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Shield Expert (for front liners) and Fast Adaptation are common picks. I'm still figuring out which others work for my play style.
I tend to use it on nearly everyone to enforce a damagespike as huge as possible at the start of the melee.
When I act last on the turn the combatants clash and use adrenalin I can place 3 attacks befor the enemy has a chance to counter.
and that makes recover my second most picked perk, because it works very well with adrenalin.
My last campaign was Cultists, with, to my surprise, a successful Goblin City and Kraken clear around day 100. My perk choices there are representative of what I'd value now. The results for higher level perks don't include recruits that died or were dismissed early because, I just can't account for them.
So, I'll just point out the differences:
→ Pathfinder: closer to 80%, because some Nimble/archer builds couldn't afford it. Was immensely useful for the legendary fights. Goblins in the City started with high ground! This is a perk I had doubts about but now utterly love.
→ Nimble/Forge: 1:1 proportion instead, but some characters don't have either (only Brawny)
→ Colossus: 50%, I'd say
→ Gifted: probably 100% or close
→ Berserk/Frenzy: close to 80%, I'd say
→ Executioner/CS: 0%, Executioner would be > CS if I could afford it
→ QH: 70%, probably
→ Overwhelm: 0%, no room!
→ Underdog: at least 50%, crazy percentage you have there!
→ RA: same
The bottom perks are more or less the same as yours, except for Brawny. I sometimes use LW. I just never pick Fearsome or HH. Resilient only made a big difference in the Goblin City for me, so I don't pick it anymore but I could consider it on Nimble/Dodge characters.
A very usefull perk for me, on Iron man difficulty.
I use it on every brothers
Adren: 70%
Recover: 89%
FortM: 16%
Dodge: 3%
Relent: 3%
Gifted: 100%
ShieldX: 8%
Brawny: 37%
Collos: 37%
QuickH: 27%
Mastery: 100% - vast majority mace mastery (25%), cleaver is second
LWolf: 5%
UDog: 65%
Reach: 16%
Forge: 51%
Nimble: 47%
Indom: 54%
Frenzy: 73%
Berserk: 83%
Duelist: 22%
OverW: 3%
Rotation: 8%
Rally: 8%
Bulleyes: 3%
Executioner: 5%
Pathfinder: 3%
Bags: 10%
Dead Perks:
Fearsome
Resilient
Steelbrow
Anticipation
Taunt
Headhunter
Early Perks
Backstabber - used for trash bros
Fast Adaptation - used for trash bros, some "lategame" failed brothers in the future
9 Lives - can sim well, trash perk as injury avoidance is superior for me.
Student 12
Recover 12
Adren 8
Colossus: 4
pathfinder: 1
Bags: 2.5
gifted: 11
Quickhands: 2.5
reselient: 1.5
fort mind: 2
dodge: 1.5
relentless: 1.5
executioner: 2
rally: 1
Rotate: 2
shield mastery: 1
Weapon mastery: 14
Underdog: 8
Reach Advantage: 4
Nimble: 1.5
Forged: 10.5
Zerk: 10
KF: 10
duelist: 2.5
Indom: 7.5
Lone wolf: 0 to 2
footwork: .5
Unused perks: 9 lives, crippling, fast adaptation, brow, bullseye, taunt, brawny, anticipation, backstabber, flail mastery, spear mastery, dagger mastery, crossbow masstery, bow mastery, overwhelm, headhunter, fearsome
For faster games when i use trash and midgame brothers I use every perk except fearsome and overwhelm.
Student doesn't really count. I use it pretty often though as well.
Of course it is biased, though I disagree with the way you assess that.
It is biased toward my own personal playstyle, preferences, whims, and experiments.
The cultist run pushed up accuracy perks and had less Berserk/Frenzy, which skews the data slightly in regards to those perks.
The only late game bias is that I don't fight Kraken and have no interest in doing so, which means much less Recover usage than someone who is interested in fighting him. I'm entirely capable of beating any other late game encounter with the way I build my team, including legendaries. I played some of these campaigns on +difficulty mods that make late game encounters appear much earlier too.
Day 100 City with Cultists and the Gobs on high ground sounds crazy. Kudos to you for clearing that. Spawing into high ground Goblin horde + Shamans is one of the very few encounters I genuinely fear. Might need more Adrenaline on my team.
Probably yeah, but I'm greedy apparently.
Abel made them. They haven't been released on Nexus yet.
1 pure tank, 2 Forge/reach/recover for corner, and polearm/ranged/2handers like usual builds.
I'm realy dependant of rotation, and fatigue.
Also, I've decided to screenshot every guy who gets to level 11 from here on out, because I realized from looking at screenshots how many cool bros I've forgotten since those runs disappeared. Runs end but bros are eternal.
Regardless, it feels kinda suejaky so here you go.
Backgrounds: I recorded these too but calculating the % seemed like a pain... Cursory overview shows a ton of adventurous nobles and sellswords, possibly because they're common or possibly because I have a thing for them. Many thieves, houndmasters (?), fishermen (??), gravediggers (guilty as charged), brawlers, wildmen, caravan hands. Ignored all the cultists because that's a thing. Surprisingly 3 bastards?? I don't remember 2 of them.
Checking backgrounds is interesting. If I check the 78 backgrounds across 4 of the campaigns (Cultists excluded) then I have 12 Hunters, 8 Brawlers, 6 Companions, 5 Squires, 4 Barbarians/Gambers, 3 Miner, Sellsword, Ad. Noble, Hedge Knight, Caravan, Farmhand, Butcher, and then 2 or less of a bunch of stuff.
Strangely enough I have no thieves in my last 5 runs which seems crazy to me. I really like thieves.
Lvl 11: 13
Training: 4
Dead: 2
I have more dead but those two are the ones I remember builds of and reached any significant lvl. One reached lvl 8 or maybe 9, though the only screenshot I have is from lvl 8, and the other reached lvl 11 but I killed him off.
I will also be counting those in training with the perks I expect to take, though this could end up changing by 1 or 2 perks here or there if they roll poorly.
Battleforged: 6
Nimble: 13
Colossus: 10
Fast Adaptation: 2
Crippling Strikes: 1
Bags: 3
Adrenaline: 10
Recover: 15
Executioner: 4
Bullseye: 1
Dodge: 4
Fort Mind: 3
Quick Hands: 5
Gifted: 19
Backstabber: 1
Shield Expert: 1
Brawny: 3
Relentless: 4
Rotate: 5
Rally: 2
Mace: 1
Hammer: 2
Axe: 3
Cleaver: 2
Sword: 2
Polearm: 2
Crossbow: 2
Bow: 1
Throwing: 1
Reach: 6
Overwhelm: 5
Underdog: 11
Berserk: 13
Killing Frenzy: 13
Duelist: 3
Indom: 5