs and flows of waves and the needed movement to keep up with such gives enough down time to keep your weapons mostly topped up with some exceptions such as some Plasma Cutter OCs, Gunner's Damage Resist Autocannon (which I love stacking EI with for massive Praetorian and Spitters denial), Scout's Crossbow, or some other small exceptions. I personally prefer Sweet Tooth over Vampire since I try to keep out of Melee range in the first place, but It's a Bug Thing is definitely too strong, and really needs a nerf, plz fix GSG, totally broken.
Hm always considered Beast Master to be a free lure (and if a guard is converted and not a random grunt, it actually lasts for a while); seemed useful for engineer to have additional safety. "Waste time and attention" is harsly said ;_;
Meanwhile shield link seemed useful for gunner (with him already being able to persist and/or save with shield), and berzerker for scout (combines well w Iron Will, allowing to regenerate more, and saves some ammo occasionally).
could be wrong but when he says it isn’t useful on higher difficulty’s, he might be referring to the modded difficulty’s he plays on. steve would probably get ripped to shreds in seconds on haz 6x2.
@@bvnnxtt5081 beastmaster is certainly completely worthless on modded, but it's not very strong in vanilla either. Exploders just tear them up, and distracting 3 enemies at a time just isn't super valuable (especially compared to lures, which are spammable, have no cooldown, and aggro up to 10).
@@pvewaste Yeah, but why would I pick a LURE which is mid tier, Unless I'm running a dedicated build? Better use the grenade slot for something more useful.
@@pvewaste when compared to shredders/plasma burster/proxy, which all aggro up to 0 enemies, comparison is a tiny bit better :) But yeah ideally Steeve would attract 10 enemies and be made smart enough to run away from exploders (or even have ehp scale with difficulty, making him tougher against stronger threats).
@@Luchoedge LUREs get better with more enemies, they definitely arent mid tier on 6x2.
I agree on almost everything, but recently I was feeling frustrated by the lack of viable perk combinations, so I started experimenting with strong arm and I actually find it pretty good especially for gunner and some driller builds. Throwing flares further than the usual short distance helps with spotting bugs sooner (and killing them sooner) and is also good for finding minerals and secondary objectives that are a bit high above the ground or in a tunnel in dark environments. The second effect is more of a quality of life, but it helps speeding things up when you're doing a tritilyte event or have to throw doretta's batteries up a terrace to get more fuel or need to throw the decontamination tools closer to some hard to reach rockpox.
The main improvement though is spotting bugs with flares, and that is helping me quite a lot during missions
bro casually has entire population of salt pits chasing him
The ammo and time you save from "its a bug thing..." will let you solo a dreadnought in due time
As far as im aware, elemental insulation only works on praetorian spit. The acid spitter does kinetic damage, but the tick after is resisted. So it only covers prat spit, and every tick damage that im aware of
This is what I was looking for. Not another "just pick whatever you want as long as you have fun" video. Easy sub
Whenever I don't forget to equip it I really like It's A Bug Thing on OSR missions. Just for the sheer joy op grinding along a pipe with 10 lootbugs on it! :D
I think thorns is actually a very close second after vampire, and it helps newer players learn haz 5 as damage from swarmers/spawn becomes a big deal
Counter argument: Steeve is the bestest boi and an absolute 10/10. I love him and refuse to get rid of him
1:12 You hit that spitball so hard and fast he just got erased from existence and It made me fall back into my chair
wow, editing :)
jokes aside, really good video, concise and accurate. hope this reaches more people
2:12
What a cutie. It’s okay, take your time. The morkite can wait.
It's always frustrating to see people waste iron will or field medic early on in a mission. I run IW on my gunner and driller, keeping it for when everyone else is dead or about to be and only if I can get some health immediately, and then field medic on engie and scout when there are so many bugs I just can't stand in one spot long enough to revive someone without dying myself. I see both of these wasted so often just because someone's impatient :(
The best use of iron will is to wait until all four dwarves are dead, then all use iron will at the same time, and nobody thought to bring vampire.
@@bluedistortions lol
This and the weapon tier list was so useful, now I'm hoping there will be a grenade tier list or even a builds for armor/nonweapons as well.
Grenade tier list is coming out in about 30 minutes probably
You will not stop me from equipping thorns and deep pockets on every class I'm too used to it
Man, it was only a few months ago I finally tried the Dash, and I cannot believe I slept on it for so long.
Slasher stunned you? Dash.
Stuck in goo? Dash.
Exploders snuck up on you? Daaash!
Cornered by a horde? Dash right by them all.
Can't quite make a running jump? Make a Dash jump.
About to miss landing on the foam platform? Dash works midair too, even while on a zipline.
Dash has saved me more than Iron Will ever has, after all you can't be killed if they can't touch you.
I love videos that don't beat around the bush and just give the most important information at the start. You're a real one, subbed
I agree with this 100% for you recommendations on scout/driller, very slightly less on others. The universally awesome perks are still the top picks and if you went with a "universal dwarf" build they would still be top no question about it.
Gunner can reliably use the passive part of field medic because it drastically boosts the effectiveness of a shield revive. It gives you almost 2 more seconds of shielded time to figure out your next move. So much so that it feels like its stronger than iron will for him. Ressuplier is also stronger on him for this reason and his long reloads also make born ready a must have. He almost highlights exactly why the best passives are the best.
A lot of Engineer's kit really mellows out the drastic advantages of the top contenders while enabling niche perks to be better. It takes the most skill/luck to reliably get mileage out of iron will mainly because the turrets and/or SSGs often steal potential vampire kills. Ressuplier is the opposite issue since the SSG or mines all but guarantees a safe resupply with little to no effort. His playstyle revolving around securing locations bolsters the effectiveness of things like shield link, veteran depositor, thorns, and beastmaster. If you run a team that typically doesn't have a scout, strong arm can cover lighting up a large room with a bit of skill and a use of dash. The trash perks are still trash though.
Kept getting distracted by the insane Scout movement gameplay, had to rewatch twice
IMO iron will with field medic and whole squad team play is insane, you can revive YOUR WHOLE TEAM and yourself if your lucky with a bug and lets say your whole team takes it, then your whole team will be able to refuse team wiping 4 times which is insane
While I may agree with most of this I feel that some just don't work well with me.
Born ready: I swap between weapons and tools to much to get much out of it and I habitually reload everything fairly often. (There are sometimes I run it because the reload is that slow)
Dash: I don't run on anyone but driller/engineer because field medic for a gunner/scout is amazing at least for me.
See you in hell: is good solo simply because being able to clear stuff that killed you is amazing granted I only run it on haz 4 solo and lower.
Sweet tooth: On almost every single loadout I think it is just that nice to have.
Unstoppable: Only run it on glacial strata and sometimes fungus bogs.
Beastmaster: Is much better than berzerker, shield link, and hover boots simply because steeve acts as a decoy granted not a great one but at least they didn't pick the other 3 I mentioned. (Doesn't mean I will actually use it)
Thorns: I run it on a lot of loadouts for every single class except driller for obvious reasons.
Deep pockets: It is nice QoL but I will always loathe anyone who runs it outside of solo because you have every other better option in the world but at least it isn't strong arms level of useless.
Strong Arm is better than deep pockets and thorns IMO. If you're not scout the extra distance on flares really helps out a ton and if you don't have a scout on your team its even more viable. Inversely thorns is only strong on scout since everyone else has incredibly reliable crowd control.
@@Kmosely42 For me I just super throw which I can use on my engi/driller because they have dash and I can do a mini version for gunner if needed. If it is a matter of cave leeches I use the laser pointer or bait them with me or teammates while having someone else shoot the leeches. To some degree I agree thorns may not be as useful using certain classes like driller and maybe gunner but for engineer putting up turrets is only a good reaction if you have quick deploy also most of those options require ammo to pull off and the less you use the better.
I always run born ready on sticky flame driller, giving yourself 100% uptime on Cc is invaluable for you and your team
I agree with pretty much every point and run the same perks as you do on modded. In vanilla on scout I prefer heightened senses, as I might be playing careless/without sound and also have teammates that are further away and less reliable.
>without sound
oh my,
@@benismann idk. Haz 5 is quite boring and I sometimes wanna listen to something else. Bug sounds are not that necessary overall. HS makes leeches and grabbers obvious. Everything else is quite easy to see with looking around. The only annoying thing is mining stuff while a swarmer or worse an exploder comes next to you and kills you.
Another very well made video; having played for hell of a long time, I knew what I’d be expecting, yet your explanations on the application/lack of impact of each perk is so concisely explained that I’m certain new players and veteran players can appreciate the work you put into this.
Additionally, your movement on the refinery mission was impeccable and your dwarves’ drip is damn fine.
You really know a thing or two about making great quality DRG content, waste.
Rock & Stone m8 ⛏️
Rock and stone!
I personally adore Second Wind for those moments in between dashes whwre you still need to make space. It's also great for those tense extraction moments where someone goes down a bit too far from the drop pod, and normal running speed just won't cut it for getting there and back in time.
Honestly, shield link is really good.
Great perks like combat medic or iron will have one use and can easily be failed if used incorrectly.
But shield link allows for versatile use
(Revives, desperate resource grabs, when you and another are getting surrounded, ext.)
Imagine a situation where a driller with vamp needs health bad during a swarm, if he were to dive right in he'd be dead in seconds, BUT, because of shield link it allows for him to dive in grab a good 30 maybe 40 hp and then dip out.
Also can be used for helping teammates out of thick situations.
Another situation.
Imagine in industrial sabo that an engineer needs to do a lot, he needs to get this praetorian away, reload his turret AND resupply. Usually this would be impossible alone but with shield link he can do it with ease and allow you to not worry about a teammate for 30 seconds!
So you can focus on reviving that other teammate or making enemies target them and they still be fine.
Shield link can be used multiple times and is very useful in a competent team, it helps in every situation while great perks like iron will or combat medic only help with revives.
I think the only reason to why people do not use it is because a team sometimes needs to split up or people have just adjusted to using these perks.
I remember Steeve being inmortal in a bug hp regen hazard thing, lot of time ago, i wonder if its still true. That was a nice ~scarecrow~ helping hand. Until a swarm of macteras came and then he became the most useless thing in the game, good days.
one day people will get over the thorns nerf. its almost like a perk doesn't need to literally completely and passively eradicate an entire enemy class to be good! it basically subtracts 5-6 swarmers from any interaction, which turns threating groups of swarmers into a cakewalk and turns little bunches of swarmers into nothing.
swarmers aren't exactly the most important enemy type in the game to concern yourself with; but still, greatly negating the threat of a whole class of enemies is well worth a single passive perk slot.
I run thorns almost all the time, it's just convenient dammit.
Thorns suffers from what I like to call Ambassador Syndrome. The original was blatantly and extremely OP and everyone knew it, it's now been nerfed to a reasonable but still EXTREMELY useful level, and now people are crying because the devs made it balanced.
@@xanthousizalith5641 a fellow TF2 player I see
swarmers and nanocytes are the most irritating enemy types and thorns completely trivalizes them
Taking away steeve is like shooting somones pet, steeve cant be removed. We love steeve
I like the one that grants me Steve, I don’t care about how good it is, I love Steve
Instead of watching this video I’m gonna just play the game and choose something that might suck statistically but feels fun to me.
High-level play looks so chaotic to a low-level player such as myself.
For the longest time I ignored Strong Arm as weak niche perk, until I truly gave it a go. Light and being able to see the enemies is pretty crucial in this game, and being able to throw flares longer distance helps spotting them sooner. Sure, it aint Scouts flare gun but there will be moments when I might be a bit separated from Scout, Scout might be out of flares or there simply aint no Scout in the match. Its a perk I basically run on every other dwarf except Scout these days.
1,3k hours in the game and playing only Haz 4 and 5, if that matters.
The visibility bonus from Strong Arm is definitely underrated. While I personally love using it, (especially on Point Extraction,) it does need to be said that if you have a decent Scout on the team SA is even weaker than normal, which is rough for a perk that only consistently helps two mission types.
I'd love to see Strong Arm get an extra bonus like pickaxe damage or power attack cooldown. With something to benefit combat it would make a good generalist perk.
Generally I agree with you, but I disagree on two things. First of, dash. I actually don't really disagree on this one, but I would add one exception to your rule. If you're playing with inexperienced players, and mainly if someone (barring scout) does not use dash and/or if someone doesn't have their character promoted yet, it's sometimes better to run iron will + field medic on a non-scout class, to be better able to keep the team alive.
Secondly, I disagree on thorns and born ready. Thorns is definitely a lot better than the other three "mediocre" perks. On scout and engineer I'd never recommend running any of the other three. For gunner you could run them, but still a combination of thorns, born ready and vampire is always better. Only for driller sweet tooth could be a semi-viable alternative to thorns, or maybe if the biome demands it unstoppable or elemental insulation instead. Born ready meanwhile, while very good, is not as clear cut a winner and more up to preference than you stated. Important to note is that the effectiveness of born ready is very dependent on your loadout. Certain weapons with certain overclocks can either really require born ready, most notably weapons with long reload or engineer platform gun, or kinda negate the usefulness of born ready, most notably weapons that don't reload but recharge/cool or when you need to swap quickly between weapons often. Also, Thorns and born ready are both QOL, with born ready helping you save time and keeping you on the move and thorns helping you when enemies inevitably attack you from behind, slip through your defences or swarm you. Thus, depending heavily on your loadout, which one of these you choose is very dependent on which of these two QOL changes you prefer. Especially with scout and engineer, where both of these are very useful.
Vampire off-driller/iron will can also be added to this. Because you are not relegated to the limited amount of nitra and red sugar some may really like that they can regain a bit of health with their pickaxe, and thus pick this where they otherwise would've picked thorns.
2:10 that loot bug getting in the way 😂
2:11 this combo of hook-in to pet lootbug to hook-out is absolutely adorable cherry on cake of that video.
I love sweet tooth, it has many uses and saved runs alot, the extra healing saves on resupplies for health, to where u only use resupplies for ammo, the speed boost procs no matter how much u heal, so even if u get 1 hp from a small red sugar chunk, u get the movement speed. So u can just quickly grab a little bit of red sugar while u run to drop pod and make it there faster which can mean completeing the mission or failing
Also it means u can take half a red sugar crystal and heal about as much as a resupply with resupplier, so u can save the other half for later OR for another person who needs it thus saving even more on resupplies
I like shooting at red sugar crystals with my minigun to knock chunks off for the speed boost
About Born Ready: I usually run it even if I'm using fast reload/non reload weapons (if im at haz4 or low obviously), sometimes I play scout with the ray gun (I forgot the name, but his third main) and crossbow, but still equips born ready just for the convenience of not reloading the light gun, same for Engy, My fav "build" for him is fully auto shotgun and the magma OC on his third secondary, and I still uses born ready for his platform gun (it feels like it takes ages to reload that thing and I hate it even though I love playing engy)
and about unstoppable: it just feels nice paired with the carry speed beer buff, it feels like you lose no speed at all carrying things, its basically overkill but its like a guilty pleasure, its just fun
Love the straight forward explanation, this platform would be better with more like you.
Pro tip on audio you can put a low pass filter on your mic audio to cut out the hum of computers or fans for a crisper sound.
In the EQ.
I will never stop using hover boots.
Lots count of the amount of dwarves I have saved with them or I need to quickly reach a lower position.
Engineer and Scout have their ways of getting to lower positions safely and quickly.
My irreplaceable top active perks are iron will and dash. It cannot be replaced by anything else.
Good quality video. All information within the first 30 seconds for the people who just want a quick tip, and a more nuanced section after a short ad. Good job 👍
I think Hover boots are a bit slept on but understandable, mainly for new players and scouts, since it can not only stall your fall so you can grapple or to collect ore, there is probably more optimal perks, but I like helping by collecting nitra
It makes wall power attack teching a lot easier and consistent. Grapple up to wall, power attack, hit hoverboots, mine the wall a few times, hoverboots ends, grapple into hole.
Just started playing and this is exactly what I needed. No-BS and with explanations. Thanks so much dude
casual b-roll of godlike scout gameplay while telling me things i already know. even besides the nuance for perks, you're insanely good at this game, dude
2:02 enemy >:(
2:11 fren :)
Hoverboots is nice on scout because it allows mining of difficult veins without having to wait for the engineer. This let's the scout move quickly apart from the team and still do their job. Using this perk properly can shave several minutes off the mission time.
Hoverclock on M1k is another option.
You can also grapple and then power attack into an alcove in the wall. Its difficult, but super satisfying.
Fair enough, my favorites are similar. I take iron will 100% of the time unless I play solo, dash always unless scout where I would take quick revive, and I take born ready 200% of the time, vampire, and deep pockets due to the immense quality of life of being able to deposit more all the time and being able to always get the whole vein.
Also on gunner I take beast master instead of dash because you can pet your slasher/ guard
i appreciate the high dopamine inducing gameplay being in the backround
finally someone who states the point at the beggining. No destiny 2 build youtubers do this but really should.
Perfect first 30s. Every guide for build in any game should be structured like that
Heightened Senses is great. If you are running and fighting you don't have time to look above for leeches and grabbers.
Thanks for this 40s video summarizing everything there is to know about perks in DRG!
As driller. I always take friendly because while I can aim. My teammates are the type to cross the road without looking left or right.
Personally, I've found that with enough experience with positioning and kiting, I stopped using dash as much as I used to, to the point where I forgot I was running it, and so I switched it out for something else like field medic, iron will, or even Steeve.
This being said, this is just my experience after a bit more than 1k hours, greenbeards should definitely give dash a try and appreciate it for what it's worth, but I also feel like branching out and finding what perk combo works for you is and will always be the best strategy.
Berserker/Iron Will gang. Come for the free revive, stay for the pickaxe slaughter.
All of my perk slots are filled with 'its a bug thing'
You did hoverboots dirty here. I feel like its the most slept on perk in the game. The "git gud" sentiment really belies its true potential.
For one, quickly using it and cancelling it to avoid minor fall damage resetting shield cooldown is huge.
Hoverboots also allows you to position in high places as any class without having to worry about straight up dying to fall damage.
Also, between Opressors, Shellbacks, Stingtails, and Exploders, there are a lot of situations where you have basically no choice but to take fall damage, and hoverboots can be an absolute lifesaver.
Having played with it for 850+ hours, I can safely say that the ability to safely yeet yourself off a cliff to escape bugs fills a similar niche to using dash. Between it and Sixth Sense, I can pretty much go wherever I please with minimal risk, barring pits with no escape route.
I also take a lot of the defensive perks, especially Unstoppable, to mitigate the detriment of not having dash.
Amazing video! Quick and easy, simple as that.
This is pretty interesting. I initially thought dash was a throw away perk, but apparently its a common pick by the community.
hoverboots allow scouts to mine hard to reach ressources without the need for engineer platforms, i always run it as a scout
In my opinion hover boots can be really good when your just starting the game like me or playing in solo but once you get better at the game or your a scout main then other perks can be more useful and you should swap it
I get it your points make a lot of sense and this would clearly help with higher difficulties prob mainly haz 4 and above. The perks I'm currently using like Deep Pockets makes collecting much faster as someone who spends alot of time looking for every last drop of gold and nitra possible. Regardless, this really was an insightful video I never knew these were the best perks in the game, and I'll definitely give these loadouts a try in some haz 4's.
steve on regenerative bugs is actually a sleeper pick though. i swear to god you will still have the same glyphid guard at the end of the mission and by god if he isn't just a gooood bug!
I love thorns so handy for getting rid of any of the small critters that sneak up on you
I was hesitant to agree with your born ready pick then realised... i main driller, ofc i havent needed it
Lol the introduction to this video basically showcased how I build my perk loadouts already
Think people overlooking Guard Steve with regenerating bugs. Steve rarely dies!
I always end up forgetting my dash, iron will and field medic having big pop-ups when you can use them helps. 😅
as someone who got to gunner promotion out of sheer luck. this vid helps me with picking the right stuff in order to keep going. nice vid
the fact that even i've figured out what the best perks are within 50 hours of playtime should say a lot
SHIELD LINK IS MASSIVE #LINKSWEEP FIRST PERK TO SELL A LINKILLION COPIES
I like shield link because I don't have to baby sit the gunner I just picked up for the next 30 seconds
I love that intro
god bless your soul for saying everything i need in 30sec