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But I still have to see many armor sets, so I'm still learning their features.
It's still worth having a couple. So far, for general all-situation stuff, Nomad (-20% food/water use on the helmet) heavy armour and Scavenger (+2/4/6/8/10/12% loot rarity) medium armour seem most suitable./
- Remove animal tracking perk entirely*; it's a waste of early perk points and ceases to be relevant the moment you either start questing/revisiting POIs with animal spawns (such as Bob's Boars / Carl's Corn and a handful of the farms) or venture out of forest biome and see how abundant animals are, making it even more of a waste to put points into during mid-late game.
* Maybe merge the animal tracking into huntsman (makes sense thematically and increases its value as a perk)
- Move cooking perk to fortitude line (or vigor, as you call it)
- Create a new replacement perk in the strength line (not sure what would make for a good idea, but folks out there can be creative)
Speaking of which, I find it unfortunate that rotten meat is so much more valuable than fresh meat. In addition to making a better dish, rotten meat is used to make cultivable plots, and it's also easier to find just by searching around a bit.
However, I still believe that the cooking skill should be moved or its prerequisites should be reduced. Or moving harvesting into strenght ?
Since I spend most of my time running quests and clearing POIs my "main" armor is purely combat related. I then have other sets depending on what task I may be doing because the overall amount of time I spend on those tasks is relatively low.
I have a Farmer set that I toss on when I need to harvest, a Miner set with STR mods for when I need ore, a Ranger hat with a cigar for visiting the trader and a Nerd chest for when I read magazines etc.
"Theme" sets, on the other hand, generally have very specific bonuses that boost alternate weapons or tactics. The farmer set, for instance, allows you to use rifles as if you were 2/5 in Dead Eye (at legendary quality, and for damage only), which would otherwise be a fair few points in Perception that wouldn't really help with your farming. And you can even pop a single point in Dead Eye to instantly deal damage with rifles as if you were 3/5 Dead Eye.
Why would you want this, you ask? Why not a bonus to assault rifles, you say? Because a dedicated farmer is already in the Fortitude tree and can just drop a light sprinkling of points in Machine Gunner if they like, but trying to use any other weapon well means gutting their build. And making the bonus for the farmer gloves favor assault rifles would add very little combat utility to a set that has no other bonuses useful for combat. Adding that bonus to rifles means you're still carrying around 7.62 as your favored ammo type and can effectively use a rifle to drop any zombies that come to bother you while you're farming using the least amount of ammunition, rather than spraying your ammo with an assault rifle.
Other thematic sets are similar, like the Ranger set. Unless you've modded your rifle entirely for hip-fire accuracy, and taken 3/3 Run and Gun, then your ability to use a rifle from the hip is basically garbage after the first shot. The .44 revolver bonus allows a Perception player to use a reasonably effective alternative weapon when the long-range weapon is unsuitable. So why not a bonus to all rifles and .44 weapons? Dear lord... Every ranged build would be a Perception build. Can you imagine the DPS of a sniper rifle with half the reload speed and an extra 50% damage? The meta would be written in stone.
Overall, I think the sets are pretty well balanced and reasonable. There's only one that leaves me scratching my head. Like, what's the deal with the Lumberjack set?
the new armors will most likely see some balance changes anyway very soon when the experimental gets first updates and changes during the next 10 days.
i predict that preacher gloves will see a nerf.
but farmer armor is not something youll ever wear for combat.
Miner set is "weel fitted" as 3 skill related to te set are in strenght (heavy armor and the two mining skill)
I just think the farmer set need à bit of balance. Moving it to light could be a fair solution to me.
i never put points into heavy armor despite useing heavy armor. the perk benefit is way too minimal to matter overall. its the same for med armor one.
like i said before this is too minor to justify changes.
nobody knows if bandits are ever added. i hope they dont add them ever as they would feel off in this game and would probaly create a balance mess for enemys all around. but despite that happening or not :
the majority of the enemies you will STILL fight regardless of this are zombies because its zombie game afterall. so bandits even if they ever get added will probaly end up beeing a very rare encounter not something you will face commonly every day.
I'm starting to think these combos from these armors are telling us the specifics of how their new skill tree is going to work... like Ranger armor has the Tier 3 Lever Action Rifle with Magnum, uhh.. Lever Action isn't even highest tier and those two weapons aren't even in the same tree... very sus
I know Set Bonuses are basically useless. Im just saying...
I crafted a T6 farmer armor but used it just a single time as i already have more than enough of everything i need (with just 1 point set into farming and 0 into cooking).
I think they need to toss the whole perk and stat system. It makes no sense.