As a driller main, and an avid Vampire user, it’s false that vampire triggers on swarmers of any kind… it says in the perk description medium or larger, which the smallest bug of medium size is the Glyphid grunt. So yeah vampire’s still a great perk, but would be way too busted if it triggered on swarmers.
I wish the main heal portion was high, like 8 for grunts and if you kill a larger bug, it scaled, like 16 for a guard or Stingtail and like 24 or 36 for a praetorian
The thing here is, that you only have 2 active and 3 passive perk slots, which means, that even the perks, that are beneficial are almost always outclassed by the S tier ones. This essentially means, that it feels like trash running anything else than iron will + dash or not having resuplier or born ready. I really wish the perks would be more balanced all around.
Any tier list is that many things will be just objectively the correct option at the top. Usually, the worse items offset this with a "fun factor" like Beast Tamer does, but honestly none of the other perks actually make your experience all that much more fun, so it's not really worth it to NOT min max your perks. Unfortunate really
@@orctrihar Strongly disagree. Dash is permanently on my characters and I've got almost 300 hours in the game. It can help you jump much larger gaps (don't underestimate this), escape swarms, move faster and throw farther. It's probably the most universally useful perk in the game in my opinion.
@@Skullhawk13 If you're on PC there's a mod for that. SimpleQOL Let's you add a bind for Hover Boots and Dash and gives you the option of disabling the standard bind.
Heres my experience with "See You in Hell" while i was trying it out. I walked into a room with really low health and accidentally triggered a Bet-C boss fight. The first few shots immediately knocked me down. The Bet-C came close to me so i triggered the perk, instantly killing it. Idk how much damage it deals, but I wonder if it could be used to kill other bosses quickly. Example, in a 2 man Dreadnaught fight, break the armor, sacrifice a player which has See You in Hell, the other player kites the boss to the downed player and trigger the perk when its in range. If it can one shot, thatd be hilarious.
It deals 666 damage which is just enough to kill bet-c parasites in one shot on solo haz 3, but on 4 player haz 5 it would only do about 1/4 of its health. It would do basically chip damage to any dreadnaught or bulk or whatever.
One thing to note about Unstoppable is that it also applies to enemy attacks like slashers, shockers, web spitters, and goo bombers. That alone makes Unstoppable a really powerful perk for any class that isn't scout.
Yeah, started running this perk with everyone except Scout recently. Its kinda baffling that they still havent updated the description of the perk, almost makes it feel like they want to keep it as a semi secret.
The point of 'See you in Hell' is to become easily revivable in the middle of a clutch situation. The damage blast clears out smaller enemies, and the lingering electrical effect repels larger enemies for 10 seconds, making it very safe to stand on your body and revive you in the middle of a dense enemy swarm. Ranged attacks can still mess you up, but you are 100% safe from melee during the revive. It's extremely powerful... if your team understands how the perk works, and communicates.
I do think for a single death iron will is way better but being able to be used 3 times per mission should put it higher up the list, the only caveat being that you do need a teammate near enough to utilise it
That would be hella useful if the bugs eating your body reaggroed onto a teammate who is reviving you. As is, it may or may not help only when a teammate starts reviving you before shaking off a tail of melee enemies. The only thing saving this perk is ommoran fight.
Hover boots has a relatively unknown appliance for Scouts (and useful when there aren't engineers around). Basically if there's an ore deposit you can't just grapple on top to, you can activate hover boots next to the wall to give you enough time to dig a small hole for mining. That strat alone saved me so much time and made me a more efficient scout.
@@leoritchie9635 you can do both, you can also use it to recharge your grappling hook and when youre done mining from the inconvenient place you just hop off and grapple into the ground to avoid fall damage while hover boots are recharging... either way its a pretty neat thing that isnt used very often from what iv seen...
would also be pretty handy for fossils and other elevated pickups like that. Though you can grab those right after the grapple by massing e, you can still use it to prevent the fall damage. Though with the passive reduction on the grappling hook itself you usually don't take that much damage anyway.
1:39 "Beast Master is a very interesting perk." 4:14 "Now, Dash is an interesting one." 5:21 "Field Medic is an interesting one. 8:36 "Now we have... Hover Boots. And... Oh boy, this is gonna be- this is gonna be an interesting one." 10:29 "Next up is Iron Will. Now, this is- this is an interesting one." 21:22 "Now we have Friendly. So... Oh boy, this is... This is a perk that is kind of interesting." 33:06 "So next up is Vampire. Now this is a very interesting perk."
Almost always run resupplier, having that resupply time shortened aswell as reload of weapons and extra health can mean the difference between being downed during a swarm or successfully getting back in the fray with a fresh set of ammo and health
This is late but yeah, resupplier is so good. Even on haz five, the health alone is enough to nearly full heal if you’ve been downed, you just need one chunk of red sugar to top off. The resupply speed is great too though, especially when you’re fighting dreadnoughts.
@@CplPunishmntresupplier isn't even a choice it's a MANDATORY pick on any hazard level, just like Iron Will + Vampire. It's so incredibly important, I genuinely don't understand why anyone sleeps on it
Hover boots is one of my go to perks on every build. The mobility it gives you is is great. The ability to jump off huge cliffs instead of wasting ammo to get down or digging saves a lot of time and resources. Plus when you fuck up or get thrown off a cliff, it can save your life. I probably use it at least 4-5 times every mission
I also agree that it should be at least in B tier. But still you can just not get yourself in those kinds of situation where you'll need it and instead get field medic or iron will
And I use dash like 20+ times per mission so… I can see its use cases but dash, field medic, and iron will can save an entire game many times. It’s not worth taking over the many MUCH more overpowered active perks. As for your high up swarm hypothetical scenario, sorry to be that guy but every class exept driller has a way to get down easily. Scout grapple, gunner zip, engi platform on the bottom and land on it to reduce fall damage. As for driller he already has insane cc and the drills make him by far the best dwarf for close encounters especially with vampire (you should always take with driller imo). Even if you still get overwhelmed and can’t get an engi or gunner to set up to catch your fall, or get another dwarf to stand below to land on (if you land on a dwarf it stops your fall) you can still try to edge clutch to save yourself (land on the edge of some terrain so you trigger the climb animation and save yourself). Genuinely not worth it even with some use cases. If you play more and learn to play without hover boots you will find that fall damage is not a big issue in skilled play
I run full ammo platform gun. There's just no reason to take an active perk that cancels fall damage when the platform gun does the same thing with no cooldown
Yeah sweet tooth is a very strong perk, the increased healing is very useful in emergency situations, like during a difficult swarm or when attempting to team revive during iron will
Taking It's a Bug Thing AND Deep Pockets on Liquid Morkite missions nets you massive amounts of quick resources as there's usually high concentrations of bugs in this mission type for some reason. Not game-breaking but can be a fun combo.
Two full inventories of nitra(40) will get u 1 res Two deep pocket ones (60) will get you 1 res You will only get one less deposit with deep pockets when ur getting the 3rd res So basically entire passive slot for one maybe two less deposits Not worth it
@@Kevin80237 If you are a scout, you'll be gathering loads of minerals the entire time. The ability to have 60 will make sure that if you find a big ore chunk you'll always be able to clear it without a full inventory. It allows your teammates to stick with Molly. It makes missions faster, and thus safer. Going from 40/45 to 60 is is a 50% increase, which is HUGE. This means that for ever 2 runs you bring back, only 1 other dwarf has to help out to give you 2 resupplies, and in your example its 2 dwarves. It also means, as a scout, that if you find a huge chunk of ore in a dangerous spot, you don't have to get back there. Similarly, normally if you mine 2 smaller nitra nodes, you won't be able to carry all back (you need to move back, costing time), but with the perk you will. Equally, it isn't just for 1 resources, but for many. Meaning that if you spread out your mining, you'll bring back up to 50% more materials, with every run. Again, for every class this isn't worth it... except the scout due to their insane movement abilities. Remember, the job of a scout is to make runs more profitable, and a heck of a lot faster (among other positives they bring to the team). Faster = safer. Most people don't appreciate scouts enough, because their contribution is rarely in your face. For vertical levels where scouts can easily die to fall damage, this perk + hover boots qive quite the utility. And it can be used in nearly all missions as well.
@@Kevin80237 The number of mineral veins I have had to make a double trip to because it had more than 40 minerals, or my pockets were already partially full, makes deep pockets worth it from a time saving perspective, unless you're playing a really hard mission that you're struggling to survive. It's more of a quality of life perk, but that should be obvious.
@@bluedistortions the amount of time and effort you can save for yourself and your teammates by taking a perk that keeps you up and from going down outweigh the small insignificant amount of time saved with deep pockets
It's a bug thing should probably include in increase to loot bug drops, or some similar buff. Still a lot of fun to run on scout for the memes. Great list!
Iron Will has an issue where it's useless 90% of the time and provides no value. It's only ever used when your team gets wiped. I wish it had a passive like field medic has. The opportunity cost of this perk is any other active perk you can run. (If this perk is enabled it takes up a slot which could bring another perk.) I run it all the time regardless but I'm always wishing I more freedom to bring something else useful.
@@bluedistortions Very fair, it's more of an issue of other options not being competitive or close. The medical perk is just as good, but doesn't conflict with perk slots. Were they the same type they'd be the only 2 active perks anyone used in team play. What would even compete with a revive/temp revive? A twice per mission invulnerability perk maybe but that has the same problem, nost perks are not worth taking outside very specific nitches.
It's not useless, it's a massive safety net. The sad reality is that IW is so much stronger than basically every other perk that even if you don't use it, it's still better than them simply for the fact that you COULD have used it lmao.
Iron Will has saved missions before. It's not a good perk because the bonus is so good. It's good because, if all else fails, you at least have that one extra shot.
Heightened senses can literally be the most useless perk ever if you just listen for grabber noises, look up at the ceilling & explore with the rest of your teammates
Heightened senses has the break free charge though, right? I've seen it being run with iron will in insane modded difficulties true solo on scout. Scout doesn't nees dash, and without other players, field medic is useless, so senses is the next most useful perk.
There's lots of distractions. You're gonna slip up eventually and get leeched or grabbed. one time I sat and waited for a grabber I heard and it literally hugged the corner and got me without warning even though I sat and waited for it. Literally nothing I could have done about it. There's also the Nemesis which is very hard to avoid if you don't kill it immediately. I take it on scout instead of dash, great perk.
Thanks for this overview. While I don’t agree with some of your choices, you have inspired me to go back and try some of the perks that never use. Keep up the good work.
I like Friendly on my driller because then I can support my allies by hitting them with a Sludge Pump charge shot if they are getting wailed on by a swarm without worrying about actually hurting them. Like on escorts and you got that one guy trailing behind who has all of the enemies spawn around them.
I love being that guy. And once I met a driller running friendly while I was was gunner (explosive resistance) also running friendly... His C4 wouldn't even break my shield. It's actually pretty useful.
Friendly is good on my driller teammate who can shower us with fire when we are surrounded. Also useful when his sawblade throwable returns from the cave to haunt us.
For deep pockets i agree that on higher hazard its a really bad pick except for scout . Im a scout main and i see it as molly should stay near the less mobile teammate to not stop the progression in the cave when they got a reachable nitra vein. On higher hazard you have to get the nitra on the ceiling but having to get back to mine the rest of a vein can put you at risk from being separated from the team. (Also i might need to clarify , i can afford to use deep pocket , because i dont use born ready since my secondary is the zhukov with , get in ,get out, and using born ready with that actively hinder my use of the mod)
1200 hour dorf here, and I completely agree. I'd never take deep pockets on any class except scout. But as scout, I _always_ take deep pockets, because my primary job is to get the min'rals that provide the fuel for the team. It can also involve being away from the team for significant periods of time, and as you mentioned it can bog the team's progression down if you're calling Molly far away from the low mobility classes all the time. Also, Molly isn't even available on all mission types, so you can be travelling great distances just to grab a handful of nitra and have to go back to the same faraway area 2 or 3 times, which becomes a significantly bigger time & attention issue without deep pockets
As someone whom is both a Driller main, and has friends that like to walk in front of my flamethrower/cryo cannon, Friendly is kinda a requirement. The problem with his opinion on Friendly heavily relied on THE USER to not hit his teammates, but NOT the teammates walking in front of you.
Especially in nasty pinches. Blasting an entire swarm with a sticky fire build will buy you time for a risky reload or to run! Pair this with the Driller's melee power means I will shoot through you if you run ahead! The damage you will take is much lesser than the risk of failing to hold the line. If you're a vampire please tell me in advance!
I would put Heightened senses at 'B' tier It doesn't have a whole lot of uses outside of saving yourself, and only if grabbed by certain enemies. It is too conditional. The reasons for taking heightened senses are very few and far between. If playing on a team, your teammates can help, and if playing solo, Bosco can help. Even when I do have it and have it equipped, I rarely use the active part as my allies typically save me before I need to.
It might be situational, but those situations lead to instant downs, which can easily spiral into more downs. So it is pretty useful. The number of leeches I've seen that reach out 90 degrees and snatch horizontally before you can even see them is pretty high.
yeah, the game is inherently built for multiplayer and is only barely functional when playing solo, so I feel like solo play shouldn't have much weight in tierlists. And when playing on a team, you can easily just have zero moments of that perk doing anything, unless you leeroy jenkins into a leech cave on purpose.
I think that the game is in a good place with iron will as the best perk, it truly encapsulates the DRG mentality of "No Dwarf Left Behind" as well as being a super fun and clutch perk that gives you a feeling that just hits different compared to anything I've seen in gaming.
With hoover boots you can also burn down enemy if you are close enough and this can be really useful to scout. So if you are a scout player don't think this perl is bad
I like see you in hell for a vampire driller build with cryo cannon. The dmg increase from see you in hell allows you to conserve more ammo to reach the melee kill threshold with your pickaxe. Its super niche but i find it useful as a driller main.
As a driller main, I must say that berserker is ridiculous with cryo canon and vampire. Oppressors become jokes with berserker. It also scales ridiculously with the damage upgrade with the pickaxe power attack, since it doubles the damage. It’s basically 240 damage hits to an enemy that is weak to pickaxes, and you get healed afterwards.
Cryo also pairs really well with the damage drill + no heat when drilling foes Who needs red sugar, when there is a perfectly good group of grunts delivering itself to you?
Note: this is no longer a viable use since they buffed both the em discharge and turret ark to not do friendly Friendly has one single use case for me, which is the very niche area denial engineer build that I run on drilldozer and salvage missions. It includes spinning death, proximity mines and turret arc/turret em discharge. With friendly my team can use all of theses damage sources as safe spots without worrying about their health. And also don’t take too much damage if they accidentally get too close to my turrets. Plus they can also hide with me in my spinning death (built with stun of course) which acts as a pseudo gunner shield. As an added bonus it lets me take much less damage from my turret arc if I try to reload a turret while it’s active. Besides this niche build though… yea it’s really bad
For me its very handy with Fat Boy, not just for accidental ally hits but also for intentional creation of radiation zone, then running through it with swarm following you, as radiation is also reduced by it you will take minimal damage, and it will roast and slow bugs, good way to get out of tough situations when you are surrounded.
@@Andrew-pq3lj yes and no, yes rush will get you to other side quicker, but sometimes that is not target, sometimes situation calls for you to run inside it for a while. As for dash to be must have, maybe, for me Iron will, instant Res and Steve are of similar importance,so it depends on situation.
I think something that may make some of the weaker perks like See You In Hell, Hover Boots or Friendly better is the fact you unlock them very early in the skill tree while you are still learning the game. Friendly in particular only taking 2 points total to unlock is good for new Drillers or Gunners who may need some training in avoiding friendly fire. Ive once accidentally killed a scout who zipped through my minigun when i was new. Obviously keeping them when you get better at the game isnt the idea here, but they are nice training wheels for getting started. Ive got no excuse for Second Wind though, its just too little even at that early stage.
I like deep pockets even on haz 5. If youre a gatherer you can supply a whole team multiple resupplies in just 3-4 trips and then just be done with it and fight
Except why? Why would you when you can take two more trips (if you are doing the mining Nitra you are probably the scout) who can grapple over to Molly in TWO SECONDS like seriously. With proper teamwork the scout is mainly mining nitra and the time between trips with their insane mobility is completely negligible. It’s absolutely not worth sacrificing a perk for like ten seconds saved through a mission when you could have any other good passive. (Vampire with iron will, thorns, born ready, resupplier, unstoppable, elemental insulation, and sweet tooth are all FAR better options since they help you stay alive, and if you die… it doesn’t matter how fast you got that nitra vein does it. Also don’t bring up “well if I get resupply faster it could save the team too” because if your team is getting swarmed and you are getting nitra and not helping them… well that’s a whole other issue. Sorry for ranting like this but I can’t help but get upset when people think the some quality of life improvement is better than a game changing stat buff or ability
@@Andrew-pq3ljIf youre a solo player then fair but it can be extremely valuable to have even those 10 seconds (but likely more). On higher skill levels people move quick, molly can usually not keep up in my games. Having this extra capacity makes for a huge time save and that means that when my team enters a room and i go for the minerals, i am back in that fight so much quicker. as a scout you are already extremely mobile and therefore survivable if played well, so the survival perks only come in handy in edge cases. Its more about hit avoidance. If thats not the case for you then sure, pick survival perks. But shitting on someone isnt really necessary here. that time you save is there so you can be more firepower and distraction for your team, which helps in every single fight. Its a team game, and a perk that might not directly save YOU may be better for the team in the long run.
@@J0mCDI was kinda rude in my previous comment rereading it now lol but shitting on them wasn't my intention. I am just trying to show people that have the idea in their head that this perk provides much value at all that its wrong, even though it "feels" nice to use. Heres my counterargument: Nitra is worthless unless you hit certain values (multiples of eighty). You would have to get approx 6 full nitra deposits of 55 nitra each (330 total - 10 spare for 320 needed for 4 resups) to have gotten 80 more nitra total than you would have gotten without the perk. This also applies to morkite or other mineral quotas but the math is different there. In 90% of missions on the "higher skill levels" you mentioned, getting that amount of nitra is overkill when you can finish the missions with two or three resups at most. It is also poor time management to say that 10 seconds will matter, sure during a swarm or something that will certainly be the case, but even during haz 5 there is PLENTY of downtime for a scout to clear all of the nitra in a cave system after the fighting (or clearing of a room) is finished. Ive played over 600 hours and have never used deep pockets and have never had any issues with finding the time to get back to molly or mine minerals as scout. Yea people move quick in this game but with proper mule management she is never more than a couple grapples behind under normal circumstances. All of this doesnt even matter because as I said previously, the extra space will take AGES to pay off, and instead of getting the 15 extra nitra in a vein, leaving it and depositing at 40 nitra and going to the next vein is just as fast (actually faster because you are mining less) and again, you will only ever get an extra resupply every 320 nitra + plus you still have to spend the time mining that extra 80. What you said before about scout being very mobile is true, but damage is still inevitable playing this game for the vast majority of players. When you get to the point in skill that survival perks don't matter then an argument can be made that ALL perks are only handy in edge cases. While most of even the best passive perks are only handy in edge cases, with how long it takes to get any value from this perk, its a dead perk slot for every mission that doesn't reach the 320 nitra minimum to get value, and even then as I said before its wayyy overkill for smaller missions and bigger missions give you much more opportunities to deposit so its again, a dead slot. Thats why I think that way :/
@@Andrew-pq3lj-- I fully agree, deep pockets saves time and gets you the resupply sooner. Often it's not particularly useful, but it's often the difference between having 80 nitra and scrambling around a swarm hoping molly stays put long enough to deposit instead of walking eith the bugs. Especially on missions where the team splits up, like Escort Duty, Deep Scan, Point Extraction, or Morkite Refining; or if you generally go clear things on your own. It's doubly useful on Point Extraction, Low Oxygen, and Haunted Cave, as it saves time and trips.
unstoppable is also quite good since it allows you to move fast enough not to stop running if you step on snow also the speed increase when carrying a heavy thing is quite pleasant and amusingly enough, if you also get backbreaker stout the speed increase from both of those totals out to higher speed than normal walk speed that note...is nothing particularly useful but I just find it funny
I wonder if they ever rework the perk system. Mb additing one more active slot, maybe combining some less valuable perks into one, or reworking them fully.
@@isactuallyark1110 It would be way too strong. Jet Boots are great as they are because they are so rare, its exciting to find. As soon as you hear that beeping its a rush to locate the crate. If you could have them in every mission it would just trivialize most situations.
@@isactuallyark1110nah it just wouldn't feel right even if you nerfed them enough to be balanced. Better solution would be to make hover boots passive.
Born Ready on engineer with the breach cutter is great as it reloads both the breach cutter and the platform gun while your using your primary so you can switch to the Breach cutter fire off a few shots and the switch back to the shotgun and the BC will have reloaded faster than if you had actually hit reload(at least that's how it feels). Also Born Ready will trigger for all weapons if you holding a cleaning tool or carrying a large item as all your weapons count as holstered.
Scout user here and I use hover boots constantly haha. Yea it's a long cd but if you mess up with your grappling hook then you can use the boots and it gives you enough time to recharge hook
A strange use but a use, the sugar perk (at least used to) give a lot of movement speed on eating red sugar. I loved running it on my speedy scout with Zhukov's for insane speed all around. Definitely still C but a funny C tier. Always funny to run past my friends mach 3 style with that + dash
23:00 - I promised my girlfriend's son I wouldn't attack lootbugs... so this is the only way I can pop them. Highly conditional circumstance, I grant you.
I run vampire on at least one load out for every class. It’s just become a part of my play style to finish off grunts with a pickaxe swing when breathing room allows. Because of it I rarely ever have to use red sugar. Any load out that you have iron will you should have vampire. Alas it does not stack with thorns or it would be way too busted. Iron will plus berserk plus vampire and thorns is just a fun combo as scout if you’re any good at grapple kiting.
This is a great video to get newer players to understand what perks to run in DRG, however... I find second wind to legit be useful when there is downtime. Which tends to happen mostly on escorts or long hallways. It's not any higher than c on my list, but I also use a S-A-B-C-D-E system. Also sweet tooth gang rise up!!!
I guess Thorns would be particularly helpful if you're Gunner or Driller and your weapon has a long ramp-up time, so then you don't have to always be taking that time to spin up and aim at the baby bugs
I ADORE Vampire. The amount of times I just finish grunts off with a pickaxe swing to gain health sustains me more than sweet tooth would. Not to mention how it pairs with Iron Will has let me save so many games
I really appreciate your calm, rational and insightful commentary here, encouraging others to use what feels comfortable to them while also establishing your thoughts in a critical yet fair way. Also you're handsome, just wanted you to know that. Gonna watch more of your videos now byeeeeeeeee
I know there are better perks than deep pockets, but IMO it is not C tier, definitely better than strong arm.. As a scout main it makes a tangible difference in how quickly I can bring in nitra for the team, especially on On-site refining or point extraction missions where the deposit point is often far from where you are. Makes it much easier to get a resupply in two trips rather than 3 and can often help save an entire trip when a vein would put you at just over 40 nitra
Running to get the speed boost, then using Scout’s grappling hook perk to get an extra bit of speed may not really be useful but it’s so fun to just zoom through caves using it
Don’t forget hover boots is extra good for scout since if he has no platform it can extremely easily let him get the ceiling materials. There’s an extreme amount it’s useful for that
You can land on any mineral that is not gold. Really not that valuable because there are more veins in a mission that the 75 second cooldown can handle. You’re better off using your grapple and power attack. Hover boots are semi-useful for weird magma core ceiling veins, but in most cases you can ignore hard to reach veins like that. 1 nitra vein can help you, but most missions give you an inordinate excess of nitra. Morkite spawns in droves in the final room of a mission so hard to reach veins often aren’t worth it. Crafting minerals have it slightly better, but one vein won’t make or break your in game economy. For reference, I play exclusively haz 5 aside from goofing off in the discord lfg very occasionally. Not trying to shit on other hazards, just trying to give my info a little bit of credence.
@@duchoang5410 the problem is you can’t get all of it, and sometimes the health loss from fall damage isn’t worth it. At least imo cause I save red sugar as long as possible for late. Even with the fall damage upgrade on armor. For most of my missions I can get 1-4 ceiling nitra veins and idk why. I don’t use hover boots really, I almost exclusively only run iron will and field medic. But when I have run hover it’s been extremely nice. And especially depending on your play style, others would like it.
A good scout is able to power attack mid flight to make a hole to stand on any minerals except those nested into the ceiling cracks of magma core. That is however a big skill ceiling to reach and hover boots are a great savety net for learning how to do that.
@@Nikolai0169 I ran hover boots for a long time while doing my first promo on scout, and while I agree its use case is so slim it isn't worth the slot, every few missions I see a vein that I can't land on because of the slope of the cave, but if i had boots to hover for a few seconds I could carve a landing.
I think one use case for hover boots can be if you're high up somewhere and a sudden swarm comes, you can then jump off the ledge and land safely without worrying about fall damage. I played around it with a while and it is very effective in those cases. Sadly though, there is only 2 active slots and the competition is rough.
Two things: 1.) On driller Vampire is S tier (drills + throwing axe) I agree, but on every other class, Vampire is A tier, since EVERY class runs Iron Will anyways. Iron Will makes you immune to damage for the entire duration, so even if you get back some health you don't cancel the immunity or suddenly cut iron will short. You can power swing and kill something near you first, THEN focus on running away and making sure you don't die. Even then, power swing is an AOE attack, and you can still nab a nice little +10 HP with 2 glyphids near you, or just pick off the weakened glyphids with a swing to help keep yourself healthy. It provides you so much health in the long run it would be criminal to rate it anything less than S or A. 2.) Veteran Depositer is Trash tier unless you're playing with the Low Oxygen modifier. Depositing faster is like bigger mining bags (inconsequential) and the actually useful part (30% resistance) is also completely worthless. Would you rather get a 30% dmg reduction by sticking near Molly, or get a 100% dmg resistance by actually MOVING around and avoiding getting hit in the first place? Veteran Depositer is similar to "See You In Hell" in that it's good on paper, but actually pretty useless in practice.
I personally like comboing berserker and vampire, not to get up close and personal, but rather to take pressure off if I get caught in a group of bugs while doing something else and gain health while doing so
Wow....I never knew people felt that way about Hover boots, I use it on almost every class all the time once they're Promoted. I use Hover boots multiple times a mission basically every mission, it makes kiting swarms so much easier.
I hope they change the perks, cause ive been using the same perks for hundreds of hours now. Not that the others ones are useless, but at higher experience of the game, most of the perks becomes obsolete. Resupplier, thorns and Vetaran Deposit are the most valuable. Born ready is only for my gunner using autocannon, longest reload in the game, even with animation cancelling. And for activate perks, Field medic only scout, Iron will everyone except scout, and beastmaster for everyone cause Steeve is the best bug in the galaxy and he will always be with me.
My top 2 uses for hover boots: 1) General Driller load out. I get very creative with tunnels and have accidentally drilled through cave ceilings 75m in the air more times than I can count. These save you from that splat. 2) Gunner Elimination load out. I put the zip lines into the stratosphere when fighting Dreads. If they EVER knock me off the line, Hover Boots save me from having my teammates have to pull me up in the middle of a boss fight. I can also see them being useful for rookie scouts before they pick up Hover Clock or Special Powder, but both of those make Hover Boots immediately irrelevant for scouts.
If the "see you in hell" passive worked with the driller's drills it could redime itself a little bit. Even with this change it becomes a perk usefull only for one class, witch is strange.
This list is just wrong lol. I know it's your list but if you solo haz 5 this list looks completely different. Resupplier is the best perk in the game behind iron will and dash. It's 3 perks in one. No way is beast master in the same category as it 😅. And there is no reason shield link field medic should be in the same category. You have to play very close to use it which never happens and of your teammates are smart they're running invulnerability for 6 seconds on their armor.
The game is not built for single player, it is made to just barely function in solo. Ofcourse a solo list is gonna be different. There is no benefit from resupplier other than extra health, since the only way you need to supply during combat is if you forgot to do it earlier.
12:28 - It can be good if you time it to use as your ally comes to raise you, as otherwise they must use resources to clear the enemies away from you. It kills enemies and provides a fear radius of protection allowing them time to get you up without being attacked, other than certain raged attackers. See you in Hell can be used 3 times as opposed to Iron Will, so it has some advantage to choosing.
IMO regarding hover boots, if it's just a scout list they are S tier. Not only does it help save you from fall damage, but when mining minerals on a wall or in the ceiling they can help you by allowing you to dig a big enough hole to land in and mine those minerals.
Why do I use "It's a bug thing"? Because it is one of my favourite perks as a scout and saves me a lot of time. I can pop a whole group of bugs and collect the mats in a matter of seconds or save teammates vital ammo and time. I like to stay in front of the group, pop any bugs I see on the way to the next room and let my team pick up the goodies, then when I get to rooms I'll pop as many as I can while fighting the grunts and don't need to stop fighting to collect nitra. But yeah... When I'm playing higher tier games I take it off for something less fun and more practical.
surprised you didn't mention this, but using vampire + iron will so you can get the vampire proc during an iron will can be a pretty good combo, you don't have to care about finding red sugar to stay up
javarak gaming here are my views on this, starting from your lowest rank: 1. friendly is a perk i take always on defensive oriented missions with driller. when playing escort or salvage, it is extremely easy to lose a lot of health from friendly fire, especially on higher hazards where one bug can down my character. i have lost elite deep dives back to back, because of my failure to take it. also, i have over 1000 hrs in the game, so it doesn't apply to just newcomers. 2. i always take deep pockets with scout. the minerals in this game can be in locations that are difficult for other players to reach without spending resources. a scout with better capacity will speed up mining, regardless of how new a player is to the game. 3. hover boots are not a fall protection tool, but they can be used for this. having them make moving around large maps easier for everyone other than scout, due to it not requiring resources for vertical movement, and during hordes, when driller needs to jump off of the upper sections of the point extraction map. 4. i have been taking berzerker with gunner, since the shield already makes reviving easy. when i take it, i take the area of effect trait for the pickaxe, since dmg becomes less important with the power attack, vampire also works with this. 5. see you in hell, is a strongly defensive oriented perk. because of how it creates a temporary safe zone, it is useful for salvage and escort missions where staying in a given area is of strong importance, and Doretta needs extra shielding. 6. vampire will always be higher than B. supplies and red sugar are in sparse locations most of the time, and where one is downed will very often be in an area that is hard to reach either of the health regeneration methods, unless it is in a defensive mission where the supplies are pre-dropped. 7. shield link is of greater value to me over field medic. field medic does not give protection to the player being revived. this makes the one time use revive pointless if there is no other source for protection, and they do not have the temporary invulnerability active with their armor. shield link gives shield boost, and it can be reused which is more valuable to me. 8. iron will is great, but it is pointless on haz levels lower than haz 4, and is only valuable if one is in a location to revive or get health which can be impossible depending on where the player is.
@@commonsense-og1gz you can take turns with your teammates summoning Molly. You can also just continue mining after you’re full and then Molly gets to you, just make a couple quick grapples. Also, while iron will is less important on lower haz levels, so are all perks in general since the pressure is less. And if you take vampire you don’t need to rely on healing being nearby. And with field medic, he pointed out that at max level it causes fear in everything near a revive including fear resistant enemies. The problem with shield link is it requires the team to be clumped together, and my experience that is often not the case though I guess with a coordinated team it would work.
@@ewanlee6337 1. takes too long to wait on molly. as i may have said in my previous comment, i am not in the same room with the crew, and moving back and forth with the grapple still takes time. i leave molly with the crew. it is much more simple, and less hassle to do it this way. 2. IW is not less important; it is useless in lower haz levels. anything else is more valuable. 3. vampire is always important with IW, but beyond this, it is much weaker than even red sugar, which is harder to get. 4. field medic is a one time use perk, which does not give resistance to the player. even with the fear factor, a player is still subject to being downed very quick after revive, turning this into wasted value. the only character i take this with is scout. however, this is because scout is fast enough to avoid being downed, so IW is sacrificial here. 5. shield links value is with the active side of the perk. the passive effect is only useful for escort missions and salvage operations, or bunkers.
from what iv experienced thus far, vampire often gets paired up with berserker because you can just go ham during a swarm on low HP and just regain chunks of health with a single power attack... that coupled with iron will is a great way to get yourself alot of free health while invincible as well as give you an opening to attack with fully recharged/reloaded weaponry the moment you get yourself enough distance or enough HP to last abit longer to continue chugging along and helping team mates up...
Its a bug thing is mildly useful on oil rig missions because theres little nitra and buku lootbugs, but it definitely needs a buff where it makes lootbugs drop more ores when detonated
Idk that i agree with Born Ready being S tier. Maybe its because I am pretty good about keeping my weapons loaded. Resupplier I might have put as S tier instead. That instant reload when youre low/out of ammo can be crucial in addition to saving time and increased healing. I also like Beast Master quite a bit. Its one of the few perks that gets you more damage in a fight, even if just deleting an enemy, let alone it turning to fight for you at quadruple damage and being a distraction. Its always useful and with all classes. Long Live Steeve.
It really depends on the loadout. Besides the weapons mentioned there are some that just reload really quickly anyway, the Boltshark still needs to reload whenever you switch ammo types, etc. Getting the passive reload on Support tools can be pretty handy though, if hardly crucial.
Consider this: most veins have more ore in them than your maximum carry without deep pockets, 45 or so, effectively halving the time it takes to go back and get that extra 5 ore
I run hoverboots on my Scout to allow me to grapple above something I want to mine on the wall, especially when there's no engineer nearby, or when they aren't platforming everything. Grapple > Hover > Power attack to create a hole and keep chopping > look up and re-grapple into the hole when the boots cut out. For the scout, it's an A-tier perk, IMO. I've mined so much nitra that was generally inaccessible otherwise using it!
I've found hover boots to be a nice option for scouts either on their own or without an engineer to make platforms, for reaching the high up veins of rock. Where you can grapple up, hover, and do a quick mine combo so that you can dig enough dirt in to create a foot hold. Outside of that definitely better options.
Hear me out for one second on the lootbugs. Have you have just been riding the pipes and an army of lootbugs stops you from grinding? Imagine going down the line and them just exploding instead. The only application for the perk.
As a second wind enjoyed, a 12% speed boost is very noticeable especially if you are b-hopping while firing. The slight speed buff makes you about as fast as a swarmer and greatly helps when you are exploring a large cave. I would say it is a B tier perk.
Hover Boots are great training wheels for Scout. If you don't have stuff maxed out, the overclocks or the experience, take them. It makes getting annoying ore easier. Sometimes you'll mess up your power attack angle and they let you either save yourself from the fail or just actively use them to dig the small hole safely while hovering.
Surely Vampire could at least be in A-tier? It's true that the Driller is the only class with unique melee attacks, but all of the other classes are able to sneak a power attack into a battle every once-in-a-while. Using the Power Attack nearly every time it's available is a fantastic way to save little tidbits of ammo and health throughout a mission. And it adds up fast.
I played around as engineer and my option to spare ammo was using a combination of sharpen pickaxe for melee with vampire, see you in Hell, and if I really want to go nuts I might add Thorns and all it takes is one hit for me to hit a bug ones and I heal and the bug dies; still the combination of berserker with vampire is what I add to my gunner as a backup to heal and take big guys out so I can spare ammo for the swarm.
What I've learned: my standard build is fairly A tier with a hint of C tier (I run field medic, shield link, vet. depositor, resupplier, and deep pockets with a team, I have yet to reconfigure for solo missions)
friendly is good for people using the nuke on engie or to prevent the accidental c4 of the scout meme. sweet tooth is good for the mission where you constantly lose health
I actually really like sweet tooth personally, I love the speed boost and the amount more u get healed by is actually very noticeable so if you're playing with others u can actually take the whole red sugar crystal and leave the rest for them, thats how good it is at healing u
So I'm pro vampire for every class. A Tier for me. The reason...that's excellent heals that come to you turning every grunt into a heal pot if you are skilled enough. Every Dwarf has a pick axe....Every Dwarf at some point should conserve ammo so pickaxe kills come in more than often. Then again i main Driller so Vampire has skewed my view. R&S! ⛏
As a driller main, and an avid Vampire user, it’s false that vampire triggers on swarmers of any kind… it says in the perk description medium or larger, which the smallest bug of medium size is the Glyphid grunt. So yeah vampire’s still a great perk, but would be way too busted if it triggered on swarmers.
It should give like 1hp every 2 swarmer kills so it still works on swarmers but isn’t as powerful
@dangernoodle1191 the issue is that it'd make 2 swarmers turn iw into a full revive, meanwhile beforehand you have to have a grunt for iw revive
Add swarmsgendon - 20+ swarmers a minute == 10hp all the time
I wish the main heal portion was high, like 8 for grunts and if you kill a larger bug, it scaled, like 16 for a guard or Stingtail and like 24 or 36 for a praetorian
That would make the cryo + drill combo busted af, so i can’t see them doing that as it’s already one of the best strats for high difficulty
The thing here is, that you only have 2 active and 3 passive perk slots, which means, that even the perks, that are beneficial are almost always outclassed by the S tier ones. This essentially means, that it feels like trash running anything else than iron will + dash or not having resuplier or born ready. I really wish the perks would be more balanced all around.
Any tier list is that many things will be just objectively the correct option at the top.
Usually, the worse items offset this with a "fun factor" like Beast Tamer does, but honestly none of the other perks actually make your experience all that much more fun, so it's not really worth it to NOT min max your perks. Unfortunate really
>just make dash an innate ability.
Would definitely expand how I used my active perks.
Dask the worst perk ever, the ultimate big noob pick.
@@ImagesOfAustin
If it was core gameplay yes, otherwise it’s just a place for nothing
@@orctrihar Strongly disagree. Dash is permanently on my characters and I've got almost 300 hours in the game. It can help you jump much larger gaps (don't underestimate this), escape swarms, move faster and throw farther. It's probably the most universally useful perk in the game in my opinion.
I really wish hover boots was activated by double tapping jump or something. The current button to activate it is such a weird choice
They did that since the jet boots are activated by holding the jump button
@@Shiftermac but jet boots were added after the hover boots
You can rebind it to t if ya want. I forget if q is used anywhere
@@TaigaClawsbut it rebinds Molly hollar too
@@Skullhawk13 If you're on PC there's a mod for that. SimpleQOL Let's you add a bind for Hover Boots and Dash and gives you the option of disabling the standard bind.
Heres my experience with "See You in Hell" while i was trying it out. I walked into a room with really low health and accidentally triggered a Bet-C boss fight. The first few shots immediately knocked me down. The Bet-C came close to me so i triggered the perk, instantly killing it.
Idk how much damage it deals, but I wonder if it could be used to kill other bosses quickly. Example, in a 2 man Dreadnaught fight, break the armor, sacrifice a player which has See You in Hell, the other player kites the boss to the downed player and trigger the perk when its in range. If it can one shot, thatd be hilarious.
It deals 666 damage which is just enough to kill bet-c parasites in one shot on solo haz 3, but on 4 player haz 5 it would only do about 1/4 of its health. It would do basically chip damage to any dreadnaught or bulk or whatever.
One thing to note about Unstoppable is that it also applies to enemy attacks like slashers, shockers, web spitters, and goo bombers. That alone makes Unstoppable a really powerful perk for any class that isn't scout.
Combine it with the static shock mod on your armor will prevent slashers from getting more then one swipe on you
Counter goo with cheese if all else fails
Yeah, started running this perk with everyone except Scout recently. Its kinda baffling that they still havent updated the description of the perk, almost makes it feel like they want to keep it as a semi secret.
Honestly even with scout its useful for when you run out of ammo, it alone has saved me a few times
Isn't it made irrelevant by Dash?
I can only wish: It's a bug thing - Also works on Hooli Hoarders.
Now that would be legendary
Nice pfp
The point of 'See you in Hell' is to become easily revivable in the middle of a clutch situation. The damage blast clears out smaller enemies, and the lingering electrical effect repels larger enemies for 10 seconds, making it very safe to stand on your body and revive you in the middle of a dense enemy swarm. Ranged attacks can still mess you up, but you are 100% safe from melee during the revive. It's extremely powerful... if your team understands how the perk works, and communicates.
However, it is completely outshined by iron will, which is just a straight up better version of it.
See you in hell needs a serious buff, like being able to activate more per mission or something.
@@bluedistortionsyou can activate it three times how many times are you dying in a mission like Jesus Christ😂
I do think for a single death iron will is way better but being able to be used 3 times per mission should put it higher up the list, the only caveat being that you do need a teammate near enough to utilise it
That would be hella useful if the bugs eating your body reaggroed onto a teammate who is reviving you. As is, it may or may not help only when a teammate starts reviving you before shaking off a tail of melee enemies.
The only thing saving this perk is ommoran fight.
Friendly is S tier for a newbie who's friends are all triple-promoted killing machines going on hard missions, and F tier for everyone else.
And if you dont want friendly fire at all, there is also a mod for that
Friendly is s tier for gunner, automatic missile salvo to my feet and my shields don't even move.
Hover boots has a relatively unknown appliance for Scouts (and useful when there aren't engineers around). Basically if there's an ore deposit you can't just grapple on top to, you can activate hover boots next to the wall to give you enough time to dig a small hole for mining. That strat alone saved me so much time and made me a more efficient scout.
You can do that without the perk. Grapple towards a wall, let go just before hitting the wall, power attack.
@@X_Lander Yep, and if miss the angle and fall, Hoverclock/Special Powder will negate any Fall Damage.
So you active while up by the ore?
I always used it to prevent fall damage
@@leoritchie9635 you can do both, you can also use it to recharge your grappling hook and when youre done mining from the inconvenient place you just hop off and grapple into the ground to avoid fall damage while hover boots are recharging... either way its a pretty neat thing that isnt used very often from what iv seen...
would also be pretty handy for fossils and other elevated pickups like that. Though you can grab those right after the grapple by massing e, you can still use it to prevent the fall damage. Though with the passive reduction on the grappling hook itself you usually don't take that much damage anyway.
1:39 "Beast Master is a very interesting perk."
4:14 "Now, Dash is an interesting one."
5:21 "Field Medic is an interesting one.
8:36 "Now we have... Hover Boots. And... Oh boy, this is gonna be- this is gonna be an interesting one."
10:29 "Next up is Iron Will. Now, this is- this is an interesting one."
21:22 "Now we have Friendly. So... Oh boy, this is... This is a perk that is kind of interesting."
33:06 "So next up is Vampire. Now this is a very interesting perk."
That's pretty interesting
I can agree with everything on the list, except resupplier, that should be on S, other than that, great list
Almost always run resupplier, having that resupply time shortened aswell as reload of weapons and extra health can mean the difference between being downed during a swarm or successfully getting back in the fray with a fresh set of ammo and health
This is late but yeah, resupplier is so good. Even on haz five, the health alone is enough to nearly full heal if you’ve been downed, you just need one chunk of red sugar to top off. The resupply speed is great too though, especially when you’re fighting dreadnoughts.
@@CplPunishmntresupplier isn't even a choice it's a MANDATORY pick on any hazard level, just like Iron Will + Vampire.
It's so incredibly important, I genuinely don't understand why anyone sleeps on it
That with iron will as you can restock and sometimes revive a downed teammate if they are close enough or even dash jump for longer distance
Since it also reloads weapons, does it give more than a 50% ressuply? Like, reserve ammo + chamber?
Hover boots is one of my go to perks on every build. The mobility it gives you is is great. The ability to jump off huge cliffs instead of wasting ammo to get down or digging saves a lot of time and resources. Plus when you fuck up or get thrown off a cliff, it can save your life. I probably use it at least 4-5 times every mission
I also agree that it should be at least in B tier. But still you can just not get yourself in those kinds of situation where you'll need it and instead get field medic or iron will
And I use dash like 20+ times per mission so…
I can see its use cases but dash, field medic, and iron will can save an entire game many times. It’s not worth taking over the many MUCH more overpowered active perks. As for your high up swarm hypothetical scenario, sorry to be that guy but every class exept driller has a way to get down easily. Scout grapple, gunner zip, engi platform on the bottom and land on it to reduce fall damage. As for driller he already has insane cc and the drills make him by far the best dwarf for close encounters especially with vampire (you should always take with driller imo). Even if you still get overwhelmed and can’t get an engi or gunner to set up to catch your fall, or get another dwarf to stand below to land on (if you land on a dwarf it stops your fall) you can still try to edge clutch to save yourself (land on the edge of some terrain so you trigger the climb animation and save yourself). Genuinely not worth it even with some use cases. If you play more and learn to play without hover boots you will find that fall damage is not a big issue in skilled play
One platform. Done.
I run full ammo platform gun. There's just no reason to take an active perk that cancels fall damage when the platform gun does the same thing with no cooldown
Good list, but seeing sweet tooth on C tier and UNDER strong arm is just foul haha
For real
Strong arm is pretty useless
Yeah sweet tooth is a very strong perk, the increased healing is very useful in emergency situations, like during a difficult swarm or when attempting to team revive during iron will
Taking It's a Bug Thing AND Deep Pockets on Liquid Morkite missions nets you massive amounts of quick resources as there's usually high concentrations of bugs in this mission type for some reason. Not game-breaking but can be a fun combo.
Two full inventories of nitra(40) will get u 1 res
Two deep pocket ones (60) will get you 1 res
You will only get one less deposit with deep pockets when ur getting the 3rd res
So basically entire passive slot for one maybe two less deposits
Not worth it
@@Kevin80237 If you are a scout, you'll be gathering loads of minerals the entire time. The ability to have 60 will make sure that if you find a big ore chunk you'll always be able to clear it without a full inventory. It allows your teammates to stick with Molly. It makes missions faster, and thus safer. Going from 40/45 to 60 is is a 50% increase, which is HUGE. This means that for ever 2 runs you bring back, only 1 other dwarf has to help out to give you 2 resupplies, and in your example its 2 dwarves. It also means, as a scout, that if you find a huge chunk of ore in a dangerous spot, you don't have to get back there. Similarly, normally if you mine 2 smaller nitra nodes, you won't be able to carry all back (you need to move back, costing time), but with the perk you will. Equally, it isn't just for 1 resources, but for many. Meaning that if you spread out your mining, you'll bring back up to 50% more materials, with every run. Again, for every class this isn't worth it... except the scout due to their insane movement abilities.
Remember, the job of a scout is to make runs more profitable, and a heck of a lot faster (among other positives they bring to the team). Faster = safer. Most people don't appreciate scouts enough, because their contribution is rarely in your face. For vertical levels where scouts can easily die to fall damage, this perk + hover boots qive quite the utility. And it can be used in nearly all missions as well.
@@Kevin80237if multiple teammates deposit with full note and deep pockets it does instead make a difference.
@@Kevin80237 The number of mineral veins I have had to make a double trip to because it had more than 40 minerals, or my pockets were already partially full, makes deep pockets worth it from a time saving perspective, unless you're playing a really hard mission that you're struggling to survive.
It's more of a quality of life perk, but that should be obvious.
@@bluedistortions the amount of time and effort you can save for yourself and your teammates by taking a perk that keeps you up and from going down outweigh the small insignificant amount of time saved with deep pockets
It's a bug thing should probably include in increase to loot bug drops, or some similar buff. Still a lot of fun to run on scout for the memes. Great list!
Berserk with Vampire is my build for Driller. It's a very nice "oh crap I need healing fast" card.
Bring Cryo, use damaging drills/throwing axe
I'm stealing this
Thanks for the idea lad❤
Iron will and Vampire for me. That way, I can pair that with Field Medic and you have the ultimate "Victory from the Jaws of Defeat" setup.
heightened senses is like high b max it’s only useful on scout and if you’re using scout you should be using your flares to look for leeches and stuff
Can come in clutch solo though
Iron Will has an issue where it's useless 90% of the time and provides no value.
It's only ever used when your team gets wiped. I wish it had a passive like field medic has.
The opportunity cost of this perk is any other active perk you can run. (If this perk is enabled it takes up a slot which could bring another perk.)
I run it all the time regardless but I'm always wishing I more freedom to bring something else useful.
It used to be stronger, on a 5 minute cooldown but that was years ago unfortunately.
Considering how often it's used, I don't think Iron Will needs more reason to be picked.
@@bluedistortions
Very fair, it's more of an issue of other options not being competitive or close.
The medical perk is just as good, but doesn't conflict with perk slots. Were they the same type they'd be the only 2 active perks anyone used in team play.
What would even compete with a revive/temp revive? A twice per mission invulnerability perk maybe but that has the same problem, nost perks are not worth taking outside very specific nitches.
It's not useless, it's a massive safety net. The sad reality is that IW is so much stronger than basically every other perk that even if you don't use it, it's still better than them simply for the fact that you COULD have used it lmao.
Iron Will has saved missions before. It's not a good perk because the bonus is so good. It's good because, if all else fails, you at least have that one extra shot.
Heightened senses can literally be the most useless perk ever if you just listen for grabber noises, look up at the ceilling & explore with the rest of your teammates
Heightened senses has the break free charge though, right? I've seen it being run with iron will in insane modded difficulties true solo on scout. Scout doesn't nees dash, and without other players, field medic is useless, so senses is the next most useful perk.
There's lots of distractions.
You're gonna slip up eventually and get leeched or grabbed.
one time I sat and waited for a grabber I heard and it literally hugged the corner and got me without warning even though I sat and waited for it.
Literally nothing I could have done about it.
There's also the Nemesis which is very hard to avoid if you don't kill it immediately.
I take it on scout instead of dash, great perk.
or when you consider that thorns kill leeches
Thanks for this overview. While I don’t agree with some of your choices, you have inspired me to go back and try some of the perks that never use.
Keep up the good work.
I like Friendly on my driller because then I can support my allies by hitting them with a Sludge Pump charge shot if they are getting wailed on by a swarm without worrying about actually hurting them. Like on escorts and you got that one guy trailing behind who has all of the enemies spawn around them.
I love being that guy.
And once I met a driller running friendly while I was was gunner (explosive resistance) also running friendly... His C4 wouldn't even break my shield. It's actually pretty useful.
Friendly is good on my driller teammate who can shower us with fire when we are surrounded. Also useful when his sawblade throwable returns from the cave to haunt us.
For deep pockets i agree that on higher hazard its a really bad pick except for scout . Im a scout main and i see it as molly should stay near the less mobile teammate to not stop the progression in the cave when they got a reachable nitra vein. On higher hazard you have to get the nitra on the ceiling but having to get back to mine the rest of a vein can put you at risk from being separated from the team. (Also i might need to clarify , i can afford to use deep pocket , because i dont use born ready since my secondary is the zhukov with , get in ,get out, and using born ready with that actively hinder my use of the mod)
1200 hour dorf here, and I completely agree. I'd never take deep pockets on any class except scout. But as scout, I _always_ take deep pockets, because my primary job is to get the min'rals that provide the fuel for the team. It can also involve being away from the team for significant periods of time, and as you mentioned it can bog the team's progression down if you're calling Molly far away from the low mobility classes all the time. Also, Molly isn't even available on all mission types, so you can be travelling great distances just to grab a handful of nitra and have to go back to the same faraway area 2 or 3 times, which becomes a significantly bigger time & attention issue without deep pockets
As someone whom is both a Driller main, and has friends that like to walk in front of my flamethrower/cryo cannon, Friendly is kinda a requirement. The problem with his opinion on Friendly heavily relied on THE USER to not hit his teammates, but NOT the teammates walking in front of you.
Especially in nasty pinches.
Blasting an entire swarm with a sticky fire build will buy you time for a risky reload or to run!
Pair this with the Driller's melee power means I will shoot through you if you run ahead! The damage you will take is much lesser than the risk of failing to hold the line.
If you're a vampire please tell me in advance!
also requirement when using buzzsaw throwable
I would put Heightened senses at 'B' tier
It doesn't have a whole lot of uses outside of saving yourself, and only if grabbed by certain enemies. It is too conditional. The reasons for taking heightened senses are very few and far between. If playing on a team, your teammates can help, and if playing solo, Bosco can help. Even when I do have it and have it equipped, I rarely use the active part as my allies typically save me before I need to.
It might be situational, but those situations lead to instant downs, which can easily spiral into more downs. So it is pretty useful. The number of leeches I've seen that reach out 90 degrees and snatch horizontally before you can even see them is pretty high.
yeah, the game is inherently built for multiplayer and is only barely functional when playing solo, so I feel like solo play shouldn't have much weight in tierlists.
And when playing on a team, you can easily just have zero moments of that perk doing anything, unless you leeroy jenkins into a leech cave on purpose.
As scout. See you in hell and vampire are an easy way to get back health. Get bitten once, power attack some grunts and zip away.
I think that the game is in a good place with iron will as the best perk, it truly encapsulates the DRG mentality of "No Dwarf Left Behind" as well as being a super fun and clutch perk that gives you a feeling that just hits different compared to anything I've seen in gaming.
With hoover boots you can also burn down enemy if you are close enough and this can be really useful to scout. So if you are a scout player don't think this perl is bad
I like see you in hell for a vampire driller build with cryo cannon. The dmg increase from see you in hell allows you to conserve more ammo to reach the melee kill threshold with your pickaxe.
Its super niche but i find it useful as a driller main.
I'll have to rexamine that perk.
As a driller main, I must say that berserker is ridiculous with cryo canon and vampire. Oppressors become jokes with berserker. It also scales ridiculously with the damage upgrade with the pickaxe power attack, since it doubles the damage. It’s basically 240 damage hits to an enemy that is weak to pickaxes, and you get healed afterwards.
If only I could live long enough in melee to get more than like two hits with berserker.
Cryo also pairs really well with the damage drill + no heat when drilling foes
Who needs red sugar, when there is a perfectly good group of grunts delivering itself to you?
Good thing about Steve is if you are down it kills the bugs around you.
Note: this is no longer a viable use since they buffed both the em discharge and turret ark to not do friendly
Friendly has one single use case for me, which is the very niche area denial engineer build that I run on drilldozer and salvage missions. It includes spinning death, proximity mines and turret arc/turret em discharge. With friendly my team can use all of theses damage sources as safe spots without worrying about their health. And also don’t take too much damage if they accidentally get too close to my turrets. Plus they can also hide with me in my spinning death (built with stun of course) which acts as a pseudo gunner shield. As an added bonus it lets me take much less damage from my turret arc if I try to reload a turret while it’s active. Besides this niche build though… yea it’s really bad
For me its very handy with Fat Boy, not just for accidental ally hits but also for intentional creation of radiation zone, then running through it with swarm following you, as radiation is also reduced by it you will take minimal damage, and it will roast and slow bugs, good way to get out of tough situations when you are surrounded.
@@belisarian6429in that situation dash is better (even though it’s an active you should be running it anyway)
@@Andrew-pq3lj yes and no, yes rush will get you to other side quicker, but sometimes that is not target, sometimes situation calls for you to run inside it for a while. As for dash to be must have, maybe, for me Iron will, instant Res and Steve are of similar importance,so it depends on situation.
I think something that may make some of the weaker perks like See You In Hell, Hover Boots or Friendly better is the fact you unlock them very early in the skill tree while you are still learning the game. Friendly in particular only taking 2 points total to unlock is good for new Drillers or Gunners who may need some training in avoiding friendly fire. Ive once accidentally killed a scout who zipped through my minigun when i was new.
Obviously keeping them when you get better at the game isnt the idea here, but they are nice training wheels for getting started.
Ive got no excuse for Second Wind though, its just too little even at that early stage.
As a new player, I really like See You In Hell, even if I don't always get to use it
I like deep pockets even on haz 5. If youre a gatherer you can supply a whole team multiple resupplies in just 3-4 trips and then just be done with it and fight
Except why? Why would you when you can take two more trips (if you are doing the mining Nitra you are probably the scout) who can grapple over to Molly in TWO SECONDS like seriously. With proper teamwork the scout is mainly mining nitra and the time between trips with their insane mobility is completely negligible. It’s absolutely not worth sacrificing a perk for like ten seconds saved through a mission when you could have any other good passive. (Vampire with iron will, thorns, born ready, resupplier, unstoppable, elemental insulation, and sweet tooth are all FAR better options since they help you stay alive, and if you die… it doesn’t matter how fast you got that nitra vein does it. Also don’t bring up “well if I get resupply faster it could save the team too” because if your team is getting swarmed and you are getting nitra and not helping them… well that’s a whole other issue. Sorry for ranting like this but I can’t help but get upset when people think the some quality of life improvement is better than a game changing stat buff or ability
@@Andrew-pq3ljIf youre a solo player then fair but it can be extremely valuable to have even those 10 seconds (but likely more). On higher skill levels people move quick, molly can usually not keep up in my games. Having this extra capacity makes for a huge time save and that means that when my team enters a room and i go for the minerals, i am back in that fight so much quicker. as a scout you are already extremely mobile and therefore survivable if played well, so the survival perks only come in handy in edge cases. Its more about hit avoidance. If thats not the case for you then sure, pick survival perks. But shitting on someone isnt really necessary here. that time you save is there so you can be more firepower and distraction for your team, which helps in every single fight. Its a team game, and a perk that might not directly save YOU may be better for the team in the long run.
@@J0mCDI was kinda rude in my previous comment rereading it now lol but shitting on them wasn't my intention. I am just trying to show people that have the idea in their head that this perk provides much value at all that its wrong, even though it "feels" nice to use. Heres my counterargument: Nitra is worthless unless you hit certain values (multiples of eighty). You would have to get approx 6 full nitra deposits of 55 nitra each (330 total - 10 spare for 320 needed for 4 resups) to have gotten 80 more nitra total than you would have gotten without the perk. This also applies to morkite or other mineral quotas but the math is different there. In 90% of missions on the "higher skill levels" you mentioned, getting that amount of nitra is overkill when you can finish the missions with two or three resups at most. It is also poor time management to say that 10 seconds will matter, sure during a swarm or something that will certainly be the case, but even during haz 5 there is PLENTY of downtime for a scout to clear all of the nitra in a cave system after the fighting (or clearing of a room) is finished. Ive played over 600 hours and have never used deep pockets and have never had any issues with finding the time to get back to molly or mine minerals as scout. Yea people move quick in this game but with proper mule management she is never more than a couple grapples behind under normal circumstances. All of this doesnt even matter because as I said previously, the extra space will take AGES to pay off, and instead of getting the 15 extra nitra in a vein, leaving it and depositing at 40 nitra and going to the next vein is just as fast (actually faster because you are mining less) and again, you will only ever get an extra resupply every 320 nitra + plus you still have to spend the time mining that extra 80. What you said before about scout being very mobile is true, but damage is still inevitable playing this game for the vast majority of players. When you get to the point in skill that survival perks don't matter then an argument can be made that ALL perks are only handy in edge cases. While most of even the best passive perks are only handy in edge cases, with how long it takes to get any value from this perk, its a dead perk slot for every mission that doesn't reach the 320 nitra minimum to get value, and even then as I said before its wayyy overkill for smaller missions and bigger missions give you much more opportunities to deposit so its again, a dead slot.
Thats why I think that way :/
@@Andrew-pq3lj-- I fully agree, deep pockets saves time and gets you the resupply sooner. Often it's not particularly useful, but it's often the difference between having 80 nitra and scrambling around a swarm hoping molly stays put long enough to deposit instead of walking eith the bugs. Especially on missions where the team splits up, like Escort Duty, Deep Scan, Point Extraction, or Morkite Refining; or if you generally go clear things on your own. It's doubly useful on Point Extraction, Low Oxygen, and Haunted Cave, as it saves time and trips.
unstoppable is also quite good since it allows you to move fast enough not to stop running if you step on snow
also the speed increase when carrying a heavy thing is quite pleasant and amusingly enough, if you also get backbreaker stout the speed increase from both of those totals out to higher speed than normal walk speed
that note...is nothing particularly useful but I just find it funny
I run friendly as scout to stop the team sociopath from killing me at the drop ship lmao
Hover Boots as a Gunner feel like a must have.
Meanwhile I'm running hover boots and deep pockets on my h5 scout and I swear by it
Shit I run sweet tooth too
as of recently the red sugar perk is now useful for blood sugar missions
I wonder if they ever rework the perk system. Mb additing one more active slot, maybe combining some less valuable perks into one, or reworking them fully.
jet boots should be a hover boots upgrade
@@isactuallyark1110 It would be way too strong. Jet Boots are great as they are because they are so rare, its exciting to find. As soon as you hear that beeping its a rush to locate the crate. If you could have them in every mission it would just trivialize most situations.
@@isactuallyark1110nah it just wouldn't feel right even if you nerfed them enough to be balanced. Better solution would be to make hover boots passive.
Born Ready on engineer with the breach cutter is great as it reloads both the breach cutter and the platform gun while your using your primary so you can switch to the Breach cutter fire off a few shots and the switch back to the shotgun and the BC will have reloaded faster than if you had actually hit reload(at least that's how it feels).
Also Born Ready will trigger for all weapons if you holding a cleaning tool or carrying a large item as all your weapons count as holstered.
Or it reloads your two weapons while you lay platforms
Scout user here and I use hover boots constantly haha. Yea it's a long cd but if you mess up with your grappling hook then you can use the boots and it gives you enough time to recharge hook
A strange use but a use, the sugar perk (at least used to) give a lot of movement speed on eating red sugar. I loved running it on my speedy scout with Zhukov's for insane speed all around. Definitely still C but a funny C tier. Always funny to run past my friends mach 3 style with that + dash
friendly is made for scout mains so they dont get blasted to bits by a certain someone
23:00 - I promised my girlfriend's son I wouldn't attack lootbugs... so this is the only way I can pop them. Highly conditional circumstance, I grant you.
I run vampire on at least one load out for every class. It’s just become a part of my play style to finish off grunts with a pickaxe swing when breathing room allows. Because of it I rarely ever have to use red sugar. Any load out that you have iron will you should have vampire.
Alas it does not stack with thorns or it would be way too busted.
Iron will plus berserk plus vampire and thorns is just a fun combo as scout if you’re any good at grapple kiting.
This is a great video to get newer players to understand what perks to run in DRG, however...
I find second wind to legit be useful when there is downtime. Which tends to happen mostly on escorts or long hallways. It's not any higher than c on my list, but I also use a S-A-B-C-D-E system. Also sweet tooth gang rise up!!!
tbh sweet tooth is kinda a waste of a perk slot
@@kronikz_2210free health cant be waste of a skill slot
@@ЕрікПокідько take what you want, but personally, i find resupplier to be a better health source. Red sugar isnt always available in many situations.
Field Medic is so so good man. If you've got multiple people running it you can clutch so many things that seem unwinnable.
Especially with iron fist
I put Deep pockets, Thorns, Dash, and Beastmaster on every loadout for every class. I love the QoL perks that just make the game a little easier
It's always interesting to see another player's ranking of perks. Only 4 matched my rating and 10 of the 22 were one off. Love the vid.
I guess Thorns would be particularly helpful if you're Gunner or Driller and your weapon has a long ramp-up time, so then you don't have to always be taking that time to spin up and aim at the baby bugs
I ADORE Vampire. The amount of times I just finish grunts off with a pickaxe swing to gain health sustains me more than sweet tooth would. Not to mention how it pairs with Iron Will has let me save so many games
I love vampire, but my attempts at finishing enemies off with a pickaxe have lost me more health than they healed.
Second wind is available from the start, where as dash isn't. Some abilities have a degree of usefulness until you get to a higher tier or perks.
You forgot the other effect of friendly, resistance to idiotic teammates and trolls.
I have long lost count of how many times dash has allowed me to escape dicey situations and reposition for maximum effectiveness
Berserk,vampire,and iron will is one of the most insane combos it can allow you to get to full health while your iron willing
In my experience, Thorns + Vampire + See You in Hell + Berserker make for a very fun melee experience
I really appreciate your calm, rational and insightful commentary here, encouraging others to use what feels comfortable to them while also establishing your thoughts in a critical yet fair way. Also you're handsome, just wanted you to know that. Gonna watch more of your videos now byeeeeeeeee
I know there are better perks than deep pockets, but IMO it is not C tier, definitely better than strong arm..
As a scout main it makes a tangible difference in how quickly I can bring in nitra for the team, especially on On-site refining or point extraction missions where the deposit point is often far from where you are. Makes it much easier to get a resupply in two trips rather than 3 and can often help save an entire trip when a vein would put you at just over 40 nitra
Running to get the speed boost, then using Scout’s grappling hook perk to get an extra bit of speed may not really be useful but it’s so fun to just zoom through caves using it
Don’t forget hover boots is extra good for scout since if he has no platform it can extremely easily let him get the ceiling materials. There’s an extreme amount it’s useful for that
You can land on any mineral that is not gold. Really not that valuable because there are more veins in a mission that the 75 second cooldown can handle. You’re better off using your grapple and power attack.
Hover boots are semi-useful for weird magma core ceiling veins, but in most cases you can ignore hard to reach veins like that. 1 nitra vein can help you, but most missions give you an inordinate excess of nitra. Morkite spawns in droves in the final room of a mission so hard to reach veins often aren’t worth it. Crafting minerals have it slightly better, but one vein won’t make or break your in game economy.
For reference, I play exclusively haz 5 aside from goofing off in the discord lfg very occasionally. Not trying to shit on other hazards, just trying to give my info a little bit of credence.
@@duchoang5410 the problem is you can’t get all of it, and sometimes the health loss from fall damage isn’t worth it. At least imo cause I save red sugar as long as possible for late. Even with the fall damage upgrade on armor. For most of my missions I can get 1-4 ceiling nitra veins and idk why.
I don’t use hover boots really, I almost exclusively only run iron will and field medic. But when I have run hover it’s been extremely nice. And especially depending on your play style, others would like it.
A good scout is able to power attack mid flight to make a hole to stand on any minerals except those nested into the ceiling cracks of magma core. That is however a big skill ceiling to reach and hover boots are a great savety net for learning how to do that.
@@Nikolai0169 I ran hover boots for a long time while doing my first promo on scout, and while I agree its use case is so slim it isn't worth the slot, every few missions I see a vein that I can't land on because of the slope of the cave, but if i had boots to hover for a few seconds I could carve a landing.
I think one use case for hover boots can be if you're high up somewhere and a sudden swarm comes, you can then jump off the ledge and land safely without worrying about fall damage. I played around it with a while and it is very effective in those cases. Sadly though, there is only 2 active slots and the competition is rough.
Two things:
1.) On driller Vampire is S tier (drills + throwing axe) I agree, but on every other class, Vampire is A tier, since EVERY class runs Iron Will anyways. Iron Will makes you immune to damage for the entire duration, so even if you get back some health you don't cancel the immunity or suddenly cut iron will short. You can power swing and kill something near you first, THEN focus on running away and making sure you don't die. Even then, power swing is an AOE attack, and you can still nab a nice little +10 HP with 2 glyphids near you, or just pick off the weakened glyphids with a swing to help keep yourself healthy. It provides you so much health in the long run it would be criminal to rate it anything less than S or A.
2.) Veteran Depositer is Trash tier unless you're playing with the Low Oxygen modifier. Depositing faster is like bigger mining bags (inconsequential) and the actually useful part (30% resistance) is also completely worthless. Would you rather get a 30% dmg reduction by sticking near Molly, or get a 100% dmg resistance by actually MOVING around and avoiding getting hit in the first place? Veteran Depositer is similar to "See You In Hell" in that it's good on paper, but actually pretty useless in practice.
I personally like comboing berserker and vampire, not to get up close and personal, but rather to take pressure off if I get caught in a group of bugs while doing something else and gain health while doing so
Wow....I never knew people felt that way about Hover boots, I use it on almost every class all the time once they're Promoted.
I use Hover boots multiple times a mission basically every mission, it makes kiting swarms so much easier.
How do you kite with hoverboots?
I hope they change the perks, cause ive been using the same perks for hundreds of hours now.
Not that the others ones are useless, but at higher experience of the game, most of the perks becomes obsolete.
Resupplier, thorns and Vetaran Deposit are the most valuable.
Born ready is only for my gunner using autocannon, longest reload in the game, even with animation cancelling.
And for activate perks, Field medic only scout, Iron will everyone except scout, and beastmaster for everyone cause Steeve is the best bug in the galaxy and he will always be with me.
Veteran depositer is kind of obsolete when you animation cancel
My top 2 uses for hover boots: 1) General Driller load out. I get very creative with tunnels and have accidentally drilled through cave ceilings 75m in the air more times than I can count. These save you from that splat. 2) Gunner Elimination load out. I put the zip lines into the stratosphere when fighting Dreads. If they EVER knock me off the line, Hover Boots save me from having my teammates have to pull me up in the middle of a boss fight.
I can also see them being useful for rookie scouts before they pick up Hover Clock or Special Powder, but both of those make Hover Boots immediately irrelevant for scouts.
If the "see you in hell" passive worked with the driller's drills it could redime itself a little bit. Even with this change it becomes a perk usefull only for one class, witch is strange.
This list is just wrong lol. I know it's your list but if you solo haz 5 this list looks completely different. Resupplier is the best perk in the game behind iron will and dash. It's 3 perks in one. No way is beast master in the same category as it 😅. And there is no reason shield link field medic should be in the same category. You have to play very close to use it which never happens and of your teammates are smart they're running invulnerability for 6 seconds on their armor.
Steeve💪💪💪💪
This is a haz 3 tier list for sure
Bro is a dating coach
Bad take
The game is not built for single player, it is made to just barely function in solo. Ofcourse a solo list is gonna be different.
There is no benefit from resupplier other than extra health, since the only way you need to supply during combat is if you forgot to do it earlier.
12:28 - It can be good if you time it to use as your ally comes to raise you, as otherwise they must use resources to clear the enemies away from you. It kills enemies and provides a fear radius of protection allowing them time to get you up without being attacked, other than certain raged attackers.
See you in Hell can be used 3 times as opposed to Iron Will, so it has some advantage to choosing.
IMO regarding hover boots, if it's just a scout list they are S tier. Not only does it help save you from fall damage, but when mining minerals on a wall or in the ceiling they can help you by allowing you to dig a big enough hole to land in and mine those minerals.
Unironically bug thing is better than a lot of the other passives. The main issue is the range is really low, they should boost it to 10m+
No leave the friends alone
@@vladgabrielmatei9128I would if they didn't drop nitra
"I just popped a lootbug, and i'm not so proud of it."
And that's why I only use it with Scout
"Sorry little bug, your own fault for being full of goodies"
Push Elemental Insulation, Thorns, and Heightened Senses down a tier each, and this tier list is basically perfect.
Why do I use "It's a bug thing"? Because it is one of my favourite perks as a scout and saves me a lot of time. I can pop a whole group of bugs and collect the mats in a matter of seconds or save teammates vital ammo and time. I like to stay in front of the group, pop any bugs I see on the way to the next room and let my team pick up the goodies, then when I get to rooms I'll pop as many as I can while fighting the grunts and don't need to stop fighting to collect nitra.
But yeah... When I'm playing higher tier games I take it off for something less fun and more practical.
surprised you didn't mention this, but using vampire + iron will so you can get the vampire proc during an iron will can be a pretty good combo, you don't have to care about finding red sugar to stay up
and also if there's just no red sugar nearby at all
He did say this at 34:11
javarak gaming here are my views on this, starting from your lowest rank:
1. friendly is a perk i take always on defensive oriented missions with driller. when playing escort or salvage, it is extremely easy to lose a lot of health from friendly fire, especially on higher hazards where one bug can down my character. i have lost elite deep dives back to back, because of my failure to take it. also, i have over 1000 hrs in the game, so it doesn't apply to just newcomers.
2. i always take deep pockets with scout. the minerals in this game can be in locations that are difficult for other players to reach without spending resources. a scout with better capacity will speed up mining, regardless of how new a player is to the game.
3. hover boots are not a fall protection tool, but they can be used for this. having them make moving around large maps easier for everyone other than scout, due to it not requiring resources for vertical movement, and during hordes, when driller needs to jump off of the upper sections of the point extraction map.
4. i have been taking berzerker with gunner, since the shield already makes reviving easy. when i take it, i take the area of effect trait for the pickaxe, since dmg becomes less important with the power attack, vampire also works with this.
5. see you in hell, is a strongly defensive oriented perk. because of how it creates a temporary safe zone, it is useful for salvage and escort missions where staying in a given area is of strong importance, and Doretta needs extra shielding.
6. vampire will always be higher than B. supplies and red sugar are in sparse locations most of the time, and where one is downed will very often be in an area that is hard to reach either of the health regeneration methods, unless it is in a defensive mission where the supplies are pre-dropped.
7. shield link is of greater value to me over field medic. field medic does not give protection to the player being revived. this makes the one time use revive pointless if there is no other source for protection, and they do not have the temporary invulnerability active with their armor. shield link gives shield boost, and it can be reused which is more valuable to me.
8. iron will is great, but it is pointless on haz levels lower than haz 4, and is only valuable if one is in a location to revive or get health which can be impossible depending on where the player is.
You don’t need deep pockets on a scout because you can summon Molly onto the wall or just grapple hook to her and back.
@@ewanlee6337 in solo yes, but not as much with a crew, plus i am not always in the same area.
@@commonsense-og1gz you can take turns with your teammates summoning Molly. You can also just continue mining after you’re full and then Molly gets to you, just make a couple quick grapples.
Also, while iron will is less important on lower haz levels, so are all perks in general since the pressure is less.
And if you take vampire you don’t need to rely on healing being nearby.
And with field medic, he pointed out that at max level it causes fear in everything near a revive including fear resistant enemies.
The problem with shield link is it requires the team to be clumped together, and my experience that is often not the case though I guess with a coordinated team it would work.
@@ewanlee6337
1. takes too long to wait on molly. as i may have said in my previous comment, i am not in the same room with the crew, and moving back and forth with the grapple still takes time. i leave molly with the crew. it is much more simple, and less hassle to do it this way.
2. IW is not less important; it is useless in lower haz levels. anything else is more valuable.
3. vampire is always important with IW, but beyond this, it is much weaker than even red sugar, which is harder to get.
4. field medic is a one time use perk, which does not give resistance to the player. even with the fear factor, a player is still subject to being downed very quick after revive, turning this into wasted value. the only character i take this with is scout. however, this is because scout is fast enough to avoid being downed, so IW is sacrificial here.
5. shield links value is with the active side of the perk. the passive effect is only useful for escort missions and salvage operations, or bunkers.
from what iv experienced thus far, vampire often gets paired up with berserker because you can just go ham during a swarm on low HP and just regain chunks of health with a single power attack... that coupled with iron will is a great way to get yourself alot of free health while invincible as well as give you an opening to attack with fully recharged/reloaded weaponry the moment you get yourself enough distance or enough HP to last abit longer to continue chugging along and helping team mates up...
Its a bug thing is mildly useful on oil rig missions because theres little nitra and buku lootbugs, but it definitely needs a buff where it makes lootbugs drop more ores when detonated
i usually run iron will+field medic for the fact that in the 12 seconds you can reliably revive yourself and 1-2 teammates
Idk that i agree with Born Ready being S tier. Maybe its because I am pretty good about keeping my weapons loaded. Resupplier I might have put as S tier instead. That instant reload when youre low/out of ammo can be crucial in addition to saving time and increased healing.
I also like Beast Master quite a bit. Its one of the few perks that gets you more damage in a fight, even if just deleting an enemy, let alone it turning to fight for you at quadruple damage and being a distraction. Its always useful and with all classes. Long Live Steeve.
It really depends on the loadout. Besides the weapons mentioned there are some that just reload really quickly anyway, the Boltshark still needs to reload whenever you switch ammo types, etc. Getting the passive reload on Support tools can be pretty handy though, if hardly crucial.
Consider this: most veins have more ore in them than your maximum carry without deep pockets, 45 or so, effectively halving the time it takes to go back and get that extra 5 ore
I run hoverboots on my Scout to allow me to grapple above something I want to mine on the wall, especially when there's no engineer nearby, or when they aren't platforming everything. Grapple > Hover > Power attack to create a hole and keep chopping > look up and re-grapple into the hole when the boots cut out. For the scout, it's an A-tier perk, IMO. I've mined so much nitra that was generally inaccessible otherwise using it!
I've found hover boots to be a nice option for scouts either on their own or without an engineer to make platforms, for reaching the high up veins of rock. Where you can grapple up, hover, and do a quick mine combo so that you can dig enough dirt in to create a foot hold. Outside of that definitely better options.
Genuinely helpful guide as a newer player, thank you.
Hear me out for one second on the lootbugs. Have you have just been riding the pipes and an army of lootbugs stops you from grinding?
Imagine going down the line and them just exploding instead. The only application for the perk.
As a second wind enjoyed, a 12% speed boost is very noticeable especially if you are b-hopping while firing. The slight speed buff makes you about as fast as a swarmer and greatly helps when you are exploring a large cave. I would say it is a B tier perk.
As a reckless scout player, I rely on hover boots sometimes. Great list btw.
Hover Boots are great training wheels for Scout. If you don't have stuff maxed out, the overclocks or the experience, take them. It makes getting annoying ore easier. Sometimes you'll mess up your power attack angle and they let you either save yourself from the fail or just actively use them to dig the small hole safely while hovering.
Dash is great, especially since you can use it to completely ignore winds from the glacier and sand storms
Just unlocked every perk slot on every class so this is very helpful
Gunner having dash + field medic = unfathomable clutch factor
Also I will still run deep pockets and the inventory upgrade on the barracuda rig with strong arm, I am dump truck
Surely Vampire could at least be in A-tier? It's true that the Driller is the only class with unique melee attacks, but all of the other classes are able to sneak a power attack into a battle every once-in-a-while.
Using the Power Attack nearly every time it's available is a fantastic way to save little tidbits of ammo and health throughout a mission. And it adds up fast.
Would be nice to see build groupings and reasonings. good stuff here.
Nice video: :) liked the teir list
I played around as engineer and my option to spare ammo was using a combination of sharpen pickaxe for melee with vampire, see you in Hell, and if I really want to go nuts I might add Thorns and all it takes is one hit for me to hit a bug ones and I heal and the bug dies; still the combination of berserker with vampire is what I add to my gunner as a backup to heal and take big guys out so I can spare ammo for the swarm.
What I've learned: my standard build is fairly A tier with a hint of C tier (I run field medic, shield link, vet. depositor, resupplier, and deep pockets with a team, I have yet to reconfigure for solo missions)
"Friendly", why would you not pick it as Scout, when you have Maniac, with C4 or Nuke, next to you.
friendly is good for people using the nuke on engie or to prevent the accidental c4 of the scout meme. sweet tooth is good for the mission where you constantly lose health
Born ready on scout is a must for me since i LOVE shotgun jumping and having a flare always ready feels nice
I actually really like sweet tooth personally, I love the speed boost and the amount more u get healed by is actually very noticeable so if you're playing with others u can actually take the whole red sugar crystal and leave the rest for them, thats how good it is at healing u
I get the vibe that the friendly fire perk is for parents playing with their kids.
So I'm pro vampire for every class. A Tier for me. The reason...that's excellent heals that come to you turning every grunt into a heal pot if you are skilled enough. Every Dwarf has a pick axe....Every Dwarf at some point should conserve ammo so pickaxe kills come in more than often.
Then again i main Driller so Vampire has skewed my view. R&S! ⛏