Have you played darkness falls you catch fire 20 to 100 times minimum on horde night. You either have to have a pool near by, alot of water in inventory or need a mod to drink murky water. So pack mule is more valuable in darkness falls. Having low inventory places because of lack number of pocket Mods are the worst but ya in vanilla I could see the pack mule being the worth perk.
@@The_Crimson_Fukrthat’s why I use a backpack extender mod because it actually makes that perk useful plus you don’t have to deal with the laughably small vanilla inventory
Most of these have had the game pass them by. Things like the weather has changed so it's not harsh like it used to be in some previous Alphas. You used to really need those slots in clothes and armor to put mods so you wouldn't burn up or freeze to death. You always had to drink red tea in the desert to stay cool and when you had the mod in your armor you didn't need to drink red tea all the time.
You have to go to the desert to get shale and that'd take a while where you'd be drinking tons of red tea to be mining - and had to take all your armor off to stay cool. If you had the mods on instead of pocket mods you could keep your armor on.
Many versions ago getting too cold would cause your HP to drain until you warmed up. Back then you could also freeze to death on a sunny day in the forest by wearing things like cowboy hats, tank tops and short shorts, but you'd be fine if you were naked.
If A21 ever happens, that helmet filter mod would be great to have. Set up a small well using your water bucket, and drink yellow water from it whenever you stop by your base! Set one up near each trader, and drink swamp donkey runoff every time you go to turn in quests! All the sewage, all the time!
I've always felt that buried treasure missions would be a bit better if they went up to higher tiers, and thus gave higher rewards. What I couldn't think of was how to properly scale the difficulty of such encounters. They already throw a decent number of zombies at you all at once, without the ability to kite them through a POI like other missions, so more/harder zombies probably isn't the answer. On multiplayer servers it can also get out of hand since filling the holes up after you are done is difficult to convince people to do. So you have these random sinkholes everywhere that are annoying to deal with. One thing I do like to do is use robotic turrets to watch my back while digging, and cull the numbers/delay the waves that come after you.
Were pocket mods really that common in the older days of the game? I've put almost 200 hours in the last like 6 months and I've never gotten the crafting magazine for them and i never really find that many of them.
If you could balance each of these 5 perks, how would you go about it? For Packed Mule, there's not really much saving it unless there's a change to the inventory system to something like Unturned/Tarkov(slot based volume system) or Empyrion(numerical volume and mass system). And Packed Mule should probably be more about reducing the speed debuff than adding slots; ie the mod and the perk should play separate roles if they want to balance it. Well Insulated probably also only really makes sense with a rework to the importance of temperature in the survival elements, although I remember when they first implemented it temperature was such a fucking pain to deal with. For Infiltrator, mostly I'd say a 1 block high crouch should be in there somewhere, that'd make it kind of like a niche QOL perk like Parkour. Maybe Treasure Hunter should further influence the loot in chests, or reduced chance of zombie spawns each time it reduces. For Animal Tracker, on top of detecting zombie animals, they could simulate animal stalking by, for instance, if there are no animals in the area, you could instead follow a "trail" which is really like a miniquest waypoint that will lead you to an animal. With that said this really doesn't have value with the abundance and stupidity of the animals in this game. Maybe it could just be a tracker perk and it also extends to zombies and, eventually, bandits, and maybe removing the wallhack radar in quests and instead making it exclusive to this perk.
I think combining some of these perks would be the best solution. Put Infiltrator and Lockpicking together under the name of "Infiltrator" Put Animal Tracker together with Huntsman as a blanket hunting perk And finally, Pack Mule could be a part of lucky looter maybe. Or just removed entirely, it's nearly inconsequential. As for well insulated, I feel like now we could probably re-add temperature damage, now that the system as a whole is a bit more reasonable to deal with. It does feel really odd being in freezing temperatures in the snow while only suffering minor effects overall. "Never take temperature damage again" would be aces for someone who's in the desert and snow a lot.
@@fusrosandvich3738 Cool ideas, I also had merging of Animal Tracker and Huntsman in mind, maybe on top of a decreased aggro from animals or they give up a chase more easily on top of that. I still think Packed Mule is redeemable by completely overhauling it, because I think if you plan on Fergettin' Elixiring in the midgame, unlocking 3 extra slots with one point for your early game isn't absolutely bad. So with this in mind and maybe an additional incentive to the perk of some kind for the endgame would be cool. Hell, if they make it so stack sizes are variable they could make each level increase the stack sizes, which could absolutely overhaul it to an A tier or even S tier perk depending on what items you're working with(explosives and 7.62 come to mind for things that really benefit from a perk that buffs stack size) To overhaul temperature mechanics, I think a movement speed debuff on level 1 (cold) should be enough to discourage entry in the early game, though not as harsh as radiation damage for the, appropriately higher rated, wasteland. Level 2 freezing should definitely have some health DOT or health penalties. In the desert I think a movement speed penalty for the Level 2 overheat debuff is fair, Level 1 can be something simple like a nerf to stamina regen along with the usual increase in dehydration rate.
About Treasure Hunter: I tried different maps in different biomes. The wasteland maps ALWAYS were on top of a mountain with a 60 degree slope in the middle of nowhere. I did get a useless T6 item to stuff with excess mods but not worth the trouble. About how to shorten your dig: Lay out three charges of dynamite for a T1/2/3 quest and toss a lit 4th bundle in the middle. Usually the box is lying about exposed. For treasure maps, use a +50% candy for the same result (unless you are in the wasteland mountains). I make destroyed stone and dirt and back fill any tears in the landscape, which usually takes as much time as digging, just not as frustrating. Bonus tip: You can revisit quest loot boxes. I dig a crypt around mine and revisit every respawn period. I found this really helpful getting food in the early game and helpful for recipe canned goods for later stages. I pick up millitary plates and fiber, and steel plates from the nonfood loot boxes at L60+. I really enjoy experimenting with architecture that the zombies ignore and I can't drive into a hole.
can you do a video that takes all these useless perks and what you would alter or change in these perks to make them good? (not godly just descent so that you may use them or put points into them)
pack mule is definitely more useful now that you only have 4 pieces of clothing. they added a quad pocket mod to compensate but it uses legendary parts
Treasure Hunter could be good if it made maps show up in loot more often (why doesn't it?!) Animal Tracker would be great if it was refactored to... Tracker. Final tier highlighting zombies nearby that haven't detected you yet. Infiltrator could be good if it let you get through spikes and barbed wire with minimal effect, and be able to use fences and railings as ladders.
Let me start with this: you're absolutely 100% correct.. for vanilla. I'm finding that's a much different case if/when you add mods. I'm playing Sorcery and the gear has tons of space for mods but it adds a lot of new stackable mods. I've actually spent 2 points so far into pack mule. Ijs 😂
Well, it looks like with the armor rework, skills that increase heat and frost resistance may become more relevant. In addition, they allow the player to build fires less often and be more frugal with food and water.
The only time I've ever taken pack mule was in Undead Legacy, which has a weight based inventory system and packmule gave better weight management than the average pocket mod. A triple pocket mod that gives 10 carry capacity or one perk that gives 20. Both. Both are great.
When you do a custom map and you spawn into Wastelands because you made the majority of the map Wastelands, ONE point into animal tracking is very useful early on as I need to eat the snakes to survive and they are NOT easy to see.
I agree with just about all of this. Like temp needs to be fixed, what is considered Cold and freezing. Or hot and sweltering is a matter of perspective. I live in Montana, we get it all. In the Winter, After being in -40F for a few weeks 45 above feels like summertime. Some people don't realize that is a 85 degree swing. Today we are approaching 100F, it does feel hot to us....but it wouldn't faze people in Arizona. I think when cold or hot you move slower, and accuracy is affected and gets worse as the temp gets worse. So when aiming or just trying to grab stuff with the mouse the cursor should get real shaky or the crosshairs are shaking and get worse as opposed to having NO crosshair sway at all, which is unrealistic.
It for surely sucks that they made it to where you can't just get water with glass jars now you can't industrialize duct tape anymore or even get water from yoga plants directly
You: who doesn't look at upload dates and the version this video was made in and think about whether spears were good back in that update (Fun fact: They sucked balls)
The Infiltrator perk saves my ass in PVP servers. You don't know how many times I've picked up free mines to set up traps in other players bases or popular POIs.
call me crazy but, points in salvage operations and lucky looter alone is more of an investment to me than most of the other trees making perception one of my top points i spend in.
I can see pack mule as an early game perk, you save some time being less full of equipment and not moving so slow, plus i loot and salvage a lot of early qeust areas so it is useful for me to get back to the traders and home base earlier and saving more time on the first days to let's say have a better start going more smootlhy.
I dont really understand your point about pack mule, no hate of course but its really good fro the early game and fergetin elixir gives ypu your points back, so i dont get why you shouldn’t get it early before you have armor and pocket mods?
I like going for 1 or 2 point into pack mule cause i have terrible luck with getting pocket mods even when i hunt for them then later when i do get them i can just forgetn elixer if i regret it too much
@@oldtimergaming9514 As a Per/Agi build I only really need cloth armor with armor plating and insulating stuff. As well as pocket mods. Anything other than that is some aesthetic mods and water purified. Maybe a bandolier too. :) So yeah it does work well.
Agree that hunger and temp perks are absolutely useless because you can overwhelm yourself with food and drink. 10% more animal damage books are useless too. I'd rather use one more bullet. Now the mole perks are invaluable on a permadeath run!
I just wish the harder settings make the zombies more capable to be dangerous instead of more dmg spongy that doesn't feel your hits so you resort to laming them instead. haha.
My super niche play.... erm I agree wholeheartedly with every one of these. While some may be useful if I actual don't get board and play long enough to get all the useful perks first
My prediction for number 1 worst perk is Healing Factor. Oh wow, Pack Mule? Really? I mean, I guess your reasoning is solid, I was just really expecting Healing Factor. Since although it does make you heal faster, it also makes you become hungry and thirsty faster after healing from injuries.
Probably. Well insulated would make things easier but still isn't "necessary", if you hate yourself. Pack mule would be much stronger, infiltrator still sucks, animal tracker is still super niche, and treasure hunter isn't affected by that challenge.
before i watch this, here's what i predict will happen: name 4 perks that are reasonably bad to take. then name 1 perk that's not even divisive, but actually a pretty damn good perk to take and talk some absolute nonsense-drivel to bait people into outrage-commenting to artificially drive engagement metrics up. let's see if i'm correct. edit: damn, i was wrong. respect for not doing the obnoxious thing that would've netted you probably more overall clicks/engagement.
I often put ooooone point into hunter, so I'm not starving in the first few days, when nabbing rabbits and chickens is valuable meat. and i see one point as not tooo bad an expense. but yeah, there's SO many bears and lions in the snow biome... that last point is really worthless. and wolves and stuff are easy to spot anyway.
Yep, I was wearing two on several playthroughs. 🤦🏻♂️ I know it said it doesn’t stack, but I was unclear on whether that meant you couldn’t stack two in the same armor piece, or whether you just can’t have more than one. I didn’t want to miss out if it was the first option. But now I finally just wear one. 😉👍🏻
I understand the reasoning behind each choice, but personally I would put Animal Tracker as no. 1 worst perk simply because I won't ever buy it, even at level 300. The pop-up in the bottom-left or the "no animals around" message every time I crouch is annoying and a quality of life REDUCTION, even if it's small and easy to ignore. Even Well Insulated and Pack Mule don't make your game worse.
Honestly, all of the stealth perks are absolute rubbish. They're situational at best because of all the stealth nerfs. You might be able to make an argument for using stealth while travelling between POIs, but using stealth IN a POI? Forget about it. Don't waste your effort, you're going to get caught by one of the many hard-coded alerts and have to fight the zomboys anyway.
Pack mule is only useful in undead legacy modpack, he's right don't waste time with this in vanilla unless they're the last 5 skill left to unlock at level 250+
No 5 - I'd agree. While technically useful, it doesnt' really do much worth actually spending points in. As a rule, Buried Treasure quests are pretty much garbage No 4 - I agree 100% This perk is absolute garbage, awkward to use and should be removed from the game IMO. No 3 - Agreed. Given that there's a skill book that disarms landmines, this perk is made useless. No 2 - With regards to Vanilla, this is true. However, this perk can have a use, but only in Modded versions of the game where weather actually has an impact. No 1 - As with No 2, this perk is only relevant in Modded versions of the game. That said, I would only argue that No 4 and 3 are much more useless than No 2, and 1 with regarded to Modded content, and so should proably swap ranks in these circumstances
I will never understand why people make the argument of "thing good in mod" and think i should take the vast numbers of overhaul mods into consideration when making a video. Half of the playerbase doesn't even touch mods. Even fewer play with mods regularly and a tiny percentage exclusively plays mods. They are not relevant to my content.
If you're solo and can refund perks, the bike/mini/motor/car/gyro perks are meaningless after you build the vehicles Pain Tolerance isn't amazing but it's ok, Healing Factor isn't amazing (unless you brawl) but it's nice to have, and I don't actually use melee weapons in later game, nothing (the default) bullets won't solve. Made a quick guide for my new boys on the server, perks were either YES, MAYBE, ASK ME, NEVER. Yes are parkour 2 (we all build as if we had parkour 2) and sex trex, maybe are any weapon and armor ones, ask me are farming, barter and such (so that we don't overlap, the farmer farms the miner mines, the lootrat scavenges) and comfy perks like pain tolerance. Never are all the perks you listed
Truthfully, gather the dukes. Only needed vehicles are bike (early faster travel/storage, but usually tier 1 complete reward), motorcycle (in the 20-30K range if you've perked some for trading, which everyone should) and gyro if you're going long distances. Seriously, though vehicles are slow in this game when you have sprinting zombies running three blocks in less than the time it takes to bike them. On a bike, I can out-ride a sprinter easily. This is why my friend and I modded the transports to make them faster and slightly more durable for the bumps they'll take.
I allways use 1 point in well insulated. I dont actual know why.. but i have done this since day one i played this game :D. The other perks... i never realy cared about... well ok maybe animal tracker, but that was wwaaaay back in alpha... 15 or something aruond that. When i was new at this game and the game was... well.. shit :D
I like spending 1 skill point into tracking as rabbits and chickens can be hard to see in grass. Although every other level falls into the "just look around" category
I found it helpful early game, till I got a compound xbow with a 4x scope and annihilated everything. Good to find snakes in the wasteland and certian POIs. Pesky critters but tasty!
Wanna know how to fix pack mule? Have it increase the stack limit. Like imagine from 5 first aid bandages in a stack, to 10. So carrying 40 would take 4 slots instead of 8 slots. What do you think?
That would legit make it a useful perk. Allowing you to, for instance, maybe stack some otherwise unstackable items (small stacks), like engines and the likes. And of course, as you said, increasing stack sizes of existing items.
i like what they did in undead legacy. they threw the item slot idea out the window and just made it a weight system for inventory. ya start with 100 lbs. each rank of pack mule adds another 20 lbs to the cap. it stacks with mods that increase inventory size too. becomes instantly useful on the early game and is still useful at end game since it lets you chill out in the field longer before having to RTB to offload stuff to then go back out again.
I love that you mention the opportunity cost for these perks. In a vacuum many of these are 'ok' but points spent on them are points you can't spend elsewhere.
For me... the flashlight mod is a MUST! especially when going on night missions or just being in a house and suddenly the weather gets all rainy and foggy and for some reason, everything becomes pitch dark... so yeah. Not gonna waste my eye treasure find goggles for a night vision goggles.
Tbf. I've been getting better at seeing in this setting. Especially be relying on Agility for Sneak as much as my Cloth Armor that I stick by and will die on that hill. I'm a perception build mainly, but I do a lot of zip zooming and sneaking with agility. Can easily pop a bunch of heads with a magnum and a rifle. When you're sneaking around and they cannot hear you for the life of them, you always get the drop. And since cloth armor has no movement penalties nor noise penalties, you can focus all your endeavors into speed and other mods that are more relevant. And because cloth is so easy to come by, repairing them is easy. And given that the light armor perks make them more effective and more durable, you really rarely ever need to repair them in general.
Over 4k hours in the game and I still take 1-2 point in pack mule upon landing. At low levels you are the nost vulnerable and most likely to be packed to the brim constantly. I loathe all the time it takes to walk everywhere and I watch my teammates go at the speed of smell constantly. By the time you're tricked out in bikes and pocket mods you can easily afford to respec out of a number of early game talents that become useless through books and non repetitive needs, and I'd suggest players take skill points with that in mind if they are looking to be that efficient. You can pry my pack mule from my cold dead hands.
Well, this video hasn't aged too badly. This was written for Alpha 20, and we're in Alpha 21 today. The perks mentioned are about as useful now as they were then. There are two major changes that make some of the comments invalid. First is water. In Alpha 20 water was easy to obtain. Alpha 21 made the helmet water filter actually a good item. Also you can't use yucca plants to make drinks without having pure water. Yucca works like tea in previous itterations, you add it to water instead of squeezing the yucca to make a drink. The second change in 21 that impacts the comments is loot changed. Tons of crafting magazines were added to the loot tables. It makes it much harder to get what use to be fairly common loot. Perk Magazines are slightly harder to find. Pocket mods are slightly more rare. The trader offers less armor than he use to. The general quality of quest rewards has gone down, partially to accommodate adding a 6th tier to quests and loot. You can still get everything talked about here, just it will take a bit longer.
RIP Clothing Pocket Mods tho. The new armor outfit system is cool but it does not feel like it was a nice change at all to what we had going in before update 1.0. Encumbrance is a BITCH!
No, why would they do that? Instead, the devs can waste a bunch of time reworking entire systems of the game in a futile attempt to make some of these useless skills useful. 🤦🏻♂️🙄😂
I really do think Pack Mule is the biggest noob-trap perk in the game, it's so easy to max out inventory without those perks that the only people who buy it have probably not encountered a pocket mod yet, and then when they realize it they regret their choices as they stare down that 42k duke price tag for the fergittin' elixir.
even if you dont have pocket mods, getting a bike in the first 3 days is relatively easy and basically nulls all of the negative setbacks of encumbrance.
I take 1-2 levels of it every time, makes early game much more convenient and it's not like anyone would ever miss a couple skill points later on. Also most playthrough end after 30 to 60 days anyway, so why skimp out on 2 skill points when you can make 30-60% of your playtime more enjoyable.
I think Pack Mule is amazing. One point and you already got some good extra "space". In the game i'm playing at the moment in A21, i'm at week 35 and i haven't found either the tripple armor mod nor the double clothing pocket mod. Also, since A21, you can get the learning elixir for relatively cheap
@@nicholasdignan1407 When playing a game always remember one thing: If you think taking a certain skill is gonna be helpful, just do it and take it! Especially in single player games and games where you can respec (like in 7d2d), you'll not loose out too much on just going with whatever feels right! So dont feel bad about something like that :)
The Treasure perks were hella good in the early versions where treasure hunting was just based on... a sound effect telling you you were semi closer. So reducing the amount of area you had to search mattered a lot unless you just had a psychic sense for always knowing where it was buried. You could, without the perks, spend an absurd amount of time trying to find treasure, it wasn't foolproof like I guess it is now.
as an unlucky packrat, day 34 and not a single armor pocket mod schematic, the fact thats its RNG based sucks but i do have a forgettin elixer when i FINALLY fo get some pocket mods
I do like to put points into pack mule early on, while its pretty easy to level up and looting is important and not having the negative stat is super useful. Ive never had any luck with finding larger pocket mods until day 20 to 30. Which is when ill respec and use the points more elsewhere as leveling starts to take longer. Thats just my take on it tho. I really like doing strength builds so maybe im just a bit biased.
AskPrebuilt : if you were to re-do the weapons in the game, what would you have the player use going from zero to end? In terms of realism vs game-enjoyment/immersion. I always felt the pipe-guns feel a little bit "too crude", and some of the top-tier weapons feel a bit out of place.
I think that's the point of pipe weapons: to be crude. Though I'd rather see them based on real primitive weapons. Such as, the Luddie. A machine-gun that anyone could make. Maybe pneumatic guns? Like air rifles or something.
I don't know if that really counts... It's a pretty good skill if you're with friends, but it's obviously useless in a singleplayer game. The ones he mentioned here aren't "obviously" bad the way charismatic nature is in singleplayer.
I'm still very new player to 7dtd, but for new players I would say Packmule is okay to take. In the end, when you get those pocket mods, you can reset your perks with elixir at which point you should have an idea what's good and what's not. But yeah, I agree that these perks seem weak even for me that know nothing about the game's "meta".
I agree about salvage operations. As a heretic, I turn off the horde so I can concentrate on exploring the POIs. Air drops and Salvage Operations are a good way to accumulate wealth by selling at the traders. I regularly turn in a dozen or more useless T6 items and they are stuffed with mods that I accumulated or made. Its not uncommon to make 60 to 80k coin. I did an experiment and stacking the bonuses from pumpkin pie etc on 54k will yield around 82k coin AND a similar amount of experience.
This is spot on. IMHO though, Pack Mule is worth eventually putting one perk point into so you can free up the foot slot for High Performance Running Shoes, as I love my mobility. Honestly though, having 2 over-encumbrance at full load is not that big of a deal, so investing that 1 perk point comes after pretty much everything else I need.
It wasnt until like last week that I saw those shoes gor the very first time EVER I literally dodnt even know they existed. I saw neon green shoes and having about 1000 hrs in the game now, was actually BEWILDERED, confuddled, shocked(actually) to find something in a game that, like I said, have just SO many hours in, I thought id seen it all, shocked to see something I have never seen before lmao. Also with the not slowed by armor in combat book, there was no difference to me. Even without adrenaline active I dont think I noticed a difference. But this was in a21 so they might be broken now idk.
Even in 1.0, I am a habitual pack-mule user just because I am actively trying to force all of my friends to use pocket mods. I have to make sure I push every one I find onto them or they will just go through the game with half an inventory for no reason. Once we finally have a surplus I can pop a forgetting elixir and spec out of it
Im an older player in the sense of i played a ton of console then swapped to pc but your guides really help me understand the major learning curve considering console is 5 versions behind this reqlly makes learning the new game easier
I and lovingly refered to as a loot goblin so I usually put my first 3 points into levels in packmule. I don't really do much more than level 2 or three because as he said, pocket mods. I just take everything so rather than having to crawl everywhere or put down boxes I may or may not come back to later, pack mule is the better option for me.
Animal tracker was probably great in a18 lol. Animals seem extremely over abundant now. ... and I take 2/3 insulated just because the cold notice is annoying and I live in the snow for the angry walking food containers, lol.
Yes? this is called background gameplay? I spawned in some gear and shot some zombies so that this VIDEO has VIDEO in it. I don't store much of my own gameplay because that would be hundreds of gigabytes so i go get new B roll for my videos. Are you under the impression that somehow turning the difficulty down would magically give me a pistol? that's not how the game works.
I mean, this is pretty accurate. And thankfully I don't have to choose, but if I DID have to choose between head lamp mod and 1 skill point in pack mule. I'd 100% always put a point into pack mule, without the head lamp mod the game becomes at least 50% worse.
My ideas for buffing a few of these perks. Well Insulated - I think that every 3 points of heat tolerance above the current comfort threshold should lower stamina consumption by 1%. Every 3 points of cold tolerance above the comfort threshold should lower water and food needs by 1%. The last point should also give 10 more in both tolerances. The three points would result in 10% less stamina consumption, food/water usage, and that would compound with the resistance to environmental conditions. It's not broken, but it's no longer worthless. Also, being very cold weather should drain 1 health every 10 seconds and being very hot should lower stamina regen by 20%. Buried treasure needs to be reworked. Animal Tracker - Zombie animals would be really useful, but it should also let you know danger zones for zombies. Eg, a translucent red dot for groups of 5 or more zombies in a small area. It would have use cases at least and not overlap with harvester. Pack Mule - There's many ways to make this better. Have it add actual slots to your inventory is one, but that's obviously broken as Sex rex currently is. I'd rather there be a bonus for having free slots without items. Eg, +0.5% movespeed and melee damage for every free slot in your inventory. This could be broken but also fun if balanced differently. Infiltrator - This should allow you to make the mines, make them much better, and let you craft them for far fewer resources. It could make some interesting strategies playwise and base designs.