Caves of Qud

Caves of Qud

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MrBeast Nov 2, 2020 @ 4:59pm
Why play True Kin?
This is coming from a guy who's never increased his license points or anything like that and made a mega OP cybernetic demigod, so I'm definitely speaking from an outside perspective.
Why play True Kin? My mutant characters prove way more survivable, especially during the early game which is quite challenging (My max has been level 17), and universally my mutants have sometimes much higher starting stats than any of my true kin characters because of mutations. Mutations themselves are also really good and save my ASS constantly, I don't think I could survive the deep caves without my mutations.

Also, please no political arguing, I dont want the mods to have to lock this thread cause we're being bad boys, but I've been hearing a lot about Putus Templars ever since that Sseth review, and I was actually wondering if you could ally them, cause I've only ever had them instantly kill me.
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Showing 1-15 of 17 comments
Mud Nov 2, 2020 @ 5:23pm 
I'll admit, I startted playing after Sseth's review, I needed a good rogue game and I didn't know this existed. Frankly, for a hardcore rogue-like, this is VERY approachable.

I've enjoyed playing True Kin immediately, ignoring others advice about "play a mutant first," as when I play an RPG, I want to play the way "I" would in that situation. I'm just a dude with a gun and a sword and shield, and I'm trying to figure out all this nonsense. It's how I handle most my RPG's, except for D&D, where I play as a Cleric.

I have found it fun when dealing with espers and other issues with grenades and rifles and a little creativitiy, and falling back to melee when I need to (which usually happens to be something my characters are good at). True Kin allows you to play "sword and shield" and "gun" and "tinkerer" with the amount of stats they get, which is something I have seriously found the mutants lacking. True Kin can afford to ignore one stat, usually mutants have to ignore several. My builds require strong stats in 5 out of the 6 stats, so True Kin makes that super easy for me. My mutant builds are more consistently decent early, but my true kin builds that make it past....level 15....just are too good.

If you want to specialize, play mutant. Early game, I feel like I'm Batman to everyone else's X-Men until my stats and cybernetics start catching up to the gimmicks. Late game, I can customize my cybernetics to the dungeon and my prefenences, and the stats get silllllly. I find that mutants don't have the points to really add tinkering to their repetoire without sacrificing something. Espers sacrifice EVERYTHING for mental abilities, which is the best build in game imo.

Cybernetic implants are fun, and frankly, in the end-game, I'd much rather be True Kin than a mutant, but I won't deny that mutants are easier early.

My best true kin made it to level 22, trying to delve too deep in Bethesda Susa, after 3 days of having the game. Carbines are too OP in the right, steady hands. I like that True Kin can spread themselves thinly skillwise and do JUST fine.
Last edited by Mud; Nov 2, 2020 @ 5:52pm
Mud Nov 2, 2020 @ 5:26pm 
TLDR Frankly, with the amount of injections, grenades, and other things the True Kin start with, I imagine the issue is you're not thinking "Batman" enough. Use dem consumables to survive into the late game, where true kin start wrecking house with a wide range of skills, whereas the mutant can focus on 1-2 gameplay mechanics.

TLDR, mutants are more consistent, but true kin are better long term with more versatility.
Last edited by Mud; Nov 2, 2020 @ 5:50pm
퍼런개 Nov 2, 2020 @ 5:58pm 
Truekin cybernetic is the equivalent to mutation, but personally, it has so less to offer compared to mutationthem. I'm sure devs are gonna rework them like chimera cause right now, cybernetic doesn't offer any game changer and getting them is too luck based.
I'd say main reason to play truekin is to have an easy early game and usage of various tonic. Starting with steel weapon and decent armor works just fine for me on redrock and rustwell. Tonics are incredibly powerful. At certain point in game when money isn't really a concern anymore, you can go to six days stilt apothecary and buy all the tonics. At that point, it's safe to say every truekin has a precognition, and phase mutation.
Buying eaters tonic with putus templar is also nice.
Devily Nov 2, 2020 @ 11:29pm 
I think Truekin should have a point based system for initial cybernetics, the same as mutants.
While some of the cybernetics can be very powerful, Mutant espers can likewise be absolutely broken too.
Local Jerk Nov 3, 2020 @ 6:20am 
Masochism.
Dr.Desty Nova Nov 3, 2020 @ 12:05pm 
Originally posted by Devily:
While some of the cybernetics can be very powerful, Mutant espers can likewise be absolutely broken too.

True, but even a true kin with 20+ license and high tier cybernetic up the wazoo will never have any bad consequence for that.

On the other hand, the more op an esper is, the riskier it also get. Up till the point you can no longuer augment your psychic mutation or have to lower your ego.

That being said, a true kin with no luck in finding cybernetic and the credit to use them is objectively worse than most mutan.

In my opinion, one of the major perk of playing a true kin is that it's much easier to become friend with robots. Friend with robots mean that your basically able to just auto loot deathland with basically no theat and that's quite op in itself.
Last edited by Dr.Desty Nova; Nov 3, 2020 @ 12:07pm
Devily Nov 3, 2020 @ 2:26pm 
Originally posted by Dr.Desty Nova:
Originally posted by Devily:
While some of the cybernetics can be very powerful, Mutant espers can likewise be absolutely broken too.

True, but even a true kin with 20+ license and high tier cybernetic up the wazoo will never have any bad consequence for that.

On the other hand, the more op an esper is, the riskier it also get. Up till the point you can no longuer augment your psychic mutation or have to lower your ego.

That being said, a true kin with no luck in finding cybernetic and the credit to use them is objectively worse than most mutan.

In my opinion, one of the major perk of playing a true kin is that it's much easier to become friend with robots. Friend with robots mean that your basically able to just auto loot deathland with basically no theat and that's quite op in itself.

True Kin cannot nuke enemies across the screen, summon 8 Red Daccas every 10 turns, summon 5 copies of themselves with their same mutations and (more important) pick free cybernetics every 4 levels.
True kin relies too much on RNG to acquire new strong cybernetics, while the starting ones are nothing to write home about.

If all cybernetics were truly OP, even the starting ones, I think it would make playing True Kin and finding cybernetics a lot more engaging, rather than it just being "whoops, you found carbide hands again, better luck next ruin!".
Ultimately, I feel a lot of cybernetics are kind of weak and too pointless, while the few good ones require plain RNG to acquire.
You can't tell me that the Cherub Visage, that adds a whopping +1 to Ego can even compare to any mutation a mutant can get, even Kindle has more uses than that.
DEADHEAD Nov 3, 2020 @ 2:59pm 
True Kin is the best beginner choice. I dont know why everyone keep saying that mutants are the best choice for starters, but they are very bad to play early game. Mutations without level are weak, they rely too much on finding good gear to survive the early game unless you keep on snapjaws areas for the entire path to level 10~15(wich is bad and not rewarding) and they are hard to build too.

True Kin have better stats, starts with better gear and are easier to build too. They can be very powerful late game because it will have more stats and skill points than a regular mutant and cybernetics can make them even better, with a bunch of bonuses to skills and mutations abilities too.

Espers can be literal gods on late game but the early game can be very weak depending on the build you made and being killed by your clones spamming abilities is very common. Chimeras can be very powerful and have a lot of utilities mutations but it will hardly be as powerful as a True Kin when it comes to stats.

Anyway, True Kin cybernetics or credits are not so hard to find. As Sseth said on his video, you can try to steal it from Putus Templar by killing them or by farming reputation with them and even if this is from a mid~late game it will not be hard to get to that point with a True Kin.

Local Jerk Nov 3, 2020 @ 3:44pm 
Originally posted by SEMKITTEN:
True Kin is the best beginner choice. I dont know why everyone keep saying that mutants are the best choice for starters, but they are very bad to play early game. Mutations without level are weak, they rely too much on finding good gear to survive the early game unless you keep on snapjaws areas for the entire path to level 10~15(wich is bad and not rewarding) and they are hard to build too.

True Kin have better stats, starts with better gear and are easier to build too. They can be very powerful late game because it will have more stats and skill points than a regular mutant and cybernetics can make them even better, with a bunch of bonuses to skills and mutations abilities too.

Espers can be literal gods on late game but the early game can be very weak depending on the build you made and being killed by your clones spamming abilities is very common. Chimeras can be very powerful and have a lot of utilities mutations but it will hardly be as powerful as a True Kin when it comes to stats.

Anyway, True Kin cybernetics or credits are not so hard to find. As Sseth said on his video, you can try to steal it from Putus Templar by killing them or by farming reputation with them and even if this is from a mid~late game it will not be hard to get to that point with a True Kin.

While I agree that True Kin seem to have better stats, Physical mutants have some good panic buttons and cheese strats, and playing as True Kin basically makes you accommodate to a start that you just won't want to keep using.

Edit: also, since you start at peace with Putus, Water Ritualing them for the credits is super easy. They even have an extra credit that only comes into existence if you water ritual them. The rest of their credits, you'll have to trade for.
Last edited by Local Jerk; Nov 3, 2020 @ 3:50pm
Devily Nov 4, 2020 @ 4:47am 
Originally posted by SEMKITTEN:
True Kin is the best beginner choice. I dont know why everyone keep saying that mutants are the best choice for starters, but they are very bad to play early game. Mutations without level are weak, they rely too much on finding good gear to survive the early game unless you keep on snapjaws areas for the entire path to level 10~15(wich is bad and not rewarding) and they are hard to build too.

True Kin have better stats, starts with better gear and are easier to build too. They can be very powerful late game because it will have more stats and skill points than a regular mutant and cybernetics can make them even better, with a bunch of bonuses to skills and mutations abilities too.

Espers can be literal gods on late game but the early game can be very weak depending on the build you made and being killed by your clones spamming abilities is very common. Chimeras can be very powerful and have a lot of utilities mutations but it will hardly be as powerful as a True Kin when it comes to stats.

Anyway, True Kin cybernetics or credits are not so hard to find. As Sseth said on his video, you can try to steal it from Putus Templar by killing them or by farming reputation with them and even if this is from a mid~late game it will not be hard to get to that point with a True Kin.
That's just wrong.
True Kin have decent starting gear, not terrible stats and the extra points for skills, that is all.
Putus Templars aren't even that easy to find, even if you wanted to butcher them for cybernetics.

Cybernetics and credits, meanwhile, a lot harder to find than mutants getting mutation points.
Espers are especially at fault because their ego modifier determines the level of their mental mutations: by pumping nothing but ego you can have mutations that raise in power as you raise in level.
Chimeras, meanwhile, get more bodyparts, possibly multiple arms, stingers, gas, EMP and such, that at 5 level and then every 10 get a +3 free boost.

I think Cybernetics should be free for True Kin: you get as many as you can implant... however, what determine their power should be the license level: buy a better license so your night vision can begin to scan enemies, endure flashbangs, see through invisibility, see through walls.
That, I feel, would be more engaging and if became OP you could have something similar to the Espers by making the Mechanists your enemies if you start to raise your license level too much, or maybe send robots to hunt the player down for "Breaching the Terms of the License" and such.
McFuzz Nov 4, 2020 @ 4:53pm 
I've said it before so will summarize.

Truekin have a faster start with higher base stats and much faster skill-point generation.
Cult places have artifacts with mutation and mind power effects, and certain consumables give mutations and mind effects but still give you access to the full cybernetics
Cybernetics are good, and replace some of the mutations, often with no downsides. There's really no problem with finding the credits or nooks once you've played up to about Golgotha
You can swap many bionics out. You can trade disease immunity for quicker movespeed or more AV at a becoming nook, and don't have to commit as hard to a build.

But then again, I'm only in the forums because I just lost my pistol truekin to a head explosion.
Fenix-Venix Nov 5, 2020 @ 4:36am 
If you love sci-fi that's the enough reason to play TK.

Also, guys, I can see here circulating idea that all classes should be balanced aka have same power level and power dynamic.
This idea is wrong, this idea is harmful, tthe sooner you forget this idea (tm) the better for you and other people around you in gamespace will be.
Last edited by Fenix-Venix; Nov 5, 2020 @ 5:04am
Georg Nov 5, 2020 @ 9:32am 
True kin - guns oriented. Mutant melee or psy oriented. True kin - gun rack implant - +2 extra range weapon hands, + giant hands up to 4 big guns.
Devily Nov 5, 2020 @ 12:58pm 
Originally posted by Fenix-Venix:
If you love sci-fi that's the enough reason to play TK.

Also, guys, I can see here circulating idea that all classes should be balanced aka have same power level and power dynamic.
This idea is wrong, this idea is harmful, tthe sooner you forget this idea (tm) the better for you and other people around you in gamespace will be.
That's not the idea at all.
But if you play as a True Kin actually getting to enjoy the True Kin only content requires a lot of RNG to be in your favor and a lot of grinding.

I'd prefer it if at least there were more Putus Templars roaming the place, so you could butcher them for implants but for a faction that "frequently raid mutant settlements" they are hardly anywhere to be found.
McFuzz Nov 5, 2020 @ 2:23pm 
Originally posted by Devily:
Originally posted by Fenix-Venix:
If you love sci-fi that's the enough reason to play TK.

Also, guys, I can see here circulating idea that all classes should be balanced aka have same power level and power dynamic.
This idea is wrong, this idea is harmful, tthe sooner you forget this idea (tm) the better for you and other people around you in gamespace will be.
That's not the idea at all.
But if you play as a True Kin actually getting to enjoy the True Kin only content requires a lot of RNG to be in your favor and a lot of grinding.

I'd prefer it if at least there were more Putus Templars roaming the place, so you could butcher them for implants but for a faction that "frequently raid mutant settlements" they are hardly anywhere to be found.
Increasing the amount of putus templars would hurt many mutant playthroughs as the faction's weakest unit is still quite beefy. It would quickly become the number 1 way people die, after getting stoned to death by baboons lol.

I agree to put them in ruins more though. By the time you're in a comfortable enough way to explore ruins biomes, you can handle templars.
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Date Posted: Nov 2, 2020 @ 4:59pm
Posts: 17