It's a bug thing could give extra nitra from loot bugs. Something you could take when running an ammo hungry build. Love your idea of combining Strong Arm with Deep Pockets.
i would combine bug things - deep pockets (with an small extra nitra from lootbugs ), strong arm - unstoppable - second win and deposit - elemental isolation !
I think thematically it would make more sense for deep pockets to be combined with veteran depositer. If anything I feel strong arm is the best candidate to just get a whole new effect. Throw grenades further and improve the handling on weapons, maybe?
Heightened Senses could trigger unique voice lines preemptively calling out leeches, or potentially automatically ping a leech before it grabs a dwarf.
Kinda unfortunate design. Deeprock is pretty excellent at having disability design in mind, people who are hard of hearing, can't hear, don't play with sound, or can't play with sound would be at pretty noticeable disadvantage
@@celestialowl8865 Yeah you can turn subtitles on, it also flashes your screen and gives an icon to indicate where it's coming from, it's really easy to make use of an shoot leeches or grabbers before they get you
6:12 for this perk, i think it would be much better if lootbugs were to give 20% or 30% more resources when popped with the perk, meaning you could get more nitra or gold with it, especially nitra since it would be super helpful to get ressuplies early or often
One teeny tiny thing i would like to see for heightend senses is a warning when a stalker is about to attack you whilst hes invisible. Just so you can potentially avoid his shield disabling attack. Dont think it would be too OP since just like grabbers and leeches they are a fairly rare spawn and you can spot and hear them before hand if you pay real attention when trying to spot him. So a little warning only when he is right behind you about to pounce is all it needs imo.
I unironically use "its a bug thing" all the time as engi Not because its good, efficient or makes sense Just the chat messages "Chad perk, bro" "Bro got that GOAT perk goin" Are worth it
With Strong Arm, i'd give it extra throwing force to your grenades too. It's still pretty niche, however it's fitting given the description and having some more range to your throwables could go a long way.
One additional idea for Strong Arm that I have been thinking of is that you could also use your flares for a tiny bit of damage, and maybe a small boost to melee damage
@@edvingjervaldsaeter3659 only a tiny bit of damage for flares isn't really high enough impact to be worth the change, and increasing that damage enough to be significant might make it too powerful. though having a damage upgrade for the flares would be nice if they make flare upgrades (i mean come on! it's already sitting right there on the equipment screen teasing us!). extra melee damage doesn't quite fit strong arm's identity since it's all about throw range. and we already have both berserk and see you in hell for melee damage buffs.
@@MadLadLock I particularly hate strong arm because I've never thought "I wish that flare went farther" but I CONSTANTLY wish that flares didn't bounce off the ground and down a chasm when I try to drop one at my feet
@@dgameboy101bFlare upgrades were a thing in the past, but the devs removed them because they realized having worse flares sucks and isn't fun, so you'd either have to upgrade fun stuff like your weapons and just have less light, or have to upgrade your flares but be unable to focus on fun stuff like your weapons. So instead they just made all flares fully upgraded by default, and made them all the same intensity (but never changed the name nor removed them from the upgrade terminal)
I feel like this plus having it increase weapon handling would make it a perk worth taking. Still probably weaker than its contemporaries but overall might be worth it when running certain weapons with bad handling.
Some suggestions for Perk Ideas 1. Just buff the numbers on Second Wind, its fine as is, but it needs to be a tiny bit better in the speed and how long it takes to trigger 2. Strong Arm could all you to throw Grenade's farther, and maybe allow you to carry more of them 3. I have a stupid idea, But make Thorns deal Melee Damage so it can trigger Vampirism... I might be on crack 4. Veteran Depositor should be buffed to work when your around "Objective Points" like the Hacker Drone or Dorretta, this would make this perk into the "I'm protecting the objective" perk 5. Field Medic honestly should have both of your ideas. Both the one time self revive and the Bosco healing speed. I think it would be nice for single player n all
The one change I'd make to Thorns is make it able to hit Naedocytes again, because as it stands it's only useful against swarmers which in my experience are much easier to deal with than shockers. Yes, Ghost Ship decided to nerf Thorns earlier this year for basically no reason (I know it was technically bugged before but they could have just left it as intentional)
3:20 Worth keeping in mind that most ranged enemies in the game use damage types that are affected by Elemental Insulation. Realizing that made me give the perk another go, cuz a resistance to most of the worst enemies in the game is pretty nice.
Honestly just adding explosive resistance to Elemental Insulation would be a huge buff on its own, because as you may notice when reading through this, there are so many enemies that you'd think would do elemental damage that actually do explosive damage. Most ranged enemies are actually either completely ignored or only partially affected by elemental insulation. A lot of ranged enemies only deal partial elemental damage, with a second component that Elemental Insulation doesn't help against, resulting in a less than 30% damage reduction as advertised. For example, both acid spitter and septic spreader projectiles deal kinetic damage, and only the DoT is poison, so only the DoT is reduced by 30%. Bulk and crassus detonator stomps work the same way, the initial attack is explosive and only the DoT is fire. Some, such as frost bombers, have two types of direct damage at once, with frost bombers dealing partial frost direct damage and partial explosive direct damage. There are also some enemies you'd think it would work against that it just doesn't, such as spitball infectors, which deal kinetic direct damage and explosive AoE. Another example is shellbacks, which deal pure explosive damage. The only enemies it has the full 30% reduction for are naedocyte shockers and praetorians, specifically the regular version and radioactive variant; the frost variant is not listed on the wiki, so I'm not sure if it has no effect or if they just forgot it, but I would assume it works fully. Dreadnaught lacerator's flamethrower attack also isn't listed on the wiki, so although I would assume it gets fully reduced, I can't be sure, it could be partially explosive for all I know. Naedocyte shockers are still listed as melee and unaffected by Elemental Insulation, so the wiki isn't fully accurate and up-to-date yet. Also mactera (except frost bombers), menaces, web spitters, and deeptora honey combs aren't reduced at all by elemental insulation. And "mactera" includes goo bombers, which do explosive damage.
I think Iron Will should be reworked entirely. It is a must run because it straight up gives you a free revive. I picking up health should not revive you, it is a final stand ability, something that could potentially get you back in the game. Using iron will should completely refill your health bar which will then drain over time (slower drain with higher level perk). You would still be invincible, so your health acts as a timer which can be increased by picking up health. You should need a team mate (or Bosco) to "revive" you to put you back to normal, putting the team emphasis back into this perk. The health timer mechanic should have a 2x heal bonus and once you are "revived", your health should be half of what the health bar showed. This means that things like vampire and red sugar would by you more time and supply drops would be full refreshes, but they can't save you, only your friends can. You can still collect health while in Iron Will, but you can only get up to half health and you slowly burn it back off.
I'm not the biggest fan of this rework, it can be a waste of Red Sugar and even a Resupply later where some of your teammates probably needed it more than you. How about when you fail to revive someone cause of a Stingtail and decide to bite the bullet and heal so you can try again later, I've done it a few times and it saved the mission.
@@veryheavyalan Yes, that is kind of the point. You have to either be quick and risk running out of time or buy more time at the cost of a precious resource. This gives Iron Will some risk and reward, something that it is heavily missing. If you have vampire, you can use Iron Will at any point no risk whereas vampire buys you extra time with my rework.
Heres my thought on "its a bug thing" rework: Your knowledge over the different creatures of Hoxxis has given you an edge 1st level Interacting/Petting lootbugs causes them to harmlessly dispense their minerals. minerals dropped from lootbugs are worth slightly more! 2nd level Interacting/Petting lootbugs causes them to harmlessly dispense their minerals, minerals dropped from lootbugs are worth slightly more! Lootbugs you interact with or kill have a chance to drop red sugar.
I would say buff for elemental resistance is increase the amount needed to freeze and for rock pox to capture you, or make it much faster to break out of those two, you can also make it so you're not slowed as much in sandstorms and snowstorms and possibly faster in the swamp goo These changes would make it much better for certain biomes and mission types as opposed to like 15% more speed, it really helps a more immobile class like gunners, while isn't as big of a deal for someone like scouts
According to the wiki, Elemental Insulation does also have temperature resistance, which I'm pretty sure means that it does already make you take longer to freeze and ignite.
I put thorns back on. I don't need it and there are other more valuable ones, however dealing with those random swarmers all the time in lethal 2x bugs is enough to drive you crazy so it's a sanity perk for sure. So I guess it's the most valuable one of all lol. Second wind is definitely not useless in lethal difficulty, especially when you increase aggressiveness. It has helped me many times.
An idea for Strong Arm that a friend of mine had:make it to where throwing a deposit able mineral at molly/mine head/refinery causes it to be auto deposited
I usually go with Vampire, Sweet Tooth, Resupplier, Field Medic, and Iron Will Unstoppable and See You In Hell are BIG favorites of mine, but they do feel like a bit of a liability to use when much better options are available I especially like SYIH because I mostly run gunner and there's usually no one to throw a shield if I'm down Iron Will should really be an armor upgrade with no alternative choices, I feel like it just makes sense that a hardy little dwarf dude would always be able to make a single last stand in a fight
I really like See You In Hell as well, making revives easier for your teammates is actually pretty useful, plus while you could do the same thing with IW and a power attack it's good to get revenge on that one enemy that downed you.
I think it could be really fun if Heightened Senses also pointed to what direction bugs are in when a wave spawns, and it would fit the perk's concept. Also, I think you should be allowed to steeve bulk detonators; it would be hard to do, and they would deal full friendly fire damage, but it would be really funny and an interesting gamble.
Given how many extra perk points we generally have accumulated, and given how many times you personally have suggested "let's combine these two perks", I'd suggest a compromise. Let us spend perk points to "two-fer" on perks and give the specific twin-combinations names and point-buys. It is figuratively killing me to not have some outlet for all of these damned points.
@@corvax8644i was gonna say this lol. I'd say 30% is a good amount to regen to. Anything less and you're probably still going to get one shot on higher difficulties. Maybe speed up the regeneration since as it stands it's a little slow.
ok a few things bug thing should auto collect everything that flies out your unstoppable is great i would love that i didnt know you could quick deposit without vet depo, i will stop taking it i think will and dash should be base, they are both incredibly strong and very very nice qol and it would nearly guarantee opening one slot with will and probably a second for many dwarves with dash
I always thought that Strong arm and Unstoppable should be combined together, not with deep pockets. Simply because they are both kinda weak but also thematically they combine seamlessly. For "It's a bug thing" I think it would be interesting if it forced exploders to detonate a bit farther away than normal, maybe even at the very edge of their explosion radius so if you stand still they can't even hurt you. I personally argue that Hover Boots is the single worst perk in the whole game. The keybind is way too clunky for a perk that you would probably need to use as a split second reaction to suddenly falling. Even intentionally jumping down to a pit and using the boots to catch your fall is inconsistent since the activation button has a slight delay so you might just hit the ground before it activates, or try to compensate and accidentally activate it too early so you take the full fall damage anyway. I seriously think it neets a complete and total overhaul to how it works because in its current state I believe it is nigh unusable. Perhaps it could activate automatically if you're about to take fatal fall damage, like say auto activate if you have a certain amount of fall speed once you're close enough to the ground.
I think thematically veteran depositer and deep pockets make the most sense to combine. I could see unstoppable being combined convincingly with either second wind or strongarm, maybe both even. Personally I lean towards unstoppable and second wind because I prefer the idea of Strong Arm increasing weapon handling or being rolled into the passive for Berserker.
I think for a hoverboots buff, hold your jump button for a double jump. Not much but would be fun. Imagine the plays that could be made with Scout’s momentum and low gravity
Aight if we are doin this then Imma do this: -Beast Master: Fine, maybe reduce the cooldown -Berseker: Serves a speedrunning niche, is fine. Probably reduce that cooldown though. -Dash: Probably too good. I always take this if I am not Scout. I'd increase the cooldown. The greatest get out of jail free button in the game outside of Scout's Grappling Hook and Gunner's Shield. -Field Medic: Fine, Is quite useful and the passive addition is nice too. Maybe if one thinks it is too good remove the passive part, probably still good then. -Heightened Senses: Fine, serves speedrunning and solo niches. -Hover Boots: Bad, the cooldown is way too long. Make it 30 seconds and we might be cooking. -Iron Will: Too good, a must take on every class. I kinda don't WANT it nerfed, but it is too good. Hmm, probably just make it guaranteed down you after the timer, healing be damned. Still amazing but only as a team play tool. Or, hey, do the opposite vibe: can't revive while under the effect! Find healing or the mission is failed. Both effects is too much and makes Vampire also feel too good imo. -SYIH: Bad, probably. Decent with Vampire. Maybe it is actually fine but get competed out, hmm. I would make the melee damage boost allow you to one shot Slashers, personally. -Shield Link: Bad, I would never take this. Maybe make the boost last as long as the cooldown, so you can always have that small effective health boost up, unsure. -Born Ready: Amazing, but it being nerfed would be miserable. I take it 100% of the time on all classes except Driller, and if I am running Subata I 100% take it. It is fine. Maybe just make it an armor upgrade for all dwarves to free up a perk slot! -It's a Bug Thing: Obviously bad, maybe make the kill radius much much larger. If it is in LOS it explodes, infinite radius. That would be usable me thinks. -Deep Pockets: Bad, do not take this imo. Make it able to carry a full 80 nitra on you or else it will be useless. Simply run to Molly, deposit, and run to finish the vein. You should be with your team anyways Molly won't be far. If you are far you are playing wrong or are Scout, in which case you have the fastest method of covering a medium distance. -Elemental Insulation: Bad, either has to have a greater reduction or an additional effect. Maybe reduce all environmental damage as well. "Environmental Insulation" or something. -Friendly: Bad. Gotta reduce self damage and/or reduce it by more. If it was an 80% decrease and helped your self damage then it might get taken. Using C4 at your feetsies would be goofy but it'd still hurt and would cost a slot, that seems totally fine. -Resupplier: The actual best perk in the game. Too good. It does not need to give extra health but it sure does. The faster collection alone would make it fine. Both is insane. -Second Wind: Bad, don't take this. Needs to do more or activate sooner. A 25% boost after 3 seconds would probably still be bad. I like the suggestion of combining it with Strong Arm, make it an "Athletic" perk. -Strong Arm: Bad. The flare toss is nice I suppose, and the object toss is nice, but overall does so little. Maybe could give you an additional flare or a slight slight flare cooldown buff, that'd be good. Probably too good. I dunno how to fix this one. -Sweet Tooth: Fine, extra healing will always matter. I take it on Driller since I don't need Born Ready. -Thorns: Fine, the attention cost of killing swarmers is real and this helps. I don't take it on any dwarf but I can easily imagine cases where I would, like with Big Bertha and the Brt7. Imma try this actually. HUGE EDIT: This perk is terrible! Has a cooldown and doesn't kill jellies, what the hell. Remove the cooldown and let it kill small enemies that come up and kiss you. Otherwise trash do not take this. -Unstoppable: Fine. The environmental slowdown is the big one. Carrying heavy stuff faster is irrelevant. Resisting goos, Slashers, Shockers, frost, snow, yeah it is solid. SImply competed out but this is solid. If Dash did not exist I'd take this, Slashers are no joke. -Vampire: Fine. I feel forced into using it due to the Iron Will interaction, but it is pretty good even outside of that, especially on Driller. Great on Driller, maybe even use it if you only have Iron Will. -Veteran Depositor: Fine, maybe slightly bad. Useful for bunkers of all sorts, though I only take it on solo missions when I am EMP Discharge Engineer. Maybe buff the resist but that gets tricky. Oooo maybe combine this with Friendly, call it "Socialite" or "Friendly Depositor", now that'd be something. Yeah let's do that, ignore my previous Friendly fix. Combine Veteran Depositor and Friendly into a single perk, called "Friendly Depositor". So yeah, opinions exist, and those are mine. Thanks, me myself and I, for listening.
A fun buff for Friendly would be to allow projectile to bounce off of allies so that you have a chance to hit an enemy. For bug thing, a huge buff would be to have the gold and nitra be launched right into you instead of all over the place when activated.
Elemental Insulation isnt just for 'environment' damage. IT also reduces damage from the bugs ranged attacks (their spitting attacks), Pratorians AOE (radiation zone), Dreadnoughts fire damage, Basically any damage that isn't straight Melee. So its more powerful than you think it is. I dont think it needs a buff.. but *IF* it were to get one, id say make it a small one, like reduce environmental slow-down effects abit (not by much.. by like 10-15%). Friendly: to me,feels more like a greenbeard perk more than anything. Once you get decent you can generally avoid damaging your own team.... if you want too.. Second Wind: I disagree with you on this. Second Wind is pretty good and i use it quite often. Especially in larger caves. I dont think it needs any buff. And no, its not stright line.. Its just running long enough and it kicks in. Strong Arm: is a specific mission type perk. In fact, many of these perks are use case perks. They are not all meant to be useful *all-the-time*. Also, Vet Depositor doesnt need a buff. Vet Depositor: "If you know the deposit trick" is not a valid reason for stating that part of the perk is weak. Its a valid reason for saying their is an exploit that needs to be fixed. To which GSG knows about it and do intend to fix it, so dont rely on that exploit too much. and yes. Escort, On Site Refining, Salvage, and to an extent, Egg Hunt and Sabotage missions are very good to have this perk because you ARE sitting in one place alot to make use of that defense bonus. Again, I think this is one you feel is weaker than it actually is. Finally, um.. No.. no bonus XP. That would make it a "must include" then. And also, its not important WHO deposits the materials so long as someone does. For example, you really dont want your Gunner to be focused on mining materials. You want him focused on KILLING BUGS and Covering your SCOUT who is mining materials (sorry but the bonus xp idea is really not smart). Dash: I still dont understand why people like Dash so much. I find it fairly useless, especially given I trigger it by accident FAR more than on purpose. But, if people find it useful, more power to them. Field Medic: Nope. No change. Again, not every perk needs to be useful for every single mission. Its perfectly fine that its useless on Solo, Especially given GSG has stated that while they gave us the ability to play Solo, DRG isnt really *meant* to be played solo. So Field Medic doesnt need to be touched. IF anything, it needs a slight nerf given how "auto-include" it feels. Iron Will: Definitely needs a nerf on the shear fact that it *is* an auto include on higher difficulties. If its *expected* that *everyone* has a specific *option*, then that 'option' is far too strong. My suggestion for this is.... One res permission.... between ALL the dwarves. All 4 have iron will? Doesnt matter, you only get 1 res between you for the mission. The only thing multiple people taking Iron will gives you, is a choice in Who can use that 1 res. Thats it. This means it will likely be down to the Gunner or the Scout to have it, and allow the others to use other perks. See you in Hell: A taunt? I mean.. the bugs pretty much already to that anyway. Like to the point that another dwarf can just walk up and calmly melee them down as they stay focused on the downed player. So.. kinda moot there. Shield Link: This is one of those abilities that gets stronger the more people you play with. Really, only one person needs this perk to affect the whole team (Engie being a solid pick). I dont know about the 'armor buff', but to make this more effective in higher difficulties, maybe the passive effect also gives abit of damage resistance of the shields (not health), maybe scaling with how many are in range (but it shouldnt stack with Vet Depositor's damage resistance as that would be too strong). So Dwarves x2 = 10% resistance, 3 = 20%, 4 = 30%.
I can agree that iron will being an auto pick is a bit of a problem but I don't think nerfing it, especially how you propose, is how to fix that; buffing some other perks to compete with it will be a better solution. Making iron will unstackable will immediately worsen the communication frustrations that it's already tangled up in (eg. people using iron will at the same time intending to revive each other, people wasting iron will when someone is about to revive them anyway, people stealing health sources while someone's in iron will mode, etc.). And I can't think of any nerfs that wouldn't break the identity and balance of iron will across different skill levels and situations. Removing how it interacts with health recovery destroys too many fun combos; and reducing the damage, resistance, and ammo buffs enough to have an impact take away from its identity as a last stand too much.
friendly is definitely more of an insurance perk but i think it could benefit from a couple more tiers for even higher resistance. Heck even having 100% as a tier 4 or something could be interesting
I think a really good buff for friendly would be no self harm (or a much bigger damage reduction to self), engie and driller could greatly benefit from it
An interesting idea for Hover Boots i came up with was to allow it to just straight up give the equipper one time use Jetty Boots. There's 2 ways you could go about this: 1. One time use, jetty boots vent heat automatically as normal, if the boots overheat the boots are gone forever and you can't get them back 2. Long cooldown (about 5 minutes), the boots don't vent heat automatically so you're stuck with a single tank. Once the boots are out of juice you get them back once the cooldown expires. I think it'd be nice to give the dwarves a way to force spawn Jetty Boots since I very rarely see them in missions, maybe 1 out of 10? Give or take. Still more common than machine events though.
6:35 I feel like it should allow you to vaccum up the minerals from further distances cause it would be nice to prevent those minerals that come out of lootbugs to not get flung across the map when they explode. 25:45 You don't see it cause it requires you going down constantly and unless you're more new to the game, most older players try to prevent going down. 27:50 The only time bringing the shield link is bad is when the mission has shield disruptor cause it basically makes it useless.
Just to note, Armor gating in Payday 2 works so, as long as you have any armor it will always absorb a hit fully, no matter the damage of the hit or your armor amount but it does not grant any protection outside of the one hit guarantee baseline, there are perk decks that give you a moment of protection when your armor breaks but that mechanic is exclusive to those perk decks.
So i think the issue with perks is that some are just outright underpowered compared to the meta perks. A short explanation is that i think instead of nerfing the good perks, bring the others up to speed. The elephant in the room is iron will of course. If you made other perks better, i think it coukd indirectly "nerf" iron will by giving you a reason to maybe not bring it. I will say thorns needs a buff desperately. Make it able to kill naedocytes again and remove the cooldown on it. Because everytime you get hit, theres a small cooldown for it to damage another enemy that hits you. As it stands im not even sure id take it period. Maybe for swarmageddon depending on if i feel there are no other perks useful to me for that particular mission. If iron will were to be nerfed directly, i feel like the only thing you could do that wouldnt just make it feel bad to use would be to force you to go back down regardless. Remove the functionality of getting health back. Do i think they should do this? Maybe not, im not super in favor of this, but itd be better than shortening the duration your alive for. 12 seconds is already short enough i feel. Its bareky enough. Beast master i think needs a big buff. I think letting us tame any non-boss enemy would be fine as is. Because as it stands, the meta perks in my opinion would still be more worth taking. I would not trade dash/iron will as a combo for this if i were playing seriously and trying to prevent a mission fail at all costs. So at this point i feel that you could get away with just simply making it more interesting and fun. Let me tame tri jaws, praetorians and shellbacks. Why the heck not? Maybe limited exceptions for certain enemies that could be game breaking like an oppressor. Vampire. Now this perk as it stands is fine, however i only think its worth taking because of iron will, or cryo driller. If it ever loses its synergy with iron will, its never going to be worth while again outside of cryo driller. In my opinion at least. My suggestion is buff it by letting small enemies give you health as well. Even if swarmers for example only gave one health. Though i really feel like the normal five would be balanced on any class other than driller because hes the only one that could tear through swarmers fast enough to get a significant amount of health back. And if swarmers giving health with this perk really wound up being broken, it would honestly just be a good sign that swarmers need to be made less common. Small side tangent, but swarmers are in every single mission haz 4 and above. Its the bibgest reason why i personally find them to be the most annoying enemy type. I can not think of a single mission ive done in a long time that hasnt had swarmers. Give them the same rarity as tri jaws and they're more tolerable. A haz 5 mission really is not that much different than any given mission with swarmageddon which is why that modifer is basically just free xp as far as im concerned.
While yes, i think it would be better to buff weaker perks instead of nerfing all the good ones, iron will just has to be nerfed. I dont think bringing every other perk to it's level is reasonable or balanced. I disagree on vampire. I dont think it needs to be changed, and if you were to change it, give more health for bigger enemies instead. That would make finishing praetorians with melee not only cool, but also somewhat useful. Thorns dont really need a buff either, but making their cooldown shorter would be appreciated.
@benismann i can see where you're coming from with vampire at least, and more health for bigger enemies would make sense. I'll hard disagree on thorns though. As it is, it really just is not that worth taking most of the time. The cooldown being done away with and the naedocyte change would be enough to buff it into being usable though. Doesn't even need to do more damage. Iron will is just in a weird spot though due to the very nature of the perk. I don't think it's possible to fully balance it. It'll either be slightly overpowered, or outright useless if you try nerfing it too hard. So I think making the other perks good enough that the main drawback of iron will becomes that you can't take one of the other perks is a good idea. Because then you'd actually be making a sacrifice for the ability to revive.
Good points :) One way to nerf Iron Will is making you weaker after using it (you take 25 % more damage)... This would feel awful first, but we might get used to it.
@@benismannI think it actually would be balanced to buff the perks to the level of the meta ones. If all perks were brought up to roughly the same level, it actually wouldn't be too overpowered because everyone already using the meta perks would stay at the same level of power, they would just have better variety to choose from. Also Iron Will isn't actually the strongest perk. On all classes other than Scout, Dash is actually the strongest.
Imo more people need to run Field Medic the amount of times it can clutch a match but couldn't because the only person that had it was down at least 2 people should be running it to prevent a total loss
I run it on Scout cause I don't use Dash for him, really good in clutch situations. I'd also use it on Gunner cause he is the best Dwarf for revives but obviously, Dash + Iron Will, and max duration shield can also serve that purpose of a safer revive.
Two small points I’d like to cover: It’s a bug thing is already beneficial for ammo hungry builds. It saves time and ammunition when you can pop the loot bugs automatically. Still rather weak in general. I think the main point of See you in Hell is to give yourself and an ally more breathing room when trying to perform a revive. The bonus melee damage is nice but most mobs you don’t want to be taking hits from in general.
Two ideas for buffing friendly: allow it to stack so if both dwarves are running it, you only take 25% damage. And make it where in addition to cutting damage in half, it also cuts a flat 5-10 damage from your attacks on other dwarves, so small DoT effects can be completely negated
I recently realized I don’t have to rely on Born Ready with my Scout build (M1 can reload cancel and Boomstick doesn’t need it) so I have been able to fit vampire instead. That mixed with taking Dash and Iron Will have dramatically improved my survivability on Haz 5+. Dash might seem redundant with Scout but it’s huge since it’s easy to grapple into a bad situation. Oh and faster firing speed with max recharge rate on the grappling hook. I was running extra range and faster retract speed for over a year and didn’t realize it was the problem until recently. The faster retract increases your momentum which will just get you killed vs faster firing speed which means your feet leave the ground faster, enormous difference on high difficulties.
I also think that some ideas for new perks would be something like a building speed upgrade or something along those lines. Maybe like a 5-10% or something. Idk balance wise how it would go. But maybe that'd be something to consider. Especially with hypothetically combining some of the existing perks. Maybe even make some of the existing perks into armor upgrades. Also maybe new perks could be more team oriented kinda like shield link. So as to help promote more cooperation and making "team builds" for difficult missions. As opposed to 4 individual builds.
Yeah, i feel like we need to buff the weaker perks to compete with the frequently used perk rather than nerfing the one we have already. If every perk is good, then we will probably see more players use more perk varieties, but right now, it's only some perks are worth using, especially if you play at higher has reguraly
New to the game, but idea for heightened senses could be making darkness less dark by X percent and/or "bright" within X meters. For hover boots, allow movement would make it much more useful.
I don't ever take berserker because its activated with the same buttons as a power attack and because I activate it accidentally its never ready when I would actually want to use it. You could say that is a skill issue since they added the cooldown animation, but I am not motivated to do that when it isn't needed with any other equally as good active perk.
I love Dash, useful for all classes especially for Gunner, sounds weird but I think the perk suits him the most like how Vampire is seen as the Driller perk. Also yes, Iron Will is definitely the strongest perk but I don't think it deserves a nerf only cause it helps so much in a mission and even saves it when it would have ended in failure, I only take it off when in a low haz mission like 3. I'm maybe stretching it but a third active perk slot could fix the issue, it'd probably bring more variety along with keeping Dash and Iron Will, although Field Medic would probably dominate the third slot in teamplay, lol.
Yeah I think for Deep Pockets to be at all good it has to allow you to carry 80 minerals, because this lets you deposit only one time for a resupply . Anything less than that and you still need to deposit twice regardless.
Im only halfway through the video but i feel a way to balance perks would have a certain amount of perk points to choose for your loadout, meaning you have something like 4 perk points to spend, iron will costs 3, second wind costs 1. I think that would help make people choose more varied load outs, you could blow all your perk points in iron will and field medic or you could have a bunch of QoL perks that are cheap. It would be hard to balance but j think it gets around the problem of a few perks just being straight up better perks, basically make it so that each perk isn't equal in value
It would be nice if Iron Will was the last level of armor upgrade at level 25. Basically, all the other perks are pretty much unused because it's effective to have Iron Will, and the second slot usually goes to Dash. Everything else just isn't as effective and is rather used for fun. I liked the very concept of combining perks, especially passive perks. It's probably the only way to adequately change the meta of the skill set. And of course I'd like to spend the hundreds of stars I've accumulated somewhere. They frustrate me even more than the millions of credits I'm apparently saving up to start my own company or brewery.
The problem with Berserker is that there are too many other perks that are too strong in my experience, and yeah, too long cooldown, but also the fact that you can get swarmed really easily because you're going melee
I'd say make Second Wind just apply to your sprint regardless of how long you've been running for. Imo it's A Bug Thing should either give you a small chance of getting Nitra from killing non-loot bugs or give more loot from lootbugs.
I was thinking it'd be cool to have increased pick up range with its a bug thing though I also like others suggestions for more nitra/gold from lootbugs you pop.
Deep Pockets is more of a transitional perk. This pairs up well with Veteran Depositor, Strongarm, and Unstoppable (if you're prioritizing "heavy object" minerals); and it helps a lot in grinding for minerals and gold. However, when all your mods and/or cosmetics are bought, the perk isn't that impactful anymore. Elemental Insulation could be combined with Unstoppable for the slowdown reduction, if you count wind as an "element". Friendly should nullify all friendly fire. End of story. Second Wind could use a huge buff. Especially immunity to slowdown effects, once you get up to speed. Berserker could use a buff to become more viable; especially when combined with Vampire and Iron Will. Field Medic is great for the passive benefit of reviving teammates faster, but the instant revive should have a cooldown. A LONG cooldown. Why get jipped with just one use per mission? For that matter, give Heightened Senses a long cooldown too. Hover Boots could be replaced with a new active perk: "Deployable Glider". It stops you from falling and it helps you glide across wide gaps. It could show your dwarf in 3rd person view, like you would when hanging on a cave angel. Iron Will should give you some health back without having you rely on Vampire to fully recover. Shield Link and Field Medic both need to be suited for solo missions in each of their own ways.
what if heightened senses also pings the thing grabbing you? before or after the grab, it would be useful to yourself and your team. if before it would be better for me because I have the situational awareness of a watermelon and rely entirely on sound queues...
IW is way too good, but if they removed it, there would be an uproar from the community. If they made a weaker version as an armor upgrade, they might be fine. Invinsibility for 2 secs and you automatically survive, bc otherwise Vampire just becomes the next expected perk.
I think resupplier could get the bonus hp nerfed a bit, it's way too strong. unstoppable buffs could be split between elemental res perk and strong arm or second wind, it just feels appropriate. after watching berserker bit - strong arm might get a damage boost to power attack? some +20% or smth idk so it oneshots slashers maybe? berserker itself really should have a lower cooldown. trade halving the duration for halving the cooldown if you think that would be too strong. And maybe make it so you have to hold both buttons for some really short time, half a second or so, so it's not as easy to accidently activate? dash should have longer cooldown. At least 5 seconds more. It's way, way too strong, and sometimes you can feel it even as scout. field medic is surprisingly fine imo even tho i run it all the time. Altho it could probably get nerfed and base rev speed buffed a bit so it's the same with the perk at the end but less slow without it. It should affect bosco tho. Senses dont really need a buff, but it would be cool if the dwarf said something when they activate. That would make it work in teams without just giving it to everyone around you. Hoverboots - reduce cooldown OR make it store up to 3 charges or something like that. Because idk who would take this except ppl with build where you fall more than once every 20 hour (which usually means thrice in a single minute). No idea how to nerf iron will, but it definitely needs a nerf, you can't just make every active perk comparable to iron will, that would be absurd, and if they aren't - congrats, you're limited to 1 active perk to choose in higher difficulties. The most i can come up with is turn off vampire for iron will duration coz that's just way too cheesy. see you in hell could use something that would make bugs aggro on you more when you're down. Shield link.... idk. Something has to be done, but not too drastic. Maybe the passive could have more range? 4 m is not a lot.
18:21 I've seen people suggest that Dash should just be part of your default kit rather than an optional perk, and tbh, I kinda get where theyre coming from. Because the problem with Dash is that its just good for everything, and the emergency mobility it offers is so good that, unless you play Scout, you basically only have the one active slot, because Dash will never not be in the first slot.
Iron Will is just bad game design in my opinion. It's a perk that you take assuming you'll go down (which is something you should avoid) so by taking it you're preparing for failure. There's no way to use it skillfully since it only acts as a way to recover from a situation you should be avoiding anyway. I would make it more proactive by making it a temporary invincibility that you can activate *before* you go down. That way you have to choose when and where to use it instead of waiting for a hopeless situation to down your team.
Great vid! I agree on most things :) My suggestions: - Born ready and re-supplier: slight nerf, it has to be done sadly - Second wind and unstoppable: I think the combining idea is great! "Juggernaut" - Strong arm: rework to "Flare master" and add faster flare cooldown - Elemental insulation: buff, 30% -> 40%; make it work against explosions too - Veteran depositor: buff, bigger radius and more reduction - Deep pockets: buff - Dash: rework or nerf both duration and cooldown - Iron Will: rework, or nerf (after using it, you take 25% more damage for rest of the game) - Steeve: make it stronger in haz4, haz5 and haz5+ - Berserker: buff - Field medic: yeah, make it do something in solo :p - Heightened senses: prevents sting tails from crabbing you! - See you in hell: passive effect buff - Shield link: the gating idea is very good :)
Oh yeah I forgot: "Friendly" and especially "Hover boots" should be buffed too. Hover boots should work more like temporary jet boots in my opinion. And if you find jet boots, hover boots would provide a buff to them.
I didnt watch the video but by the thumbnail I have to say that you dont nerf what works and is clearly good, you work what isnt good to compete what is the "meta" of perks from drg. I would be disappointed if videos like these incourage the devs to actually make perks worse for no reason, they indeed need a rework, but not to make them worse but better, you dont improve something by making it contrapoint worse.
In some situations nerfing is just significantly easier (balance wise) than buffing. I know many game studios go overboard with nerfs, but small nerfs are almost harmless.
I feel instead od increasing the perk boost every tier, like how unstoppable reduces slow effects by 10% -25-50 it should immediately be at 50% then next tier adds a new ability to it. So it would merge basically with another perk. Its gard to explain but basically as I said each tier adds another bonus instead of just increasing a single bonus stat. You did say that for the elemental insulation section though Edit: I just realized you had this idea already for second wind and unstoppable merging. Why dont I hear of this idea more?
Iron Will loses its value when you stop dying on missions. For this reason I've been running heightened senses on haz5 and above instead of Iron Will because it allows for fast objective pushing without the risk of getting grabbed by leeches.
Iron Will stops being good when no dwarves go down, yes. Perk balance overall doesn't matter when no dwarves are going down. NO perk matters in that case. Not a real argument. Iron Will is a top 2 perk, and all 5+ and modded play involves 4 dwarves running it.
@@AutumnReel4444 Never said Iron Will isnt a top tier perk., because it absolutely is. I personally prefer running Heightened Senses over Iron Will because I die on average roughly once in every 20 missions. And the vast majority of the times I die its because friends trolling me with friendly fire lol
The Iron Will + Dash combo is so frequently used so I think there MAY be sense in integrating them into repeatedly promoted dwarf characters. I.e. each silver star gives a dwarf +1 level Dash and each golden star gives a dwarf +1 level Iron Will.
Here's an idea: Combine Deep Pockets and Strong Arm, but remove the flare-throw buff and add it to a dedicated flare upgrade tree. You could upgrade them to have additional charges, faster recharge, more light, the further throw distance, etc.... Also personally I'd love it if they changed the Rocky Mountain beer into a pickaxe upgrade, it'd be so much more useful that way. And maybe a Pickaxe upgrade for slightly larger dig-size, that'd be neat. Generally it does feel like they made some of the combat-related upgrades and perks stronger than the QoL ones, which seems a bit backwards. What kinda bothers me about Hover Boots isn't just the cooldown but why it's activated with C. Why not spacebar? You're in mid-air and press spacebar to activate, like the Jet Boots. As for Second Wind: If you look at it objectively DRG doesn't need sprint in the first place. Just making the base movement speed as fast as sprint is now would simplify *and* improve the game. Dash could still work, but by double-tapping any movement key (then it would be omnidirectional too). Second Wind would then just be triggered after moving uninterrupted. You could kite swarms at full speed while shooting at them, etc. The same way DRG doesn't have ADS because it's unnecessary, it could also remove sprint and be better off for it....
Definitely agree about the hover boots and to add onto your point, because it's a hold input to activate you can't really use them reactively to save yourself unless it's a really long drop which I think is a perfect use case for it.
Perks shouldnt be merged imo. We would end up with like 8 passives and 9 actives. Instead give them more functionality and heavily rework them. Born ready requires a nerf, it should be 8-10 seconds, you can abuse it with weapons like thunder cannon and reload upgrades then are NOT that useful. Deep pockets should help fill them up in first place as a buff, for example 25% faster pickaxe recharge. Elemental insulation should stay the way it is, I didn't use it (because env dmg was never an issue for me), it could get 10% more I think but that's about it. Friendly should just remove friendly fire overall or at least be 75%. It would see much more use in pubs. Fall damage reduced is also a cool idea. It's a bug thing should just give more nitra and gold. Your idea is not that good since sometimes you have 20 lootbugs in a mission, sometimes it's just 3. Resupplier should definitely be nerfed - split into two separate perks but give the effects reasonable buffs. It's literally a packet of 3 perks in one. So: Resupplier a - reloads and resupplies take 50% less time. Resupplier b - gives FULL health and 25% less time. They would stack though. Second wind just should activate faster and should have 15-20% speed boost increase . Strong arm shouldnt have the flare thing in it, instead it should have increased throw for heavy objects by like 10% and make it so that you will not drop stuff if you take dmg or fall. Sweet tooth is fine. Thorns is fine too, does its intended job well. Unstoppable just should remove speed penalty overall since people just throw heavy objects anyway. I think making it lower slowdowns from enemies would be rather a safe pick and graybeards wouldn't use it anyway. Vampire is fine too. Veteran depositor should get increased area, 7 meters is not a lot at all. 30 damage resistance could be replaced by increased damage, but it would be a bit broken actually, therefore just increase the damage resistance. Faster depositing is not that useful Beastmaster should give steeve a bit more increased health, instead of taking 3% damage, make it 1.5%. On Berserker I agree with you. All of your ideas are actually good. Dash should be 35 seconds. It's intended use is actually rarely used, instead people just use it as a better second wind. Field medic is fine. Heightened senses is fine. Hover boots should be reverted to just flat out fall damage resistance OR decrease the cooldown to like 30 seconds. Hover boots are used by scouts for mining stuff without an engie. Iron will is fine. There is no way to nerf iron will to not make it a bs. See you in hell should allow you to be used while alive, it literally feels as if devs want you to go down lol. With shield link, the passive effect should be a bit different, instead it should be like 6 meters and instead of faster recharge, for every second additional point of armor is added, up to 20 and it goes down after 30 seconds. The active part is fine.
It's a bug thing could give extra nitra from loot bugs. Something you could take when running an ammo hungry build. Love your idea of combining Strong Arm with Deep Pockets.
Oooh. I could stop yelling at my friend for taking the meme perk! 😆
i would combine bug things - deep pockets (with an small extra nitra from lootbugs ), strong arm - unstoppable - second win and deposit - elemental isolation !
@@MrDraehl lootbugs will duplicate some of the materials that they eat.
I think thematically it would make more sense for deep pockets to be combined with veteran depositer. If anything I feel strong arm is the best candidate to just get a whole new effect. Throw grenades further and improve the handling on weapons, maybe?
Heightened Senses could trigger unique voice lines preemptively calling out leeches, or potentially automatically ping a leech before it grabs a dwarf.
Kinda unfortunate design. Deeprock is pretty excellent at having disability design in mind, people who are hard of hearing, can't hear, don't play with sound, or can't play with sound would be at pretty noticeable disadvantage
@@celestialowl8865 Subtitles.
@@celestialowl8865 the game usually activates subtitles for dialogues
@@celestialowl8865 Yeah you can turn subtitles on, it also flashes your screen and gives an icon to indicate where it's coming from, it's really easy to make use of an shoot leeches or grabbers before they get you
6:12 for this perk, i think it would be much better if lootbugs were to give 20% or 30% more resources when popped with the perk, meaning you could get more nitra or gold with it, especially nitra since it would be super helpful to get ressuplies early or often
Good idea for solo play but for team play this will cause arguments.
@@TheTdw2000 Why so? More gold and nitra benefits all players.
One teeny tiny thing i would like to see for heightend senses is a warning when a stalker is about to attack you whilst hes invisible. Just so you can potentially avoid his shield disabling attack. Dont think it would be too OP since just like grabbers and leeches they are a fairly rare spawn and you can spot and hear them before hand if you pay real attention when trying to spot him. So a little warning only when he is right behind you about to pounce is all it needs imo.
High IQ individuals know that It's a Bug Thing actually needs to be nerfed.
Less time and ammo spent on killing lootbugs its very good
Ah yes, High Inebriation Quotient
I unironically use "its a bug thing" all the time as engi
Not because its good, efficient or makes sense
Just the chat messages "Chad perk, bro"
"Bro got that GOAT perk goin"
Are worth it
Busted on refinery missions.
Fellow Hajiet enjoyer
With Strong Arm, i'd give it extra throwing force to your grenades too. It's still pretty niche, however it's fitting given the description and having some more range to your throwables could go a long way.
One additional idea for Strong Arm that I have been thinking of is that you could also use your flares for a tiny bit of damage, and maybe a small boost to melee damage
@@edvingjervaldsaeter3659 only a tiny bit of damage for flares isn't really high enough impact to be worth the change, and increasing that damage enough to be significant might make it too powerful. though having a damage upgrade for the flares would be nice if they make flare upgrades (i mean come on! it's already sitting right there on the equipment screen teasing us!).
extra melee damage doesn't quite fit strong arm's identity since it's all about throw range. and we already have both berserk and see you in hell for melee damage buffs.
@@MadLadLock I particularly hate strong arm because I've never thought "I wish that flare went farther" but I CONSTANTLY wish that flares didn't bounce off the ground and down a chasm when I try to drop one at my feet
@@dgameboy101bFlare upgrades were a thing in the past, but the devs removed them because they realized having worse flares sucks and isn't fun, so you'd either have to upgrade fun stuff like your weapons and just have less light, or have to upgrade your flares but be unable to focus on fun stuff like your weapons. So instead they just made all flares fully upgraded by default, and made them all the same intensity (but never changed the name nor removed them from the upgrade terminal)
I feel like this plus having it increase weapon handling would make it a perk worth taking. Still probably weaker than its contemporaries but overall might be worth it when running certain weapons with bad handling.
Some suggestions for Perk Ideas
1. Just buff the numbers on Second Wind, its fine as is, but it needs to be a tiny bit better in the speed and how long it takes to trigger
2. Strong Arm could all you to throw Grenade's farther, and maybe allow you to carry more of them
3. I have a stupid idea, But make Thorns deal Melee Damage so it can trigger Vampirism... I might be on crack
4. Veteran Depositor should be buffed to work when your around "Objective Points" like the Hacker Drone or Dorretta, this would make this perk into the "I'm protecting the objective" perk
5. Field Medic honestly should have both of your ideas. Both the one time self revive and the Bosco healing speed. I think it would be nice for single player n all
The one change I'd make to Thorns is make it able to hit Naedocytes again, because as it stands it's only useful against swarmers which in my experience are much easier to deal with than shockers. Yes, Ghost Ship decided to nerf Thorns earlier this year for basically no reason (I know it was technically bugged before but they could have just left it as intentional)
my problem with hover boots is how awkward it is to activate them, I wish I could rebind that
3:20 Worth keeping in mind that most ranged enemies in the game use damage types that are affected by Elemental Insulation.
Realizing that made me give the perk another go, cuz a resistance to most of the worst enemies in the game is pretty nice.
Honestly just adding explosive resistance to Elemental Insulation would be a huge buff on its own, because as you may notice when reading through this, there are so many enemies that you'd think would do elemental damage that actually do explosive damage. Most ranged enemies are actually either completely ignored or only partially affected by elemental insulation.
A lot of ranged enemies only deal partial elemental damage, with a second component that Elemental Insulation doesn't help against, resulting in a less than 30% damage reduction as advertised. For example, both acid spitter and septic spreader projectiles deal kinetic damage, and only the DoT is poison, so only the DoT is reduced by 30%. Bulk and crassus detonator stomps work the same way, the initial attack is explosive and only the DoT is fire. Some, such as frost bombers, have two types of direct damage at once, with frost bombers dealing partial frost direct damage and partial explosive direct damage.
There are also some enemies you'd think it would work against that it just doesn't, such as spitball infectors, which deal kinetic direct damage and explosive AoE. Another example is shellbacks, which deal pure explosive damage.
The only enemies it has the full 30% reduction for are naedocyte shockers and praetorians, specifically the regular version and radioactive variant; the frost variant is not listed on the wiki, so I'm not sure if it has no effect or if they just forgot it, but I would assume it works fully. Dreadnaught lacerator's flamethrower attack also isn't listed on the wiki, so although I would assume it gets fully reduced, I can't be sure, it could be partially explosive for all I know. Naedocyte shockers are still listed as melee and unaffected by Elemental Insulation, so the wiki isn't fully accurate and up-to-date yet.
Also mactera (except frost bombers), menaces, web spitters, and deeptora honey combs aren't reduced at all by elemental insulation. And "mactera" includes goo bombers, which do explosive damage.
I think Iron Will should be reworked entirely. It is a must run because it straight up gives you a free revive. I picking up health should not revive you, it is a final stand ability, something that could potentially get you back in the game.
Using iron will should completely refill your health bar which will then drain over time (slower drain with higher level perk). You would still be invincible, so your health acts as a timer which can be increased by picking up health. You should need a team mate (or Bosco) to "revive" you to put you back to normal, putting the team emphasis back into this perk.
The health timer mechanic should have a 2x heal bonus and once you are "revived", your health should be half of what the health bar showed. This means that things like vampire and red sugar would by you more time and supply drops would be full refreshes, but they can't save you, only your friends can. You can still collect health while in Iron Will, but you can only get up to half health and you slowly burn it back off.
It used to have a cooldown
I'd say that you take 200% your max HP over time, so that if you eat enough health you can still live, it just takes basically a TON of health
I'm not the biggest fan of this rework, it can be a waste of Red Sugar and even a Resupply later where some of your teammates probably needed it more than you. How about when you fail to revive someone cause of a Stingtail and decide to bite the bullet and heal so you can try again later, I've done it a few times and it saved the mission.
@@edvingjervaldsaeter3659 I considered that, but that would use a lot of red sugar, depriving you probably downed team mates of nearby health.
@@veryheavyalan Yes, that is kind of the point. You have to either be quick and risk running out of time or buy more time at the cost of a precious resource. This gives Iron Will some risk and reward, something that it is heavily missing. If you have vampire, you can use Iron Will at any point no risk whereas vampire buys you extra time with my rework.
Heres my thought on "its a bug thing" rework:
Your knowledge over the different creatures of Hoxxis has given you an edge
1st level
Interacting/Petting lootbugs causes them to harmlessly dispense their minerals. minerals dropped from lootbugs are worth slightly more!
2nd level
Interacting/Petting lootbugs causes them to harmlessly dispense their minerals, minerals dropped from lootbugs are worth slightly more! Lootbugs you interact with or kill have a chance to drop red sugar.
This fucks, Lootbug Lovers need this yesterday
I would say buff for elemental resistance is increase the amount needed to freeze and for rock pox to capture you, or make it much faster to break out of those two, you can also make it so you're not slowed as much in sandstorms and snowstorms and possibly faster in the swamp goo
These changes would make it much better for certain biomes and mission types as opposed to like 15% more speed, it really helps a more immobile class like gunners, while isn't as big of a deal for someone like scouts
According to the wiki, Elemental Insulation does also have temperature resistance, which I'm pretty sure means that it does already make you take longer to freeze and ignite.
@@KingNedya Oh neat, thanks for checking and informing me
I put thorns back on. I don't need it and there are other more valuable ones, however dealing with those random swarmers all the time in lethal 2x bugs is enough to drive you crazy so it's a sanity perk for sure. So I guess it's the most valuable one of all lol. Second wind is definitely not useless in lethal difficulty, especially when you increase aggressiveness. It has helped me many times.
An idea for Strong Arm that a friend of mine had:make it to where throwing a deposit able mineral at molly/mine head/refinery causes it to be auto deposited
This is an S Tier change, not really unbalanced but very fun
i love this, can we have this in the game?
And make the dwarf say "Kobe" when they did it
I usually go with Vampire, Sweet Tooth, Resupplier, Field Medic, and Iron Will
Unstoppable and See You In Hell are BIG favorites of mine, but they do feel like a bit of a liability to use when much better options are available
I especially like SYIH because I mostly run gunner and there's usually no one to throw a shield if I'm down
Iron Will should really be an armor upgrade with no alternative choices, I feel like it just makes sense that a hardy little dwarf dude would always be able to make a single last stand in a fight
I really like See You In Hell as well, making revives easier for your teammates is actually pretty useful, plus while you could do the same thing with IW and a power attack it's good to get revenge on that one enemy that downed you.
I think it could be really fun if Heightened Senses also pointed to what direction bugs are in when a wave spawns, and it would fit the perk's concept.
Also, I think you should be allowed to steeve bulk detonators; it would be hard to do, and they would deal full friendly fire damage, but it would be really funny and an interesting gamble.
Given how many extra perk points we generally have accumulated, and given how many times you personally have suggested "let's combine these two perks", I'd suggest a compromise. Let us spend perk points to "two-fer" on perks and give the specific twin-combinations names and point-buys. It is figuratively killing me to not have some outlet for all of these damned points.
I think field medic should have a separate passive where in solo you gain health regen but it only kicks in out of combat
That's a good idea. The amount that can be healed should be limited tho.
Maybe more like it just raises the hp percentage that you naturally regen back to maybe like 25 or 30%
@@corvax8644i was gonna say this lol. I'd say 30% is a good amount to regen to. Anything less and you're probably still going to get one shot on higher difficulties. Maybe speed up the regeneration since as it stands it's a little slow.
Heightened senses needs one buff: Mark enemies which grab you. So many downed team mates because they didn't look up.
ok a few things
bug thing should auto collect everything that flies out
your unstoppable is great i would love that
i didnt know you could quick deposit without vet depo, i will stop taking it
i think will and dash should be base, they are both incredibly strong and very very nice qol and it would nearly guarantee opening one slot with will and probably a second for many dwarves with dash
I always thought that Strong arm and Unstoppable should be combined together, not with deep pockets. Simply because they are both kinda weak but also thematically they combine seamlessly.
For "It's a bug thing" I think it would be interesting if it forced exploders to detonate a bit farther away than normal, maybe even at the very edge of their explosion radius so if you stand still they can't even hurt you.
I personally argue that Hover Boots is the single worst perk in the whole game. The keybind is way too clunky for a perk that you would probably need to use as a split second reaction to suddenly falling. Even intentionally jumping down to a pit and using the boots to catch your fall is inconsistent since the activation button has a slight delay so you might just hit the ground before it activates, or try to compensate and accidentally activate it too early so you take the full fall damage anyway. I seriously think it neets a complete and total overhaul to how it works because in its current state I believe it is nigh unusable. Perhaps it could activate automatically if you're about to take fatal fall damage, like say auto activate if you have a certain amount of fall speed once you're close enough to the ground.
Yeah, hover boots should absolutely work differently, maybe just closer to jet boots.
I think thematically veteran depositer and deep pockets make the most sense to combine. I could see unstoppable being combined convincingly with either second wind or strongarm, maybe both even. Personally I lean towards unstoppable and second wind because I prefer the idea of Strong Arm increasing weapon handling or being rolled into the passive for Berserker.
I think for a hoverboots buff, hold your jump button for a double jump. Not much but would be fun. Imagine the plays that could be made with Scout’s momentum and low gravity
I could be misremembering, but I think there actually used to be a double jump perk and they replaced it with Hover Boots.
Aight if we are doin this then Imma do this:
-Beast Master: Fine, maybe reduce the cooldown
-Berseker: Serves a speedrunning niche, is fine. Probably reduce that cooldown though.
-Dash: Probably too good. I always take this if I am not Scout. I'd increase the cooldown. The greatest get out of jail free button in the game outside of Scout's Grappling Hook and Gunner's Shield.
-Field Medic: Fine, Is quite useful and the passive addition is nice too. Maybe if one thinks it is too good remove the passive part, probably still good then.
-Heightened Senses: Fine, serves speedrunning and solo niches.
-Hover Boots: Bad, the cooldown is way too long. Make it 30 seconds and we might be cooking.
-Iron Will: Too good, a must take on every class. I kinda don't WANT it nerfed, but it is too good. Hmm, probably just make it guaranteed down you after the timer, healing be damned. Still amazing but only as a team play tool. Or, hey, do the opposite vibe: can't revive while under the effect! Find healing or the mission is failed. Both effects is too much and makes Vampire also feel too good imo.
-SYIH: Bad, probably. Decent with Vampire. Maybe it is actually fine but get competed out, hmm. I would make the melee damage boost allow you to one shot Slashers, personally.
-Shield Link: Bad, I would never take this. Maybe make the boost last as long as the cooldown, so you can always have that small effective health boost up, unsure.
-Born Ready: Amazing, but it being nerfed would be miserable. I take it 100% of the time on all classes except Driller, and if I am running Subata I 100% take it. It is fine. Maybe just make it an armor upgrade for all dwarves to free up a perk slot!
-It's a Bug Thing: Obviously bad, maybe make the kill radius much much larger. If it is in LOS it explodes, infinite radius. That would be usable me thinks.
-Deep Pockets: Bad, do not take this imo. Make it able to carry a full 80 nitra on you or else it will be useless. Simply run to Molly, deposit, and run to finish the vein. You should be with your team anyways Molly won't be far. If you are far you are playing wrong or are Scout, in which case you have the fastest method of covering a medium distance.
-Elemental Insulation: Bad, either has to have a greater reduction or an additional effect. Maybe reduce all environmental damage as well. "Environmental Insulation" or something.
-Friendly: Bad. Gotta reduce self damage and/or reduce it by more. If it was an 80% decrease and helped your self damage then it might get taken. Using C4 at your feetsies would be goofy but it'd still hurt and would cost a slot, that seems totally fine.
-Resupplier: The actual best perk in the game. Too good. It does not need to give extra health but it sure does. The faster collection alone would make it fine. Both is insane.
-Second Wind: Bad, don't take this. Needs to do more or activate sooner. A 25% boost after 3 seconds would probably still be bad. I like the suggestion of combining it with Strong Arm, make it an "Athletic" perk.
-Strong Arm: Bad. The flare toss is nice I suppose, and the object toss is nice, but overall does so little. Maybe could give you an additional flare or a slight slight flare cooldown buff, that'd be good. Probably too good. I dunno how to fix this one.
-Sweet Tooth: Fine, extra healing will always matter. I take it on Driller since I don't need Born Ready.
-Thorns: Fine, the attention cost of killing swarmers is real and this helps. I don't take it on any dwarf but I can easily imagine cases where I would, like with Big Bertha and the Brt7. Imma try this actually. HUGE EDIT: This perk is terrible! Has a cooldown and doesn't kill jellies, what the hell. Remove the cooldown and let it kill small enemies that come up and kiss you. Otherwise trash do not take this.
-Unstoppable: Fine. The environmental slowdown is the big one. Carrying heavy stuff faster is irrelevant. Resisting goos, Slashers, Shockers, frost, snow, yeah it is solid. SImply competed out but this is solid. If Dash did not exist I'd take this, Slashers are no joke.
-Vampire: Fine. I feel forced into using it due to the Iron Will interaction, but it is pretty good even outside of that, especially on Driller. Great on Driller, maybe even use it if you only have Iron Will.
-Veteran Depositor: Fine, maybe slightly bad. Useful for bunkers of all sorts, though I only take it on solo missions when I am EMP Discharge Engineer. Maybe buff the resist but that gets tricky. Oooo maybe combine this with Friendly, call it "Socialite" or "Friendly Depositor", now that'd be something. Yeah let's do that, ignore my previous Friendly fix. Combine Veteran Depositor and Friendly into a single perk, called "Friendly Depositor".
So yeah, opinions exist, and those are mine. Thanks, me myself and I, for listening.
Berserker cool down stops me from using it. Just too long.
What if Friendly allowed your bullets to ricochet off of allies?
Holy shit
A fun buff for Friendly would be to allow projectile to bounce off of allies so that you have a chance to hit an enemy. For bug thing, a huge buff would be to have the gold and nitra be launched right into you instead of all over the place when activated.
Elemental Insulation isnt just for 'environment' damage. IT also reduces damage from the bugs ranged attacks (their spitting attacks), Pratorians AOE (radiation zone), Dreadnoughts fire damage, Basically any damage that isn't straight Melee. So its more powerful than you think it is. I dont think it needs a buff.. but *IF* it were to get one, id say make it a small one, like reduce environmental slow-down effects abit (not by much.. by like 10-15%).
Friendly: to me,feels more like a greenbeard perk more than anything. Once you get decent you can generally avoid damaging your own team.... if you want too..
Second Wind: I disagree with you on this. Second Wind is pretty good and i use it quite often. Especially in larger caves. I dont think it needs any buff. And no, its not stright line.. Its just running long enough and it kicks in.
Strong Arm: is a specific mission type perk. In fact, many of these perks are use case perks. They are not all meant to be useful *all-the-time*. Also, Vet Depositor doesnt need a buff.
Vet Depositor: "If you know the deposit trick" is not a valid reason for stating that part of the perk is weak. Its a valid reason for saying their is an exploit that needs to be fixed. To which GSG knows about it and do intend to fix it, so dont rely on that exploit too much. and yes. Escort, On Site Refining, Salvage, and to an extent, Egg Hunt and Sabotage missions are very good to have this perk because you ARE sitting in one place alot to make use of that defense bonus. Again, I think this is one you feel is weaker than it actually is. Finally, um.. No.. no bonus XP. That would make it a "must include" then. And also, its not important WHO deposits the materials so long as someone does. For example, you really dont want your Gunner to be focused on mining materials. You want him focused on KILLING BUGS and Covering your SCOUT who is mining materials (sorry but the bonus xp idea is really not smart).
Dash: I still dont understand why people like Dash so much. I find it fairly useless, especially given I trigger it by accident FAR more than on purpose. But, if people find it useful, more power to them.
Field Medic: Nope. No change. Again, not every perk needs to be useful for every single mission. Its perfectly fine that its useless on Solo, Especially given GSG has stated that while they gave us the ability to play Solo, DRG isnt really *meant* to be played solo. So Field Medic doesnt need to be touched. IF anything, it needs a slight nerf given how "auto-include" it feels.
Iron Will: Definitely needs a nerf on the shear fact that it *is* an auto include on higher difficulties. If its *expected* that *everyone* has a specific *option*, then that 'option' is far too strong. My suggestion for this is.... One res permission.... between ALL the dwarves. All 4 have iron will? Doesnt matter, you only get 1 res between you for the mission. The only thing multiple people taking Iron will gives you, is a choice in Who can use that 1 res. Thats it. This means it will likely be down to the Gunner or the Scout to have it, and allow the others to use other perks.
See you in Hell: A taunt? I mean.. the bugs pretty much already to that anyway. Like to the point that another dwarf can just walk up and calmly melee them down as they stay focused on the downed player. So.. kinda moot there.
Shield Link: This is one of those abilities that gets stronger the more people you play with. Really, only one person needs this perk to affect the whole team (Engie being a solid pick). I dont know about the 'armor buff', but to make this more effective in higher difficulties, maybe the passive effect also gives abit of damage resistance of the shields (not health), maybe scaling with how many are in range (but it shouldnt stack with Vet Depositor's damage resistance as that would be too strong). So Dwarves x2 = 10% resistance, 3 = 20%, 4 = 30%.
I can agree that iron will being an auto pick is a bit of a problem but I don't think nerfing it, especially how you propose, is how to fix that; buffing some other perks to compete with it will be a better solution. Making iron will unstackable will immediately worsen the communication frustrations that it's already tangled up in (eg. people using iron will at the same time intending to revive each other, people wasting iron will when someone is about to revive them anyway, people stealing health sources while someone's in iron will mode, etc.). And I can't think of any nerfs that wouldn't break the identity and balance of iron will across different skill levels and situations. Removing how it interacts with health recovery destroys too many fun combos; and reducing the damage, resistance, and ammo buffs enough to have an impact take away from its identity as a last stand too much.
friendly is definitely more of an insurance perk but i think it could benefit from a couple more tiers for even higher resistance. Heck even having 100% as a tier 4 or something could be interesting
I think a really good buff for friendly would be no self harm (or a much bigger damage reduction to self), engie and driller could greatly benefit from it
An interesting idea for Hover Boots i came up with was to allow it to just straight up give the equipper one time use Jetty Boots. There's 2 ways you could go about this:
1. One time use, jetty boots vent heat automatically as normal, if the boots overheat the boots are gone forever and you can't get them back
2. Long cooldown (about 5 minutes), the boots don't vent heat automatically so you're stuck with a single tank. Once the boots are out of juice you get them back once the cooldown expires.
I think it'd be nice to give the dwarves a way to force spawn Jetty Boots since I very rarely see them in missions, maybe 1 out of 10? Give or take. Still more common than machine events though.
6:35 I feel like it should allow you to vaccum up the minerals from further distances cause it would be nice to prevent those minerals that come out of lootbugs to not get flung across the map when they explode.
25:45 You don't see it cause it requires you going down constantly and unless you're more new to the game, most older players try to prevent going down.
27:50 The only time bringing the shield link is bad is when the mission has shield disruptor cause it basically makes it useless.
Just to note, Armor gating in Payday 2 works so, as long as you have any armor it will always absorb a hit fully, no matter the damage of the hit or your armor amount but it does not grant any protection outside of the one hit guarantee baseline, there are perk decks that give you a moment of protection when your armor breaks but that mechanic is exclusive to those perk decks.
So i think the issue with perks is that some are just outright underpowered compared to the meta perks. A short explanation is that i think instead of nerfing the good perks, bring the others up to speed. The elephant in the room is iron will of course. If you made other perks better, i think it coukd indirectly "nerf" iron will by giving you a reason to maybe not bring it.
I will say thorns needs a buff desperately. Make it able to kill naedocytes again and remove the cooldown on it. Because everytime you get hit, theres a small cooldown for it to damage another enemy that hits you. As it stands im not even sure id take it period. Maybe for swarmageddon depending on if i feel there are no other perks useful to me for that particular mission.
If iron will were to be nerfed directly, i feel like the only thing you could do that wouldnt just make it feel bad to use would be to force you to go back down regardless. Remove the functionality of getting health back. Do i think they should do this? Maybe not, im not super in favor of this, but itd be better than shortening the duration your alive for. 12 seconds is already short enough i feel. Its bareky enough.
Beast master i think needs a big buff. I think letting us tame any non-boss enemy would be fine as is. Because as it stands, the meta perks in my opinion would still be more worth taking. I would not trade dash/iron will as a combo for this if i were playing seriously and trying to prevent a mission fail at all costs. So at this point i feel that you could get away with just simply making it more interesting and fun. Let me tame tri jaws, praetorians and shellbacks. Why the heck not? Maybe limited exceptions for certain enemies that could be game breaking like an oppressor.
Vampire. Now this perk as it stands is fine, however i only think its worth taking because of iron will, or cryo driller. If it ever loses its synergy with iron will, its never going to be worth while again outside of cryo driller. In my opinion at least. My suggestion is buff it by letting small enemies give you health as well. Even if swarmers for example only gave one health. Though i really feel like the normal five would be balanced on any class other than driller because hes the only one that could tear through swarmers fast enough to get a significant amount of health back. And if swarmers giving health with this perk really wound up being broken, it would honestly just be a good sign that swarmers need to be made less common. Small side tangent, but swarmers are in every single mission haz 4 and above. Its the bibgest reason why i personally find them to be the most annoying enemy type. I can not think of a single mission ive done in a long time that hasnt had swarmers. Give them the same rarity as tri jaws and they're more tolerable. A haz 5 mission really is not that much different than any given mission with swarmageddon which is why that modifer is basically just free xp as far as im concerned.
While yes, i think it would be better to buff weaker perks instead of nerfing all the good ones, iron will just has to be nerfed. I dont think bringing every other perk to it's level is reasonable or balanced.
I disagree on vampire. I dont think it needs to be changed, and if you were to change it, give more health for bigger enemies instead. That would make finishing praetorians with melee not only cool, but also somewhat useful.
Thorns dont really need a buff either, but making their cooldown shorter would be appreciated.
@benismann i can see where you're coming from with vampire at least, and more health for bigger enemies would make sense.
I'll hard disagree on thorns though. As it is, it really just is not that worth taking most of the time. The cooldown being done away with and the naedocyte change would be enough to buff it into being usable though. Doesn't even need to do more damage.
Iron will is just in a weird spot though due to the very nature of the perk. I don't think it's possible to fully balance it. It'll either be slightly overpowered, or outright useless if you try nerfing it too hard. So I think making the other perks good enough that the main drawback of iron will becomes that you can't take one of the other perks is a good idea. Because then you'd actually be making a sacrifice for the ability to revive.
Good points :) One way to nerf Iron Will is making you weaker after using it (you take 25 % more damage)... This would feel awful first, but we might get used to it.
@@benismannI think it actually would be balanced to buff the perks to the level of the meta ones. If all perks were brought up to roughly the same level, it actually wouldn't be too overpowered because everyone already using the meta perks would stay at the same level of power, they would just have better variety to choose from.
Also Iron Will isn't actually the strongest perk. On all classes other than Scout, Dash is actually the strongest.
@@KingNedya yea i dont think every perk should be dash/iron will.
Imo more people need to run Field Medic the amount of times it can clutch a match but couldn't because the only person that had it was down at least 2 people should be running it to prevent a total loss
I run it on Scout cause I don't use Dash for him, really good in clutch situations. I'd also use it on Gunner cause he is the best Dwarf for revives but obviously, Dash + Iron Will, and max duration shield can also serve that purpose of a safer revive.
Two small points I’d like to cover:
It’s a bug thing is already beneficial for ammo hungry builds. It saves time and ammunition when you can pop the loot bugs automatically. Still rather weak in general.
I think the main point of See you in Hell is to give yourself and an ally more breathing room when trying to perform a revive. The bonus melee damage is nice but most mobs you don’t want to be taking hits from in general.
Deep pocket can and should be made to allow player how more stuff like ammo, take more hp, nades and flare since they are stuff that you can take
Lol no it would be op
Two ideas for buffing friendly: allow it to stack so if both dwarves are running it, you only take 25% damage. And make it where in addition to cutting damage in half, it also cuts a flat 5-10 damage from your attacks on other dwarves, so small DoT effects can be completely negated
I recently realized I don’t have to rely on Born Ready with my Scout build (M1 can reload cancel and Boomstick doesn’t need it) so I have been able to fit vampire instead. That mixed with taking Dash and Iron Will have dramatically improved my survivability on Haz 5+. Dash might seem redundant with Scout but it’s huge since it’s easy to grapple into a bad situation.
Oh and faster firing speed with max recharge rate on the grappling hook. I was running extra range and faster retract speed for over a year and didn’t realize it was the problem until recently. The faster retract increases your momentum which will just get you killed vs faster firing speed which means your feet leave the ground faster, enormous difference on high difficulties.
the only berserk buff you need; make it apply to drills
same with see you in hell
I also think that some ideas for new perks would be something like a building speed upgrade or something along those lines. Maybe like a 5-10% or something. Idk balance wise how it would go. But maybe that'd be something to consider. Especially with hypothetically combining some of the existing perks. Maybe even make some of the existing perks into armor upgrades. Also maybe new perks could be more team oriented kinda like shield link. So as to help promote more cooperation and making "team builds" for difficult missions. As opposed to 4 individual builds.
Yeah, i feel like we need to buff the weaker perks to compete with the frequently used perk rather than nerfing the one we have already. If every perk is good, then we will probably see more players use more perk varieties, but right now, it's only some perks are worth using, especially if you play at higher has reguraly
New to the game, but idea for heightened senses could be making darkness less dark by X percent and/or "bright" within X meters. For hover boots, allow movement would make it much more useful.
I don't ever take berserker because its activated with the same buttons as a power attack and because I activate it accidentally its never ready when I would actually want to use it. You could say that is a skill issue since they added the cooldown animation, but I am not motivated to do that when it isn't needed with any other equally as good active perk.
which mod are you using for the teammates healths bars?
It’s a Bug Thing is garbage because you can’t pet the lootbugs anymore.
Friendly doing less self damage would be really cool to have. It would really go well with lots of builds.
I love Dash, useful for all classes especially for Gunner, sounds weird but I think the perk suits him the most like how Vampire is seen as the Driller perk. Also yes, Iron Will is definitely the strongest perk but I don't think it deserves a nerf only cause it helps so much in a mission and even saves it when it would have ended in failure, I only take it off when in a low haz mission like 3. I'm maybe stretching it but a third active perk slot could fix the issue, it'd probably bring more variety along with keeping Dash and Iron Will, although Field Medic would probably dominate the third slot in teamplay, lol.
Deep pockets just needs a lot more capacity. Double existing capacity, for example. The backbreaker combo makes sense too.
Yeah I think for Deep Pockets to be at all good it has to allow you to carry 80 minerals, because this lets you deposit only one time for a resupply . Anything less than that and you still need to deposit twice regardless.
Im only halfway through the video but i feel a way to balance perks would have a certain amount of perk points to choose for your loadout, meaning you have something like 4 perk points to spend, iron will costs 3, second wind costs 1.
I think that would help make people choose more varied load outs, you could blow all your perk points in iron will and field medic or you could have a bunch of QoL perks that are cheap.
It would be hard to balance but j think it gets around the problem of a few perks just being straight up better perks, basically make it so that each perk isn't equal in value
It would be nice if Iron Will was the last level of armor upgrade at level 25. Basically, all the other perks are pretty much unused because it's effective to have Iron Will, and the second slot usually goes to Dash. Everything else just isn't as effective and is rather used for fun.
I liked the very concept of combining perks, especially passive perks. It's probably the only way to adequately change the meta of the skill set.
And of course I'd like to spend the hundreds of stars I've accumulated somewhere. They frustrate me even more than the millions of credits I'm apparently saving up to start my own company or brewery.
million credits are here to do promotions duuh
@benismann It's all corporate brainwashing. The promotions are a scam to take wages away from hardworking dwarves.
The problem with Berserker is that there are too many other perks that are too strong in my experience, and yeah, too long cooldown, but also the fact that you can get swarmed really easily because you're going melee
I just wanna be able to customize my Steve, let me put a lil’ hat on him when I tame him.
If you wanna have the most thematic combo buff, I'd say Deep Pockets and Veteran Depositor.
A taunt perk would be awesome. Like active perk that as a passive perk of dmg reduction. There is so much that could be done with perks. Like the vids
I'd say make Second Wind just apply to your sprint regardless of how long you've been running for.
Imo it's A Bug Thing should either give you a small chance of getting Nitra from killing non-loot bugs or give more loot from lootbugs.
I like second wind taking 1,5 seconds
I was thinking it'd be cool to have increased pick up range with its a bug thing though I also like others suggestions for more nitra/gold from lootbugs you pop.
I'm boring and use the same 5 on all my Dwarfs. Passives: Unstoppable , Thorns, Resupplier. Active: Field medic, Dash. 😅
Fair enough!
Deep Pockets is more of a transitional perk. This pairs up well with Veteran Depositor, Strongarm, and Unstoppable (if you're prioritizing "heavy object" minerals); and it helps a lot in grinding for minerals and gold. However, when all your mods and/or cosmetics are bought, the perk isn't that impactful anymore.
Elemental Insulation could be combined with Unstoppable for the slowdown reduction, if you count wind as an "element".
Friendly should nullify all friendly fire. End of story.
Second Wind could use a huge buff. Especially immunity to slowdown effects, once you get up to speed.
Berserker could use a buff to become more viable; especially when combined with Vampire and Iron Will.
Field Medic is great for the passive benefit of reviving teammates faster, but the instant revive should have a cooldown. A LONG cooldown. Why get jipped with just one use per mission? For that matter, give Heightened Senses a long cooldown too.
Hover Boots could be replaced with a new active perk: "Deployable Glider". It stops you from falling and it helps you glide across wide gaps. It could show your dwarf in 3rd person view, like you would when hanging on a cave angel.
Iron Will should give you some health back without having you rely on Vampire to fully recover.
Shield Link and Field Medic both need to be suited for solo missions in each of their own ways.
what if heightened senses also pings the thing grabbing you? before or after the grab, it would be useful to yourself and your team. if before it would be better for me because I have the situational awareness of a watermelon and rely entirely on sound queues...
Would be great for us Mole enthusiasts
How about just more perks? I have so many points.
we need a karl perk. only able to be activated once a week.
Just un-fix reatomizer for a Steve buff
100% agree.
(I haven't watched yet, but) i would appreciate if people adopted the mentality of buffing weaker things *instead* of nerfing stronger ones
IW is way too good, but if they removed it, there would be an uproar from the community. If they made a weaker version as an armor upgrade, they might be fine. Invinsibility for 2 secs and you automatically survive, bc otherwise Vampire just becomes the next expected perk.
Dash + HS everyone but scout, HS + Berserker on scout in general
I think resupplier could get the bonus hp nerfed a bit, it's way too strong.
unstoppable buffs could be split between elemental res perk and strong arm or second wind, it just feels appropriate.
after watching berserker bit - strong arm might get a damage boost to power attack? some +20% or smth idk so it oneshots slashers maybe?
berserker itself really should have a lower cooldown. trade halving the duration for halving the cooldown if you think that would be too strong. And maybe make it so you have to hold both buttons for some really short time, half a second or so, so it's not as easy to accidently activate?
dash should have longer cooldown. At least 5 seconds more. It's way, way too strong, and sometimes you can feel it even as scout.
field medic is surprisingly fine imo even tho i run it all the time. Altho it could probably get nerfed and base rev speed buffed a bit so it's the same with the perk at the end but less slow without it. It should affect bosco tho.
Senses dont really need a buff, but it would be cool if the dwarf said something when they activate. That would make it work in teams without just giving it to everyone around you.
Hoverboots - reduce cooldown OR make it store up to 3 charges or something like that. Because idk who would take this except ppl with build where you fall more than once every 20 hour (which usually means thrice in a single minute).
No idea how to nerf iron will, but it definitely needs a nerf, you can't just make every active perk comparable to iron will, that would be absurd, and if they aren't - congrats, you're limited to 1 active perk to choose in higher difficulties. The most i can come up with is turn off vampire for iron will duration coz that's just way too cheesy.
see you in hell could use something that would make bugs aggro on you more when you're down.
Shield link.... idk. Something has to be done, but not too drastic. Maybe the passive could have more range? 4 m is not a lot.
deep pockets would become a lot more attractive if it made all ores only take one hit to harvest... cough gold cough.
friendly buff: never deplete life, only shield on both ways.
GIVE ME STICKY BOOTS!
18:21 I've seen people suggest that Dash should just be part of your default kit rather than an optional perk, and tbh, I kinda get where theyre coming from.
Because the problem with Dash is that its just good for everything, and the emergency mobility it offers is so good that, unless you play Scout, you basically only have the one active slot, because Dash will never not be in the first slot.
@Yuni-is-Schrodingers-Fox Iron Will or Field medic, yeah kinda.
Guess solo scout is the only one whos really free in this game?
Iron Will is just bad game design in my opinion. It's a perk that you take assuming you'll go down (which is something you should avoid) so by taking it you're preparing for failure. There's no way to use it skillfully since it only acts as a way to recover from a situation you should be avoiding anyway.
I would make it more proactive by making it a temporary invincibility that you can activate *before* you go down. That way you have to choose when and where to use it instead of waiting for a hopeless situation to down your team.
I just want new perks 😢
Great vid! I agree on most things :) My suggestions:
- Born ready and re-supplier: slight nerf, it has to be done sadly
- Second wind and unstoppable: I think the combining idea is great! "Juggernaut"
- Strong arm: rework to "Flare master" and add faster flare cooldown
- Elemental insulation: buff, 30% -> 40%; make it work against explosions too
- Veteran depositor: buff, bigger radius and more reduction
- Deep pockets: buff
- Dash: rework or nerf both duration and cooldown
- Iron Will: rework, or nerf (after using it, you take 25% more damage for rest of the game)
- Steeve: make it stronger in haz4, haz5 and haz5+
- Berserker: buff
- Field medic: yeah, make it do something in solo :p
- Heightened senses: prevents sting tails from crabbing you!
- See you in hell: passive effect buff
- Shield link: the gating idea is very good :)
Oh yeah I forgot: "Friendly" and especially "Hover boots" should be buffed too. Hover boots should work more like temporary jet boots in my opinion. And if you find jet boots, hover boots would provide a buff to them.
Extra comment the guns look like Nerf lol
I didnt watch the video but by the thumbnail I have to say that you dont nerf what works and is clearly good, you work what isnt good to compete what is the "meta" of perks from drg. I would be disappointed if videos like these incourage the devs to actually make perks worse for no reason, they indeed need a rework, but not to make them worse but better, you dont improve something by making it contrapoint worse.
nah im sorry iron will needs to get the nerf hammer. Nothing else, just iron will.
Well in the video he explains more than just nerfing what works and provides multiple alternatives. Maybe watch the video.
In some situations nerfing is just significantly easier (balance wise) than buffing. I know many game studios go overboard with nerfs, but small nerfs are almost harmless.
Me when I criticize videos I haven't even watched:
NO and I mean NO nerfs!! Helldivers nerfed and now they still can’t clean their reputation!!!
Nah. Iron Will is a must-pick which is boring. Maybe you could buff everything else to compete but I doubt it
Small nerfs are fine.
I feel instead od increasing the perk boost every tier, like how unstoppable reduces slow effects by 10% -25-50 it should immediately be at 50% then next tier adds a new ability to it. So it would merge basically with another perk. Its gard to explain but basically as I said each tier adds another bonus instead of just increasing a single bonus stat. You did say that for the elemental insulation section though
Edit: I just realized you had this idea already for second wind and unstoppable merging. Why dont I hear of this idea more?
I’m pretty sure friendly does reduce self damage, and that’s one of the most useful reasons to take it.
Nope, it does not
Iron Will loses its value when you stop dying on missions. For this reason I've been running heightened senses on haz5 and above instead of Iron Will because it allows for fast objective pushing without the risk of getting grabbed by leeches.
Iron Will stops being good when no dwarves go down, yes. Perk balance overall doesn't matter when no dwarves are going down. NO perk matters in that case. Not a real argument. Iron Will is a top 2 perk, and all 5+ and modded play involves 4 dwarves running it.
@@AutumnReel4444 Never said Iron Will isnt a top tier perk., because it absolutely is. I personally prefer running Heightened Senses over Iron Will because I die on average roughly once in every 20 missions. And the vast majority of the times I die its because friends trolling me with friendly fire lol
The Iron Will + Dash combo is so frequently used so I think there MAY be sense in integrating them into repeatedly promoted dwarf characters. I.e. each silver star gives a dwarf +1 level Dash and each golden star gives a dwarf +1 level Iron Will.
That's way too overpowered and lame.
Here's an idea:
Combine Deep Pockets and Strong Arm, but remove the flare-throw buff and add it to a dedicated flare upgrade tree.
You could upgrade them to have additional charges, faster recharge, more light, the further throw distance, etc....
Also personally I'd love it if they changed the Rocky Mountain beer into a pickaxe upgrade, it'd be so much more useful that way. And maybe a Pickaxe upgrade for slightly larger dig-size, that'd be neat.
Generally it does feel like they made some of the combat-related upgrades and perks stronger than the QoL ones, which seems a bit backwards. What kinda bothers me about Hover Boots isn't just the cooldown but why it's activated with C. Why not spacebar? You're in mid-air and press spacebar to activate, like the Jet Boots.
As for Second Wind:
If you look at it objectively DRG doesn't need sprint in the first place. Just making the base movement speed as fast as sprint is now would simplify *and* improve the game. Dash could still work, but by double-tapping any movement key (then it would be omnidirectional too). Second Wind would then just be triggered after moving uninterrupted. You could kite swarms at full speed while shooting at them, etc.
The same way DRG doesn't have ADS because it's unnecessary, it could also remove sprint and be better off for it....
This. There is literally never a reason to be walking in DRG. Sprinting should be the only way of movement on the ground.
Definitely agree about the hover boots and to add onto your point, because it's a hold input to activate you can't really use them reactively to save yourself unless it's a really long drop which I think is a perfect use case for it.
Perks shouldnt be merged imo. We would end up with like 8 passives and 9 actives. Instead give them more functionality and heavily rework them.
Born ready requires a nerf, it should be 8-10 seconds, you can abuse it with weapons like thunder cannon and reload upgrades then are NOT that useful.
Deep pockets should help fill them up in first place as a buff, for example 25% faster pickaxe recharge.
Elemental insulation should stay the way it is, I didn't use it (because env dmg was never an issue for me), it could get 10% more I think but that's about it.
Friendly should just remove friendly fire overall or at least be 75%. It would see much more use in pubs. Fall damage reduced is also a cool idea.
It's a bug thing should just give more nitra and gold. Your idea is not that good since sometimes you have 20 lootbugs in a mission, sometimes it's just 3.
Resupplier should definitely be nerfed - split into two separate perks but give the effects reasonable buffs. It's literally a packet of 3 perks in one. So:
Resupplier a - reloads and resupplies take 50% less time.
Resupplier b - gives FULL health and 25% less time. They would stack though.
Second wind just should activate faster and should have 15-20% speed boost increase .
Strong arm shouldnt have the flare thing in it, instead it should have increased throw for heavy objects by like 10% and make it so that you will not drop stuff if you take dmg or fall.
Sweet tooth is fine.
Thorns is fine too, does its intended job well.
Unstoppable just should remove speed penalty overall since people just throw heavy objects anyway. I think making it lower slowdowns from enemies would be rather a safe pick and graybeards wouldn't use it anyway.
Vampire is fine too.
Veteran depositor should get increased area, 7 meters is not a lot at all. 30 damage resistance could be replaced by increased damage, but it would be a bit broken actually, therefore just increase the damage resistance. Faster depositing is not that useful
Beastmaster should give steeve a bit more increased health, instead of taking 3% damage, make it 1.5%.
On Berserker I agree with you. All of your ideas are actually good.
Dash should be 35 seconds. It's intended use is actually rarely used, instead people just use it as a better second wind.
Field medic is fine.
Heightened senses is fine.
Hover boots should be reverted to just flat out fall damage resistance OR decrease the cooldown to like 30 seconds. Hover boots are used by scouts for mining stuff without an engie.
Iron will is fine. There is no way to nerf iron will to not make it a bs.
See you in hell should allow you to be used while alive, it literally feels as if devs want you to go down lol.
With shield link, the passive effect should be a bit different, instead it should be like 6 meters and instead of faster recharge, for every second additional point of armor is added, up to 20 and it goes down after 30 seconds. The active part is fine.