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In fact a lot of the negative skills aren't as bad as they sound. Almost negligible.
Farsight/Runner/Scream for obvious reasons, Moth because it's like having a well inside the hideout (two wells effectively.. one indoors/one outdoors.. 2 wells = 2 extra lives a day.. you can heal outside after a day of scavenging and heal inside during combat at night)..
..I never craft healing items, this leaves you more rags to make a bigger supply of lanterns/molotovs/armor instead.. the healing items that I scavenge I can use in emergencies but mostly just sell (for rep and increased inventory space from not carrying them).
..You have to manually go into the inventory in real-time to use healing items (too risky during combat) so using defensive measures and healing perks instead (which also slows down time) are more effective.
Navigator is pretty good if you like to scavenge a lot of area during the day, you usually stumble across crates when you already have a full backpack. I used to mark the crates (or POI) for revisiting, but now I have another method for remembering where they were.
Mushroom healing is one I'd probably never use, even when my doses are maxed out I'd just use the excess mushrooms to make gas bottles (or antidote.. but gas bottles are awesome). ..So Farsightedness and Moth kinda pick themselves for tier 1.
Acid blood is decent, I dont mind taking hits in combat because I always have a lot of armors (always wearing one, and keep a container full of pre-made armors at hideout), I can output more damage than I take. So although I try to avoid taking a hit at all times, if I do take a hit (which is sometimes inevitible) the acid damages or kills the thing that is attacking me even sooner.
Third Eye is ok, there's just not much call for it, if you always have a lantern equipped (and set up lamps correctly at hideouts) you always have good awareness of what is around you, you can hear everything around you (even if it's behind a wall) ..So Acid Blood and Runner pick themselves for tier 2 (although choosing Third Eye instead of Acid Blood is feasible).
Careful Step I like a lot, it's amazing how often it saves you, it's very close to being a 'must have' (I pretty much do always pick it).
Appetite, I never pick it.. but I can see it's value, because late game you can end up with literally 100+ boards, so if you have Appetite you effectively have heals for days (but you have enough healing items already, so just build/repair stuff with wood). Scream is priceless, so Careful Step picks itself as the next best option in tier 3.
Tier 4, Vitality is probably a no brainer, more health/HP (because death = game over). The decision over whether to pick Adrenaline or Chameleon is probably the only actual dilemma over skills..
..although I do usually always pick Chameleon, I can see the appeal of Adrenaline, there are lots of times when you are at low stamina during combat so the melee boost could be useful.. However, that late into the game you are usually killing everything with throwables and guns. Chameleon can still be a potential life saver (particularly in the swamp).
With experience the Negative traits become quite easy to choose to, there are some you should probably always avoid..
Tier 2, This one is kind of a toss up but I'm not keen on the idea of having vision issues during combat so Fearful seems a bit worse than Poison Vulnerability (I usually pick this one)..
..it can be managed by a) being extra careful to avoid stepping on poison (which you will be doing anyway on permadeath), b) healing through it if you do, and c) picking Careful Step on the next tier.
Tier 3, I never pick Weak Lungs, stamina is too important to mess with, you need to be able to recover as quickly as possible from full stamina drain..
..so it is quite easy to pick Weakness instead, because Weakness does not affect firearms usage and it kinda doesn't matter if you deal less melee damage when low on stamina. You usually only swing when stamina is high and you are still dealing out some damage (and knock back) when low.
Tier 4 seems like an easy call to, firearms and aim are too critical to pick Shaky Hands, so Weak Regeneration is the only option.. you have so much access to healing items it doesn't matter how many it takes to full heal.
I'd still like the game to have the option to acquire the skills randomly as you reach each dosage tier.. This way you avoid picking the same ones every playthrough and you could play through with different character traits each time, you would have to adapt to whatever random traits the dose/dream gives you.
It feels difficult to activate it then stay still and hide after they have already seen you.. they dont seem to walk away like they think you've gone away (they seem to still bump into me a lot, which I guess breaks the invisibility long enough for them to attack)..
..I haven't used it enough though, maybe it's best to activate it well before you've been noticed, not sure it was designed to be used mid-combat.
First level:
I always go for Shadows, Eagle Eye, and Mushroom Healing.
Positive: Seeing further allows you to avoid some fights you'd otherwise run straight into. Mushroom healing is very good because there isn't much leveling to do in this game. Before you know it you'll be max level with no use for mushrooms, and the healing rate is actually pretty decent,WAY better and way faster than Moth or Appetite. Moth heals very slowly, it's only useful between battles, as any enemy can easily out damage the healing rate and deliver that killing blow despite your trickling health restoration. Also, electricity is not nearly as commonly available as mushrooms are throughout the world. If you're in the middle of the woods with a tiny sliver of health remaining, and there's a mushroom five feet away, you'll never second guess this decision again, ESPECIALLY on Permadeath which is what I exclusively played when I earned the platinum trophy on ps4.
Navigator is useful if you're lost, but useless if you're experienced; On a first playthrough you can tinker with it, but you'll quickly mature past requiring it. You only have one option, Shadows, for negative, so you're choosing that.
Second level:
I always go for Poison Vulnerability, Third Eye and Runner, hands down.
Positive: Third Eye basically means you can look behind you, see all enemies behind you. You can run away from an enemy, yet also perfectly time your dodge. It saves your life in a tight spot. Runner is the same principle: An oh crap button for when you're about to die. Sometimes you need to get the hell out of there without worrying about your stamina. Say you're in a room, your pistol isn't loaded, your shotgun isn't either, and two enemies are in the same room as you; Pop that skill and all of a sudden you're free to sprint away and try to escape for a quick reload. Even in the forest, sometimes it saves your life from a huge dog: You can run in a zig-zag through some trees with your unlimited stamina, and you will lose the dog.
Negative: Poison is avoidable if you just watch where you're going. Believe me, visibility matters, whether you're running away, or fighting. Having reduced visibility actually made me panic more and reduced my survivability. You have to remain calm to optimize your possibility of survival, and it's way easier when your screen isn't flashing black and blinding you. I don't choose Acid Blood because it damages enemies only when they stand in it; If they run over it, they'll only take a tiny amount of damage. Not only that, but you have to be harmed for it to even have a possibility of being useful, and the whole point is to avoid being harmed as much as possible.
Third level:
Positive: Careful Step and Scream are what I select, but I can understand choosing Appetite, especially if you buy 15 planks from the Trader every morning. If you're in the woods and you need a heal, Appetite can do that, similar to the Mushroom skill; But the healing rate is terribly slow, similar to Moth, and it is not a combat-viable heal. I usually choose whatever is going to help me stay alive in a battle, and Appetite is not it. Scream is a must-have, it's the greatest panic button in the game. Careful Step prevents you from being punished for accidentally stepping on a bear trap or a mushroom, which quite frankly, can save your life. Imagine running from a dog, and stepping into a bear trap by accident... Without this skill, you are GOING to die. Think about that.
Negative: DEFINITELY choose Weakness, NOT Weak Lungs. Melee is viable but it's too risky; You will come to rely solely on firearms, and the sooner you do that, the better; I use melee for smashing opening barricades or doors, but I use firearms to fight, and I never deviate from that. You can buy pistol clips from trader and wolfman every day, and that's what's going to keep you alive on Nightmare. When you eventually find out where to get the shotgun and the rifle, you can buy shotgun shells and rifle bullets every day too, adding to your daily allotted firepower. Melee, for veterans who play on Nightmare, is a last resort in combat; You live armed, ready, locked and loaded, and you put down whatever comes toward you with bullets, only using melee if you run out. If death means you have to restart the game, you'll quickly grow to understand and agree with my philosophy.
Fourth Level:
Positive: Remember what I just said about melee? Same applies here, you don't need Adrenaline. You already messed up if you're low health anyway; It means you weren't shooting often enough, or accurately enough. Chameleon is like Scream, it's tied for first place, for the best panic button in the game. Vitality will help you stay alive by giving you a slight boost in health. If you write-off melee combat, it makes leveling much easier. Focus on firearms, hoard ammo, and don't gimp yourself and take risks with melee combat.
Negative: Accuracy with firearms is your greatest strength, so sadly, you are best off reducing the effectiveness of healing items with Weak Regeneration. If you're playing correctly, you won't need healing very often, and eating a mushroom will still grant you way more than a full heal's worth of health, provided you chose Mushroom Healing in level 1. This is where Appetite and Moth become practically useless, the healing rate is so slow that they're only good for between-battle heals, and I always choose whatever skills will maximize my survivability IN battle.
In closing: The biggest cause of death in Darkwood is never the skills you choose, it's the skills you forget to use. Every time I died in the beginning, I always noticed all my skills were cooled down, and ready to use, and I could have avoided it, had I remembered to simply use my abilities. Whatever you decide to choose, remember: Those skills exist to keep you alive. Not using them is the best way to ensure your death is inevitable. I hope you've taken from me some deeper insight into the spirit of the game and how best to conquer the challenges it offers, because that was my intention.
BIG TIPS: You can run on those dirt paths/roads, and your stamina will decrease at 1/10th the normal rate, allowing for very quick travel across maps. Also, try to leave one slot empty on your toolbelt. Why? Because you might need to hop through a window quickly to flee; If you preemptively empty your hands, you'll get through that window twice as fast. Lastly, those alcohol bandages have an absurd healing rate, equal to Medicine; But they last 3x as long. So essentially, in a really bad situation, you can use an alcohol bandage and heal through the damage of multiple enemies for a long time. Wait... One more tip: You can create a gasoline puddle outside a door, then pour a line of gasoline onto your side of the door, THEN barricade the door; Enemies start pounding on the door at night? Throw a match onto the oil slick, the fire flows under the door, ignites the puddle on the other side, and you burn away the enemy before the door barricade is broken down. Helps you conserve ammunition by using gasoline and matches instead, also helps preserve your door barricades. But be aware: You have to pour gasoline long enough, for it to become a wide puddle. You'll see it happen, you have to use 1/10th of the gasoline can to create a puddle that will kill enemies. Then all you need is a really thin line of oil, connecting that puddle to your side of the door.
"You've met with a terrible fate... Haven't you?"
https://steamuserimages-a.akamaihd.net/ugc/773986471959292778/ECE66BEB9DF38149F7783C525A800C5D78255B23/
https://steamuserimages-a.akamaihd.net/ugc/773986471959628922/7C64962CD64A95D1E427D986733E0D2D5E8E0078/
https://steamuserimages-a.akamaihd.net/ugc/773986471959590604/31588B8101FA8E95C5678C8644556B25A5BCAD07/
https://steamuserimages-a.akamaihd.net/ugc/773986471959318217/7D6F49C15665CAEE67552FF50D33EFD7E0DB96B6/
I think it would be really interesting to do some runs where you let RNG decide which perks you have to take, an extra rogue-like element for nightmare mode (maybe it could be a feature that could be added through modding).
+1 This is exactly what I run with every time.
I consider mushroom healing is unnecessary, I can always extract it for essence, Also enemies in the first 2 biomes are easy to fight if you understand their movements during exploration, so you unlikely need healing.
I don't often find eagle eye good as hovering your mouse far away means you less likely notice area close to your character and you likely step on poisonous shroom or trap.You can always hear the sound of enemies from far away to decide beforehand. Eagle eye is useless when you explore dark area, your vision is blocked anyway and no light source can reach as far as your mouse. One experience similar to eagle eye is when you aim with hunter rifle. You don't RUN while you explore an unknown area to make use of farsightedness so that you don't stumble on an enemy you cannot fight.
Moth is arguably the best tier 1 skill for staying alive at night, passive quick healing slot, 1 free heal everyday. Though moth is less effective during night after the first 2 biomes and if you like exploring more, you can always pick the other skills before moth.
For navigator skill, since I already have experience on fighting, this skill shines brightly when it comes to exploring the 3rd biome and 4th biome, where some areas are huge and has big markers on the map, a small marker helps a lot, especially in dark area (a lot of dark areas in biome 4), during rain, and also it keeps you from getting lost.
Tier 2:
Acid blood doesn't have much area of effect, it seems this skill is purely for fighting banshee baby as they do little damage and your blood kills them effectively.
That left the choice of which runner or third eye to pick first. These 2, however, are pretty much equally valuable so it is up to the player.
As for negative skills, perhaps most players pick poison vulnerability since vision is super important.
Tier 3:
For careful step, it is reasonable to inexperienced players to pick it, however, it seems to me that this skill gives so little amount of value compare to the other 2.
One reason to pick appetite is the huge amount of wood available in the map. For me, I didn't often barricade any windows other than the window of the room I stay in. At night, I prefer to have enemies come to me asap to kill them one by one instead of staying stealthily in one room and wait for them to stack up in a big group of 4 or more and woop my ass in one go, and for that reason I have tons of wood unused. Also I get to eat wood, save some gas for not converting wood into board.
Supposedly for many players, it is reasonable to pick scream first once you reach tier 3 skill.
For negative skill, weak lungs seems to be worse than weakness, as the fundamental of stamina management game, it is wise to not deplete your stamina completely all on attack, better save some stamina for sprinting. This choice depends on whether the player is experienced or not in managing stamina.
Tier 4:
Vitality is generally valuable while the other skills are very situational and they depend on players' playstyle. For one time I picked adrenaline over chameleon, after a fight against 4 chompers, I was able to 1 shot the last 2 huge dogs (same hp with savage and human spider I think) with my upgraded shovel.
Stealth is great but it takes a moment to pre-use, which means it is hard to proc when enemies already noticed you, by pre-using this also means that you will let enemies stack up in a big group and after your skill runs out, you will have to deal with them all at once. Unless in the most valuable situation where you enter stealth in an open area with enemies' present, you are free to use weapons during this time, but then again it is unlikely for enemies to be around when you are invisible.
For negative trait, shaky hand can be overcome with pre-aim move. With shotguns' range, you normally use when enemies are close, therefore worsen accuracy doesn't effect much. With hunter rifle, its accuracy is always good and it always take time to pre-aim anyway. Shaky hand probably effects pistol use a lot imo.
With that I prefer shaky hand over low regeneration for its obvious effect and resource-wise.
In all, some negative traits are obvious, some are possible to negate their effects if you have experience, some are situational, same go with positive traits.
..It is good to do some runs without it sometimes, just to use one of the non-passive abilities in that tier more often.
There is one known downside (or glitch) related to the increased view range perk and that is rifle aiming (this may be a problem relating to specific resolutions or controller usage, I don't know exactly what causes it, but it's most likely not intended)..
Basically the increase in view range causes your character to be pushed so far off centre when aiming at long range with a rifle that it actually pushes your character off screen.. it's not too problematic but it can be a little off-putting.
One thing people often overlook regarding moth is the healing power doesn't just come from lamps, it comes from all the light sources in a hideout..
..Take hideout 3 & 4 for example, there are little wall lights everywhere, down corridors, on the workbench, inside AND outside the hideout..
..this means in the hardest hideouts the healing range is huge, once activated you are literally healing the whole time you are running around the hideout fighting things inside rooms, in corridors and even outside.
Another interesting thing which may be a factor in the choice of perks is the players preferred method of game controls, mouse or controller. For example, the way players perceive the strength of eagle eye might depend on whether they are using controller or mouse..
..with controller, eagle eye means you can look max range in any direction just by pushing right stick in any direction and letting go automatically returns the cursor to the character, for the most part you are just instantly switching the cursor between max range and min range (basically don't have to think too much about the cursors range in relation to your character)..
The natural viewing range on 1080p is huge even without eagle eye, for this reason I'm more likely to only pick eagle eye when I play on a laptop res (this seems like the only time extra viewing distance makes sense).
And for something like third eye, this may be another perk that has different value depending on your control method, on controller (twin stick) you can instantly turn and face in any direction or instantly spin 180 or 360 degrees (twin stick makes all round vision, movement and combat pretty easy).
For something like acid blood (and all perks in general), it might be hard to perceive how useful it is unless you're doing nightmare mode runs which make you completely aware of how many times you spilt blood in a scrappy fight (in which your blood served as an extra attack)..
Passive perks are active in dream sequences.. so in the church dream for example, if you kill the black chomper with a combination of hits plus your own blood, your weapon stays intact (it didn't break because the chomper took less hits to kill), this gives you the unique option of being able to pick the alternative way out of the dream even after killing it.
I always find the effect of weak regeneration completely unnoticeable, to the point where I don't really consider it a debuff, like whenever it's time to heal up, 1 healing pill still heals you up a lot.
Poison vulnerability is a nicely balanced debuff, it sharpens you up to the danger of mushrooms, it still gives you those panic moments when you see the poison effect ripping through your HP.
An interesting thing about runner is you don't notice how short the stamina boost is until you start regularly using the other stamina boosting items which are all far superior (pills, bread, eggs, meat, etc.)..
..if you find yourself using these items later in the game (instead of selling them) runner just becomes a very small extra boost (that you can use to extend the effect of your consumables).