Deep Rock Galactic
RaNdOmKiLs666 Feb 17, 2020 @ 11:34pm
Temperature Insulation on Driller + New Defensive Perks Suggestion
This is a fun combo to use on driller, since it makes you completely immune to fire damage, i wish the driller also had an in-built 50% ice resistance as well, because then ice wouldn't affect him either.

Speaking of Temperature insulation though, it got me thinking that it'd be nice if there was a similar perk that reduced Poison, Explosive and Electric Damage by 35%. Would work great in builds focused on survivability. Maybe it could be called Hazard Resistant.

Another possible survival focused Perk could a be a well-rounded perk that just straight up reduces damage taken by 15%. Could be called Hard-As-Nails.

But yeah I thought it'd be nice to have a greater selection of defensive perks.
Last edited by RaNdOmKiLs666; Feb 17, 2020 @ 11:36pm
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Showing 1-12 of 12 comments
RUCKUS RELOADED Feb 18, 2020 @ 5:01am 
more defensive perks? sure, but only up to a certain point. the more resistances you consolidate into one perk the more "essential" you make it.
the whole point of update 28 was to ensure there are no more essential must-pick perks like the iron wills and weekend athletes of old. a perk that offers a flat damage resistance to everything would be grossly overpowered in this new perk economy
Smaugi Feb 18, 2020 @ 6:35am 
Maybe a perk that whenever your HP should drop to zero you need to be hit one more time , up to three more hits and a 40 sec cooldown (only works on Bugs)
Palumtra Feb 18, 2020 @ 8:40pm 
Originally posted by Lord Gwyn:
Maybe a perk that whenever your HP should drop to zero you need to be hit one more time , up to three more hits and a 40 sec cooldown (only works on Bugs)

Iron Will 2.0.......

So, fire resistance atm aside from Magma Core maps has fairly limited uses, Dreadnaught's fireball and Bulk Detonator's "melee" attack are the only sources of fire damage atm as far as I know.
As for the cold, the steaming platforms on Glacial Strata maps can reduce your "cold level" pretty fast and there are usually a lot of them around.
My current "best resistance type" would go to poison and I guess there is a good reaso why you can't pick your resistance type on your armor.
Perks that would offer damage reduction would become must/insta-picks as it boosts both to shield and health, not to mention to further boost existing ones.
Natural hazards are fairly easy to avoid anyway.
Originally posted by kestrel:
more defensive perks? sure, but only up to a certain point. the more resistances you consolidate into one perk the more "essential" you make it.
the whole point of update 28 was to ensure there are no more essential must-pick perks like the iron wills and weekend athletes of old. a perk that offers a flat damage resistance to everything would be grossly overpowered in this new perk economy
I mean, I don't really understand the "essential perk" argument.
If all perks were buffed into "essential perks" wouldn't they just become good perks?
I think the current problem would be more accurately characterised as "Theres afew good perks and *alot* of meh perks".
Right now you could tell me exactly what most experienced players are running. The choice is that obvious.
RUCKUS RELOADED Feb 19, 2020 @ 3:50am 
Originally posted by The Narrator:
I mean, I don't really understand the "essential perk" argument.
If all perks were buffed into "essential perks" wouldn't they just become good perks?
I think the current problem would be more accurately characterised as "Theres afew good perks and *alot* of meh perks".
Right now you could tell me exactly what most experienced players are running. The choice is that obvious.

the thing is, there can only be a few perks which may be deemed must pics by the community. a metagame is decided entirely by the players, and theres not much developers can do about that

think back to what we used to have. if you weren't running iron will, weekend athlete and field medic on every single mission above haz3, you were more or less shooting yourself in the foot. these three perks were so stupidly overpowered that they were uncontestably the best perks in the game. hell i even got kicked from a haz5 game once back in the day, just for not having iron will

nowadays the perk economy is much more balanced, which i imagine is what ghost ship has always wanted for the game. gone are the "one-size-fits-all" perks of old, now you're actively swapping out your perks depending on what mission you're headed into. sure some perks are definitely better than others in general situations, but the whole point of a perks system is to provide minor benefits in unique situations

going to point extraction? take strong back and unstoppable. doing some missions in the glacial strata or magma core? take temperature insulation. expecting to die a lot? take see you in hell or field medic. mutators like leech clusters, parasites, exploder infestation all have perks that can deal with them (heightened senses, thorns, and dash respectively)
and even then, there's still a bunch of great generalist perks such as sweet tooth, berzerker, shield link, deep pockets, veteran depositor etc

the point is, you're supposed to be actively swapping your perks in and out on a per-mission basis. trying to judge them all on a surface level will obviously make the majority of perks look weak, until you learn to exploit every perk's strengths in unique environments
Last edited by RUCKUS RELOADED; Feb 19, 2020 @ 3:51am
Chibbity Feb 19, 2020 @ 3:51am 
Originally posted by The Narrator:
Right now you could tell me exactly what most experienced players are running. The choice is that obvious.

I run an entirely different set on each class. No duplicates, it's more fun that way.

I don't really see any of the new perks as must haves. I pretty much like all of them besides Vamp and Zerker, but I'm not a melee guy so that's just personal preference.
Palumtra Feb 21, 2020 @ 2:57am 
Well here we go, they just "reworked" this perk to give a unviersal 30% dmg reduction vs anything that is not melee or explosion.....
Lunacy Feb 21, 2020 @ 4:52am 
Originally posted by Palumtra:
Well here we go, they just "reworked" this perk to give a unviersal 30% dmg reduction vs anything that is not melee or explosion.....
Yea I'm going to use it just because I dislike acid spitters and tend to get caught in praetorean spray a lot.
Last edited by Lunacy; Feb 21, 2020 @ 4:52am
RUCKUS RELOADED Feb 21, 2020 @ 5:08am 
Originally posted by Palumtra:
Well here we go, they just "reworked" this perk to give a unviersal 30% dmg reduction vs anything that is not melee or explosion.....

it's not that cut and dry of a case. a lot of the elemental damage is still pretty fringe level and wont interfere with most combat scenarios
i think this perk will be most useful in biomes with regional enemy varieties; the glacial strata and radioactive zone, because most of the foes there actually deal elemental damage
conversely some biomes dont even have elemental enemies let alone hazards, the only foes i can think off of the top of my head with elemental damaging moves are praetorian acid sprays and acidspitters
Palumtra Feb 21, 2020 @ 5:53am 
Originally posted by kestrel:

it's not that cut and dry of a case. a lot of the elemental damage is still pretty fringe level and wont interfere with most combat scenarios
i think this perk will be most useful in biomes with regional enemy varieties; the glacial strata and radioactive zone, because most of the foes there actually deal elemental damage
conversely some biomes dont even have elemental enemies let alone hazards, the only foes i can think off of the top of my head with elemental damaging moves are praetorian acid sprays and acidspitters

It still gives 30% damage reduction against all variants of praetorian breath/aoe attacks and the gas clouds, acid sprayers, naedocyte shockers, bulk detonator stomp attacks, and appearently even exploders base damage
RUCKUS RELOADED Feb 21, 2020 @ 6:05am 
Originally posted by Palumtra:
It still gives 30% damage reduction against all variants of praetorian breath/aoe attacks and the gas clouds, acid sprayers, naedocyte shockers, bulk detonator stomp attacks, and appearently even exploders base damage

that's definitely a lot of enemies but remember that the vast majority of damage in this game is melee which this perk doesn't affect

even so, let's wait and see if it's good. the perk just came out, for all we know it could be useless or a new best in the game. only time will tell
Fryskar Feb 21, 2020 @ 6:26am 
Originally posted by Palumtra:
Originally posted by kestrel:

it's not that cut and dry of a case. a lot of the elemental damage is still pretty fringe level and wont interfere with most combat scenarios
i think this perk will be most useful in biomes with regional enemy varieties; the glacial strata and radioactive zone, because most of the foes there actually deal elemental damage
conversely some biomes dont even have elemental enemies let alone hazards, the only foes i can think off of the top of my head with elemental damaging moves are praetorian acid sprays and acidspitters

It still gives 30% damage reduction against all variants of praetorian breath/aoe attacks and the gas clouds, acid sprayers, naedocyte shockers, bulk detonator stomp attacks, and appearently even exploders base damage
That sounds slightly op.
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Date Posted: Feb 17, 2020 @ 11:34pm
Posts: 12