I like Pathfinder to sneak around the sites to engage the archers fasters in melee. Go 4 steps set your dog up to hit the archer while the opponent is engaged in combat with the others. It's maybe not the best strategy but it's fun.
Nice video! My two cents about perks: - Pathfinder: A houndmaster with kite shield and this perk can "safely" sneak into the enemy flanks faster than anyone to release the hound against the backrow. It works well with throwing weapons also. I use them in pairs. Incredibly useful when fighting sneaky gobbos or necromancers. The AI goes panic mode when its archers are being flanked. I love hounds in this game hence I love houndmasters so I found a niche for this perk. - Adaptive: +8% stacking on archers guarantees a hit agaist sneaky targets, like gobbos again for example. Sometimes you need to shoot some pesky mobs asap and this is a guarantee that sooner or later you're going to hit. - Gifted: I agree with you. It's quite hard choosing anything else. - Quick hands: A funny thing you can do with this perk + bags and belt is stacking 5 crossbows on the same bro. Fire (2AP) + choose another one, fire (2AP). A polearm hybrid build can also shoot and poke in the same turn with this perk. I find it useful on polearms bros which I usually have on the flanks. If you are surrounded and you have a two handed weapon on the bag you can AOE or you can use it to break a shield. It brings a lot of versatility, at the cost of not choosing other "must have" perks.
@@FilthyRobot Free fatigue for shields and twohanders exploit was also nerfed. Now this perk is as good as Nine Lives (because balance!). Apparently, this is the goal of game's designer: make all perks well balanced by making them equally useless.
I take Pathfinder on everyone because there are so many situations where you'll find yourself deployed in a ridiculous position; like in a gully facing archers uphill. Being able to reposition swiftly and with minimal penalty becomes a key asset to getting away from trouble before it starts. It does become questionable; in the late game as you mentioned though; but then I'd not be able to get to the lategame without it.
Jesus christ awesome video. As someone new to the game I feel like im getting hundereds of hours of gameplay experience condensed down in a short video. Thanks
The thing about crippling strike is that it enables lower dmg weapons to inflict injuries, and synergizes well with executioner perk. A duelist brother with good melee skill could really 2 shot most enemy with that executioner damage bonus.
I think the problem with that assumption is that if you're doing enough damage to 2 shot someone with Executioner, you're probably already doing enough damage with the first hit to wound them and proc it on the second hit anyway.
Nice stuff. I've found Pathfinder is useful on an early game "bait" character, who is usually a dastard that gets a lot stupid undead to chase after him while my main force tries to aggro just a few enemies at a time, because as far as I'm aware the undead seem to aggro on whoever is closest to them starting a turn. Since undead don't use archers, it means you can have a really awful level 2 guy run around naked and do a lot of good work early game, and you can just retire or get him killed off later in the game when all 12 of your dudes in a fight are doing serious work.
Your videos would get so many more views if you wrote a script and said what you say in 30 mins in 10 to avoid so much repetition and disorder. I personally like them but I can see why you get so few views when you really should have hundreds of thousands given how much you know. p.s. adaptation and iron lungs/recover famed dagger is 5/5
I would say that PF is valuable to most players not because of AP reduction, but the fatigue reduction. I haven't calculated how much fatigue does it save to you, though. I also know how much you like gifted, but there's opinion among other BB veterans, that PF > gifted in long terms. I used it on 2h, I liked it in noble war because of elevations, but I agree that it is a controversal skill overall.
Gopnik Angel wow! Thanks for checking that out.. soooo I reckon that makes PF, somewhat more than just a specialized perk.. considering how fatigue plays such a huge role in the game.. interesting..
Pathfinder + Jagged Pike lets you move 2 tiles to strike, even on difficult terrain or over height differences. That, together with weapon swaps, is why Jagged Pike is my Polearm of Choice. That, in turn, is why I think PF is good for anyone who uses Jagged Pikes as backup weapons, with or without Quick Hands. Plus, PF is just such a convenience when it comes to relocating on Swamp Terrain - you really want to reach a good position ASAP and being able to move 3 tiles instead of 2 is really great. It also lets you have enough Fatigue left to actually defend the high ground when you get there. I guess it's just a matter of how you value mobility and the ability to reach and hold a good position with enough tempo to make use of it.
really appreciate the tips.. pathfinder is one of those perks that I have changed my mind like... too many times about. Yeah you explained your reasoning very well, although I find it kinda useful on my shieldbros.
thats pretty huge, that you dont have to take the perk points right away, ive played for 1200 hours, and never knew that, LOL .. thats a game changer for me.. just when i thought there was nothing more i could find out or something major that i had overlooked or just not known about, and bam.. thats a pretty important point, i almost wonder if thats something to introduce a guide video with, or to have it caveat, into the "student" perk description, like you had.. by the way, man big up respect on your sage wisdom on this game.. thanks for making these videos dude..
FilthyRobot yea, I’m 43 years old, my first pc game was Ultima 2, in 1986! Lol, and this is the best game I’ve ever played, as far as “enjoyment factor” regarding Bang for your buck, depth, and stimulating thought process.. I’m looking forward to the devs next project, bigly! Cheers!
Early game throw aways I'm a big fan of Crippling Strike on archers paired with Executioners on frontliners. For some hard fights you can inflict injuries while the gap is being closed and once they clash you can chain 1 shots and it'll break remaining opponents morale. I think the synergy is terrible if you try and stack both effects on 1 unit and they're early-mid game perks, the frontliners with it usually die at some point and having archers with Crippling Strike if they survive isn't terrible.
I have seen in some of the later videos that you have a kite character that you just use in the beginning to run away from enemies to break them so they dont all attach you at once. couldn't you use pathfinder on that character? (if he gets to level 2)
Agreed with others, you should get a better naming convention for these videos to get them the attention they deserve. Battle Brothers should be in the title.
@@FilthyRobot Yes it does, I confirmed it myself. It basically gives you for every 4 HP roll a 5 HP instead. It's 25% more HP rounded down if I'm not wrong. @Rufert It's a very good counter-skill for things that perma reduce your HP like "weakened heart" for example. :)
actually i find it more useful than colossus. They basically do the same thing, but, against two handers/big damage dealers 9 lives is better. If your hp is down to danger zone, it generally means your armor is mostly gone, and your hp is drastically low. At that point, having one guaranteed save against death is better than 15-20 extra hp.(as everything in the game hits harder than that). At worst case they'll be equal. Colossus would only be better if there was a heal in the game.
@@dandini0698 Interessting thought, I will evaluate this a bit more for my next playthrough. I think nine lives should've been made into a perk that increases the chance of surviving a hit which would otherwise be fatal (sometimes characters survive but sustain a permanent injury).
@@dandini0698 9Lives' only downside compared to Colossus is that Colossus protects a small bit against temporary injuries while 9Lives don't. And that's not by a whole lot unless you ALSO spend stat rolls into health, but the reasoning many people have for going Colossus seems to be to skip spending stats into health when a single perk point can bring it to a comfortable ~60. So 9Lives>Colossus, unless you're going for a Colossus+Nimble tank, at which point 9Lives is still useful because you never know when you've taken on more than you can chew until it's too late and RNG seems to want your tank dead. 9Lives = Guaranteed 1 time save, usually enough to get the character out of harms way.
isn't the student a perk behind until he gain 6 levels? two characters, one student and one is not. if they get the same base experience, at the same time one will have gained 6 lvls and the other would have gained 5 lvls. at that point, one would have win 6 perk points, one of which is student, so basically 5, and the other would have gained 5 perk points. so if we are talking about amount of time, he would be behind just before gaining that extra 6th level. of course if we are comparing purely levels then he would be behind a perk, but he would not be the same level as the others.
No, because he won't be level 6 when the other one reaches level 5. He gets 20% more experience not 20% more levels because later levels are more expensive than the earlier ones. He'll get the level sooner, but not overtake-the-other-guy-sooner. I don't remember the exact level costs, but say level 2 costs 200, level 3 costs 300, level 4 400 and so on. That means to reach level 5 you need 1400 XP in total for all these levels, and the student-character would have accumulated 280XP extra at that point. To reach level 6 he would need 600 extra, so he's still missing 320 XP, over half of the level. He can never get enough of a lead to actually get a bonus level. [remember, these are example numbers, not the actual numbers in the game]
No, you should take student on everybody, as early as possible. Everyone knows this from playing games like fallout etc. Typically its value is going to far outweigh any other perk you may be able to get for a long time. Also, recover is good on spellcasters.
That analysis of Pathfinder is missing the fatigue cost reduction. A brother with Pathfinder can have a much lower fatigue pool because less needs to be devoted to movement cost. That alone makes the skill valuable. In the action cost analysis, the Polearm master is not considered. A Polearm master can two-step and attack on much more terrain if he has the Pathfinder perk. That's very very valuable.
Nine lives is the worst park ever?!? Wth! It was my favorite perk to use on my OG characters I wanted to survive as long as possible on my ironman runs
Student breaks even well before level 11, and it does it in a staggered fashion. The right way to value Student is at EXPERIENCE POINT values, not levels. For example, a Student brother with ~4,200 experience points is strictly stronger than one without Student. Why? Because he's level 7, and the non-Student is level 6. So he's up on stats and equal on combat perks. Then, the Non-Student brother at 5,000 experience points overtakes the Student brother, because he has then reached level 7 too, and he is up one combat perk. This reverses again at ~7,500 experience points, when the Student is up one level again. The two jockey for position throughout all experience values past the first level, so there is no precise line where one becomes better than the other. But, if you were to do a weighted average of the experience values when the Student is better than the Non-Student, on average, it would bring your break-even point below level 11.
I always liked the idea of Crippling strikes because I felt like not only am I doing damage but I am also applying debuffs to my opponent... I thought that skill in particular would be rated higher
I had it on all my archers, and late game was undead. I think it also can be described as a "winmore" ability. If you are starting to penetrate enough armor to wound you are close to killing or breaking anyway
@@tomassmith2088 I disagree with the win-more aspect to a degree because if I don't apply debuffs to the enemy they are just as effective regardless of the injuries. once a character is injured they usually use almost all effectiveness
@@rat488 I think it might depend on the enemy and exact numbers. It would say if it's not winmore it's at least in that ballpark where it helps you snowball an advantage of hitting an enemy but doesn't help you actually get the hits
An assassin build with dagger and adrenaline, with something like super high initiate...? Wait but if he has super high initiate he does not need adrenaline anymore.... hmmm... So the concept is wait till frontline meet with enemy, and the assassin, which was waiting somewhere else, suddently charges in with dagger and puncture 2 times, use adrenaline, and next round he goes first, stab another 3 times, or possibly 2 times then leg work peace out?
Yes he does need it... With "adrenaline" you don't have to calculate to "what ifs" when delaying your turn. :) The "adrenaline" can be very useful skill on basically anyone so for me it's a universal skill (not a unique one like "bullseye"). :)
I realize I’m a bit late to the party but since colossus increases HP by 25%, does that mean that it becomes even more useful to hold off and take it in the late game when you have a bro with say 80 health compared to taking it early when they have like 50?
In terms of how much HP you get? Sure. But once you have 80 HP, you don't really need it, you need it when you're at 50 so you don't get one shot. It helps you keep that bro alive long enough to get to high level.
Hi, I'm late-er still. From the Battle Brothers wiki: "Note: the bonus is always retroactively updated with maximum Hitpoints." Even if you get it early on, when your bro gains 8 hp, they will gain 10 instead.
The student will be behind still after level 7, but without student they won’t get to level 7 until later. At 20% faster that means every 5 levels the guy is 1 level better off. So you’ll be level 7 when they’re 8 and from there on in you’ll be 1 perk above therefore will be level on perks but ahead on attributes.
If you do get a character to level 10 that you want to keep around, surely Student is a get pick at that level. Unless I am mistaken it means that when you hit level 11 you'll get an extra perk. So you'll mostly lose out on the bonus XP gain but still get the perk even if you couldn't afford the opportunity cost of giving them Student at level 2.
It's so-so then. The bonus experience stops at level 11, so it's not like it benefits them past the soft level cap. The tradeoff is a slightly faster level 11 stats, but a delayed level 10 perk. It's great when you're using skills that work in pairs, and pretty bad for skills that are good on their own.
do you realy need perks in each line to progress or its just the ammount you spend ?? i mean can i spend 6 points in the first line and then get to the last one without taking any perks betwen ??
Sooo... if I give adrenaline to ALL my characters and I use it at the end of each one's turn... does it mean that my whole band will fight their turn before anyone in the next turn?
~Actually crippling strike is so OP when used properly with bros that are heavily *spear* based especially if you constantly use spear wall ability. It can really really impact course of most battles -- especially fighting Nachzehrers. ~About "Nine lives" it doesn't have any benefit if you are save-scummer (as I am, very hardcore one), if you are doing "let no one die" or "let none of companions die" or if you are a player that actually binds with his "band" but with, for example, iron mode on, then it can probably save your life sometimes. :) ~Pathfinder could be okay, for me, because IMO shooters (archers/crossbowman) could really benefit from them especially ones that are equally good with melee and ranged -- who are double skilled supporters who are moving a lot and change their role on demand. It also helps with repositioning for short range archers for example, who are for another example, penalized by some equipment so they can't "see" very far (some unique looking helmet you like to use on a specific character in RP playthrough). ~Adrenaline is very important when positioning your main archer/arbalester dude if he does the most of the damage and you need him to always weaken enemy first before they even have a chance to act or an opportunity to kill enemy shooter before he fall back behind other enemy unit and so on... ~Student is a must, for me. I can't imagine having a bro not having it. Don't if it's because it matches perfectly my play-style or what, but that skill is a simple must-2-have for me. This game is basically illogical and irrational in a way of representing the real (basic) difficulty rating throughout itself, in other words it's difficulty is not neither linear nor in a normal progression. Battle Brothers game is very hard at the beginning, then as you progress and level up and earn more and better (stuff, people) game difficulty slowly falls down, then at the very first crisis it gets a lot harder, but it slowly declines again, then at the second crisis, you are usually very well equipped and you have bros that aren't supposed to die (or you spent so much time in them so they are very valuable to you), then the game is pretty easy to play. At 3rd crisis it's trivial but game itself, from time to time, because of RNG just tends to screw with you and keep you off balance, just because... Soooo yeah. It's weird but, for me, it's very funny to play. This is kind of a game that there is no way in hell that any of your playthrough (even on the same map, or same bros setup/development) can be the very same. It's always different, it's always unique and special. The repeatability for this game is infinite. ~Other skills/perks that you talked about are fine, each have some purpose if you are here just to have fun and try out stuff, or for the sake of role-playing. Trust me, in this game, most of the times you won't even think of "how to beat it", you will just play for a true fun. :)
such a shame this guy , knows his shit not matter what game he is playing. but he cant get to the fucking point and when he gets to it he repeart it 10 times. i dont have the nerf for that
Good comments on the perks but you really need to script what you're saying better. This vid should be 10-15mins at the very, very most. 1-2mins per perk is more than enough (with the occasional exception.)
Completely disagree on the Nine lives part, I'd personally rate it higher than Colossus. Nine lives has on numerous occassions saved my Brothers, allowed me to use Rotation and get them out and far back (or behind shield Brothers to later use for knife kills). Nine lives protect your characters from EVERYTHING. Early game, when your armor is destroyed and your enemy is trying to kill your lowbie through shield wall? Nine lives will work better than Colossus, because at that point 25% extra HP doesn't matter, your brothers die in two unarmored hits anyway, or a single super stray arrow. With Nine lives, that's 3 hits, or two stray arrows. Hell, it can even help you survive bleeds and/or poisons! No bandage or antidote and you're on your final sliver of health with just one or two more ticks of bleed/poison left? Nine lives will save your brother, Colossus won't.
Thumbnail doesn't tell you what the hell the video is for and all the title says is Perk Guide! It's probably fine if you know the game really well but if you are just discovering it as I am then it doesn't help you at all, you just look at it and go " Perk Guide, well that's great WTH is it a Perk Guide for?" So I gotta give it a thumbsdown!
2:36 fast adaptation 3
5:21 crippling strikes 5
8:15 colossus 2
10:06 nine lives 5
11:42 bags and belts 3
13:30 pathfinder 5
18:53 adrenaline 3-4
22:48 recover 1
26:24 student 1
Everybody thought it and you DID it!
Thank god lol good job
Legend
I like Pathfinder to sneak around the sites to engage the archers fasters in melee. Go 4 steps set your dog up to hit the archer while the opponent is engaged in combat with the others. It's maybe not the best strategy but it's fun.
This guy is a legend. So much knowledge.
Nice video! My two cents about perks:
- Pathfinder: A houndmaster with kite shield and this perk can "safely" sneak into the enemy flanks faster than anyone to release the hound against the backrow. It works well with throwing weapons also. I use them in pairs. Incredibly useful when fighting sneaky gobbos or necromancers. The AI goes panic mode when its archers are being flanked. I love hounds in this game hence I love houndmasters so I found a niche for this perk.
- Adaptive: +8% stacking on archers guarantees a hit agaist sneaky targets, like gobbos again for example. Sometimes you need to shoot some pesky mobs asap and this is a guarantee that sooner or later you're going to hit.
- Gifted: I agree with you. It's quite hard choosing anything else.
- Quick hands: A funny thing you can do with this perk + bags and belt is stacking 5 crossbows on the same bro. Fire (2AP) + choose another one, fire (2AP). A polearm hybrid build can also shoot and poke in the same turn with this perk. I find it useful on polearms bros which I usually have on the flanks. If you are surrounded and you have a two handed weapon on the bag you can AOE or you can use it to break a shield. It brings a lot of versatility, at the cost of not choosing other "must have" perks.
The crossbow exploit was nerfed. Only the one in your hands starts loaded now!
good point on the hounds being released on the back line.. :) this game is soooo complex, its crazy.. one of the best games ive ever played for sure.
@@FilthyRobot Free fatigue for shields and twohanders exploit was also nerfed. Now this perk is as good as Nine Lives (because balance!). Apparently, this is the goal of game's designer: make all perks well balanced by making them equally useless.
Cool comment
You should do an update to the perk guide, as some have been changed, or the overal game strats changed over time with new DLC?
"Hoping 2 videos, but might take 3"... looks right " Perk Guide (Part 4). :D In depth!
I take Pathfinder on everyone because there are so many situations where you'll find yourself deployed in a ridiculous position; like in a gully facing archers uphill.
Being able to reposition swiftly and with minimal penalty becomes a key asset to getting away from trouble before it starts.
It does become questionable; in the late game as you mentioned though; but then I'd not be able to get to the lategame without it.
You should add "Battle Brothers" to the name of this video and other parts of this video.
Jesus christ awesome video. As someone new to the game I feel like im getting hundereds of hours of gameplay experience condensed down in a short video. Thanks
The thing about crippling strike is that it enables lower dmg weapons to inflict injuries, and synergizes well with executioner perk. A duelist brother with good melee skill could really 2 shot most enemy with that executioner damage bonus.
I think the problem with that assumption is that if you're doing enough damage to 2 shot someone with Executioner, you're probably already doing enough damage with the first hit to wound them and proc it on the second hit anyway.
Nice stuff. I've found Pathfinder is useful on an early game "bait" character, who is usually a dastard that gets a lot stupid undead to chase after him while my main force tries to aggro just a few enemies at a time, because as far as I'm aware the undead seem to aggro on whoever is closest to them starting a turn. Since undead don't use archers, it means you can have a really awful level 2 guy run around naked and do a lot of good work early game, and you can just retire or get him killed off later in the game when all 12 of your dudes in a fight are doing serious work.
cruel man, just cruel..
Cryoshakespeare for more lulz it should be a very shitty background, such as a cripple, or beggar
@@digitaldevil696 Imagine a cripple running around on the battlefield, with his crutches chased by a dozen undead
Spoiler it took 4 videos
Thats 2 hours of my life gone :D
@@Scott-zi7xvif you're playing bbros you're giving up way more than that XD
@@mingodingo Im spamming it on Twitch, so yeah I've been having a few hardships LOL. Shit goes south, I have to start googling, and play, repeat.
Your videos would get so many more views if you wrote a script and said what you say in 30 mins in 10 to avoid so much repetition and disorder. I personally like them but I can see why you get so few views when you really should have hundreds of thousands given how much you know.
p.s. adaptation and iron lungs/recover famed dagger is 5/5
@Alex Devereaux yo my mans really said fuck it and sneaked a hard roast under the read me im dead lets get some pogs in the chat
I have now watched about 6-7 of your videos over BB... and now I must buy it. Great thing it just went on sale!
best game ever.. did you buy it yet?
Sure did!
I do prefer "Nine lifes" on my archers because they die within 1-3 shots so i'm able to drag him back when needed avoiding his death.
Hey professor filthy, i love your tutorials and guides!!!
Super helpful insights, thank you Filthy
I would say that PF is valuable to most players not because of AP reduction, but the fatigue reduction. I haven't calculated how much fatigue does it save to you, though. I also know how much you like gifted, but there's opinion among other BB veterans, that PF > gifted in long terms. I used it on 2h, I liked it in noble war because of elevations, but I agree that it is a controversal skill overall.
is that true?? that PF affects fatigue in a positive way?
Iirc there is description of the skill, which says that it lowers the fatigue penalty for moving in difficult terrain.
Trumptard Terrorizer just checked wiki, it says fatigue cost is reduced in a half
Gopnik Angel wow! Thanks for checking that out.. soooo I reckon that makes PF, somewhat more than just a specialized perk.. considering how fatigue plays such a huge role in the game.. interesting..
Pathfinder + Jagged Pike lets you move 2 tiles to strike, even on difficult terrain or over height differences. That, together with weapon swaps, is why Jagged Pike is my Polearm of Choice. That, in turn, is why I think PF is good for anyone who uses Jagged Pikes as backup weapons, with or without Quick Hands.
Plus, PF is just such a convenience when it comes to relocating on Swamp Terrain - you really want to reach a good position ASAP and being able to move 3 tiles instead of 2 is really great. It also lets you have enough Fatigue left to actually defend the high ground when you get there.
I guess it's just a matter of how you value mobility and the ability to reach and hold a good position with enough tempo to make use of it.
Pathfinder goes well with 2 handed weapons
9 lives can be the perk that wins a battle and saves a character. Has been very useful throughout my campaigns.
Except that opportunity cost means it's nearly certainly cost you more than it's helped you.
really appreciate the tips.. pathfinder is one of those perks that I have changed my mind like... too many times about. Yeah you explained your reasoning very well, although I find it kinda useful on my shieldbros.
excellent video, many thanks
Good info, you are absolutely right about pathfinder, it is a trap perk, don't let anyone tell you different.
thats pretty huge, that you dont have to take the perk points right away, ive played for 1200 hours, and never knew that, LOL .. thats a game changer for me.. just when i thought there was nothing more i could find out or something major that i had overlooked or just not known about, and bam.. thats a pretty important point, i almost wonder if thats something to introduce a guide video with, or to have it caveat, into the "student" perk description, like you had.. by the way, man big up respect on your sage wisdom on this game.. thanks for making these videos dude..
My pleasure, I loved this game.
FilthyRobot yea, I’m 43 years old, my first pc game was Ultima 2, in 1986! Lol, and this is the best game I’ve ever played, as far as “enjoyment factor” regarding Bang for your buck, depth, and stimulating thought process.. I’m looking forward to the devs next project, bigly! Cheers!
I just realized the perks form a sideways mute symbol and I can't unsee
Ooooohhh yeeeaaah. Interesting! :D Nice eye dude! :D
Very useful guide. Thanks for posting it.
Here I was hoping for a perc guide
god damn you! watching this made me realize I'm not as smart as I thought! you're smarter!
I've learnt more about a topic from FilthyRobot than the Organic Chemistry lectures given by my professor.
Early game throw aways I'm a big fan of Crippling Strike on archers paired with Executioners on frontliners. For some hard fights you can inflict injuries while the gap is being closed and once they clash you can chain 1 shots and it'll break remaining opponents morale.
I think the synergy is terrible if you try and stack both effects on 1 unit and they're early-mid game perks, the frontliners with it usually die at some point and having archers with Crippling Strike if they survive isn't terrible.
I have seen in some of the later videos that you have a kite character that you just use in the beginning to run away from enemies to break them so they dont all attach you at once.
couldn't you use pathfinder on that character? (if he gets to level 2)
Big help-- thanks!
Agreed with others, you should get a better naming convention for these videos to get them the attention they deserve. Battle Brothers should be in the title.
9 lives > crippling strikes. You can take 1 more hit before dying - its actually good vs high dmg, high ap cost weapons.
New Subscriber here, good channel, like your style.
Excellent!
Watching this 3 years later and hearing him talk about student is insane lmao I cant believe it used to he that strong
Isn't it the same now as it's always been?
@@FilthyRobot Oh no youre right its not changed for some reason I thought it was 15% XP increase and no point refund
bought the game for an 1h ago. its hard but i like it! Your vids is helping! Thanks
/J
So probably not getting a response here, but basically the first set of perks in most cases it’s gonna be either colossus or fast learner ?
Wow!! crippling strike!! who would have thunk?? good info brother!
Holy shit I use nine lives a lot LOL
9 lives has literally saved over 9 battles and 23 deaths in my first month of playing
'Nine lives' is an extra crossbow bolt to the face. :*)
Regarding colossus. Is it a one time bonus or will it also impact future health increases?
Future bonuses too I believe
@@FilthyRobot Yes it does, I confirmed it myself. It basically gives you for every 4 HP roll a 5 HP instead. It's 25% more HP rounded down if I'm not wrong.
@Rufert It's a very good counter-skill for things that perma reduce your HP like "weakened heart" for example. :)
Confirmed this goes up. Rolled a 4 on hp level up, total hp went up 5. (Playing WotN and all DLC).
The cripple might be useful on cleaver knights with tons of bleed out maybe what do you think?
very informative! thank you.
@FilthyRobot Hey man I got Battle Brothers and its tuff as nails man i have to learn more from your videios, Thanks for recommendation.
I took nine lives on all of my 12 characters. Oops
Me too :D But I actually had the same thought, that it's only usefull in one particular situation and not all the time... Still took it :v
actually i find it more useful than colossus. They basically do the same thing, but, against two handers/big damage dealers 9 lives is better. If your hp is down to danger zone, it generally means your armor is mostly gone, and your hp is drastically low. At that point, having one guaranteed save against death is better than 15-20 extra hp.(as everything in the game hits harder than that). At worst case they'll be equal. Colossus would only be better if there was a heal in the game.
@@dandini0698 Interessting thought, I will evaluate this a bit more for my next playthrough. I think nine lives should've been made into a perk that increases the chance of surviving a hit which would otherwise be fatal (sometimes characters survive but sustain a permanent injury).
Maybe you just love cats?
@@dandini0698 9Lives' only downside compared to Colossus is that Colossus protects a small bit against temporary injuries while 9Lives don't.
And that's not by a whole lot unless you ALSO spend stat rolls into health, but the reasoning many people have for going Colossus seems to be to skip spending stats into health when a single perk point can bring it to a comfortable ~60.
So 9Lives>Colossus, unless you're going for a Colossus+Nimble tank, at which point 9Lives is still useful because you never know when you've taken on more than you can chew until it's too late and RNG seems to want your tank dead. 9Lives = Guaranteed 1 time save, usually enough to get the character out of harms way.
isn't the student a perk behind until he gain 6 levels?
two characters, one student and one is not.
if they get the same base experience, at the same time one will have gained 6 lvls and the other would have gained 5 lvls. at that point, one would have win 6 perk points, one of which is student, so basically 5, and the other would have gained 5 perk points.
so if we are talking about amount of time, he would be behind just before gaining that extra 6th level.
of course if we are comparing purely levels then he would be behind a perk, but he would not be the same level as the others.
No, because he won't be level 6 when the other one reaches level 5. He gets 20% more experience not 20% more levels because later levels are more expensive than the earlier ones. He'll get the level sooner, but not overtake-the-other-guy-sooner.
I don't remember the exact level costs, but say level 2 costs 200, level 3 costs 300, level 4 400 and so on. That means to reach level 5 you need 1400 XP in total for all these levels, and the student-character would have accumulated 280XP extra at that point. To reach level 6 he would need 600 extra, so he's still missing 320 XP, over half of the level. He can never get enough of a lead to actually get a bonus level. [remember, these are example numbers, not the actual numbers in the game]
0:29 AYYY!
AYAYA
No, you should take student on everybody, as early as possible. Everyone knows this from playing games like fallout etc. Typically its value is going to far outweigh any other perk you may be able to get for a long time. Also, recover is good on spellcasters.
That analysis of Pathfinder is missing the fatigue cost reduction. A brother with Pathfinder can have a much lower fatigue pool because less needs to be devoted to movement cost. That alone makes the skill valuable.
In the action cost analysis, the Polearm master is not considered. A Polearm master can two-step and attack on much more terrain if he has the Pathfinder perk. That's very very valuable.
Prefer you respond to the most recent perk pass: th-cam.com/video/2Yj-n7-b1P0/w-d-xo.html
@@FilthyRobot OMG this is the first video in a very deep rabbit hole! :P
Nine lives is the worst park ever?!?
Wth! It was my favorite perk to use on my OG characters I wanted to survive as long as possible on my ironman runs
Student breaks even well before level 11, and it does it in a staggered fashion. The right way to value Student is at EXPERIENCE POINT values, not levels.
For example, a Student brother with ~4,200 experience points is strictly stronger than one without Student. Why? Because he's level 7, and the non-Student is level 6. So he's up on stats and equal on combat perks.
Then, the Non-Student brother at 5,000 experience points overtakes the Student brother, because he has then reached level 7 too, and he is up one combat perk.
This reverses again at ~7,500 experience points, when the Student is up one level again.
The two jockey for position throughout all experience values past the first level, so there is no precise line where one becomes better than the other. But, if you were to do a weighted average of the experience values when the Student is better than the Non-Student, on average, it would bring your break-even point below level 11.
I always liked the idea of Crippling strikes because I felt like not only am I doing damage but I am also applying debuffs to my opponent... I thought that skill in particular would be rated higher
I had it on all my archers, and late game was undead.
I think it also can be described as a "winmore" ability. If you are starting to penetrate enough armor to wound you are close to killing or breaking anyway
@@tomassmith2088 I disagree with the win-more aspect to a degree because if I don't apply debuffs to the enemy they are just as effective regardless of the injuries. once a character is injured they usually use almost all effectiveness
@@rat488 I think it might depend on the enemy and exact numbers. It would say if it's not winmore it's at least in that ballpark where it helps you snowball an advantage of hitting an enemy but doesn't help you actually get the hits
12:37 *thump* 19:12 *thump*
in case anyone didn't put these 2 together between crippling strikes and colossus, Higher max hp = fewer injuries on your bros
An assassin build with dagger and adrenaline, with something like super high initiate...? Wait but if he has super high initiate he does not need adrenaline anymore.... hmmm... So the concept is wait till frontline meet with enemy, and the assassin, which was waiting somewhere else, suddently charges in with dagger and puncture 2 times, use adrenaline, and next round he goes first, stab another 3 times, or possibly 2 times then leg work peace out?
Yes he does need it... With "adrenaline" you don't have to calculate to "what ifs" when delaying your turn. :)
The "adrenaline" can be very useful skill on basically anyone so for me it's a universal skill (not a unique one like "bullseye"). :)
I realize I’m a bit late to the party but since colossus increases HP by 25%, does that mean that it becomes even more useful to hold off and take it in the late game when you have a bro with say 80 health compared to taking it early when they have like 50?
In terms of how much HP you get? Sure. But once you have 80 HP, you don't really need it, you need it when you're at 50 so you don't get one shot. It helps you keep that bro alive long enough to get to high level.
@@Duckman1616 true true
Hi, I'm late-er still. From the Battle Brothers wiki: "Note: the bonus is always retroactively updated with maximum Hitpoints."
Even if you get it early on, when your bro gains 8 hp, they will gain 10 instead.
The student will be behind still after level 7, but without student they won’t get to level 7 until later.
At 20% faster that means every 5 levels the guy is 1 level better off. So you’ll be level 7 when they’re 8 and from there on in you’ll be 1 perk above therefore will be level on perks but ahead on attributes.
If you do get a character to level 10 that you want to keep around, surely Student is a get pick at that level. Unless I am mistaken it means that when you hit level 11 you'll get an extra perk. So you'll mostly lose out on the bonus XP gain but still get the perk even if you couldn't afford the opportunity cost of giving them Student at level 2.
It's so-so then. The bonus experience stops at level 11, so it's not like it benefits them past the soft level cap. The tradeoff is a slightly faster level 11 stats, but a delayed level 10 perk. It's great when you're using skills that work in pairs, and pretty bad for skills that are good on their own.
Yes I see. Thanks for the reply. Food for thought as always.
do you realy need perks in each line to progress or its just the ammount you spend ?? i mean can i spend 6 points in the first line and then get to the last one without taking any perks betwen ??
It's the amount you spend.
Sooo... if I give adrenaline to ALL my characters and I use it at the end of each one's turn... does it mean that my whole band will fight their turn before anyone in the next turn?
Yep!
why does anyone pick recover on archers anw?
Cause they tend to lose fatigue do to 2-3 shots they inflict in a round.
~Actually crippling strike is so OP when used properly with bros that are heavily *spear* based especially if you constantly use spear wall ability. It can really really impact course of most battles -- especially fighting Nachzehrers.
~About "Nine lives" it doesn't have any benefit if you are save-scummer (as I am, very hardcore one), if you are doing "let no one die" or "let none of companions die" or if you are a player that actually binds with his "band" but with, for example, iron mode on, then it can probably save your life sometimes. :)
~Pathfinder could be okay, for me, because IMO shooters (archers/crossbowman) could really benefit from them especially ones that are equally good with melee and ranged -- who are double skilled supporters who are moving a lot and change their role on demand. It also helps with repositioning for short range archers for example, who are for another example, penalized by some equipment so they can't "see" very far (some unique looking helmet you like to use on a specific character in RP playthrough).
~Adrenaline is very important when positioning your main archer/arbalester dude if he does the most of the damage and you need him to always weaken enemy first before they even have a chance to act or an opportunity to kill enemy shooter before he fall back behind other enemy unit and so on...
~Student is a must, for me. I can't imagine having a bro not having it. Don't if it's because it matches perfectly my play-style or what, but that skill is a simple must-2-have for me.
This game is basically illogical and irrational in a way of representing the real (basic) difficulty rating throughout itself, in other words it's difficulty is not neither linear nor in a normal progression. Battle Brothers game is very hard at the beginning, then as you progress and level up and earn more and better (stuff, people) game difficulty slowly falls down, then at the very first crisis it gets a lot harder, but it slowly declines again, then at the second crisis, you are usually very well equipped and you have bros that aren't supposed to die (or you spent so much time in them so they are very valuable to you), then the game is pretty easy to play. At 3rd crisis it's trivial but game itself, from time to time, because of RNG just tends to screw with you and keep you off balance, just because... Soooo yeah. It's weird but, for me, it's very funny to play. This is kind of a game that there is no way in hell that any of your playthrough (even on the same map, or same bros setup/development) can be the very same. It's always different, it's always unique and special. The repeatability for this game is infinite.
~Other skills/perks that you talked about are fine, each have some purpose if you are here just to have fun and try out stuff, or for the sake of role-playing. Trust me, in this game, most of the times you won't even think of "how to beat it", you will just play for a true fun. :)
lamo on nearly all builds ive ever had taken pathfinder 90% of the time.
me taking nine lives on all my characters 😳
maimed foot permanent injury cancels out pathfinder
such a shame this guy , knows his shit not matter what game he is playing. but he cant get to the fucking point and when he gets to it he repeart it 10 times. i dont have the nerf for that
man, your power rating scheme kept getting me up...a 2 out of 5 should be weak...instead you have it set up as really good...its weird.
It's not out of 5, it's a tier list (from 1 being top tier and 5 being garbage)
so all of them are bad, I get it
Is this still relevant?
Good comments on the perks but you really need to script what you're saying better. This vid should be 10-15mins at the very, very most. 1-2mins per perk is more than enough (with the occasional exception.)
Fight goblins from a distance? No way. Fight them at night to minimize their ranged capability and close the distance quickly.
Nah, crossbows shred them
30 min long? Wtf
Completely disagree on the Nine lives part, I'd personally rate it higher than Colossus.
Nine lives has on numerous occassions saved my Brothers, allowed me to use Rotation and get them out and far back (or behind shield Brothers to later use for knife kills). Nine lives protect your characters from EVERYTHING. Early game, when your armor is destroyed and your enemy is trying to kill your lowbie through shield wall? Nine lives will work better than Colossus, because at that point 25% extra HP doesn't matter, your brothers die in two unarmored hits anyway, or a single super stray arrow. With Nine lives, that's 3 hits, or two stray arrows.
Hell, it can even help you survive bleeds and/or poisons! No bandage or antidote and you're on your final sliver of health with just one or two more ticks of bleed/poison left? Nine lives will save your brother, Colossus won't.
Thumbnail doesn't tell you what the hell the video is for and all the title says is Perk Guide! It's probably fine if you know the game really well but if you are just discovering it as I am then it doesn't help you at all, you just look at it and go " Perk Guide, well that's great WTH is it a Perk Guide for?"
So I gotta give it a thumbsdown!
whoa bro, you need to calm down on your pathfinder bashing.
32 minutes buddy get on with it
You say 'anyways' a lot. Drop the s my dude, you sound smarter if you say anyway instead of anyways.
Huh the developers heard you and buffed Nine Lives