Deep Rock Galactic
Daddy Gibby Nov 30, 2021 @ 5:43pm
How would you rank the best perks in the game?
I'm writing an article right now for all the best perks ranked, and looking for some community feedback. Which are the best perks in the game and how would you rank them?

So far I have this as my ranking:

15 - Resupplyer 14 - Second Wind 13 - Dash 12 - Berzerker 11 - Veteran Depositer 10 - Deep Pockets 9 - Heightened Sense 8 - See You in Hell 7 - Born Ready 6 - Field Medic 5 - Sheild Link 4 - Thorns 3 - Vampire 2 - Beast Master 1 - Iron Will

Does this seem like a good list?
Last edited by Daddy Gibby; Nov 30, 2021 @ 7:36pm
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Showing 1-15 of 118 comments
SCamp Nov 30, 2021 @ 5:47pm 
Strong Arm best perk.
Suzaku Nov 30, 2021 @ 5:48pm 
Thorns and Heightened Senses are necessities to me. Thorns is great for keeping swarmers manageable or finishing off weaker bugs, and Heightened Senses because you can't always rely on Bosco or your entire team to rescue you when a cave leech grabs you from halfway across the cave.
Last edited by Suzaku; Nov 30, 2021 @ 6:49pm
im mostly a Support player

Shield link and field medic see most use for me, but recently i keep swaping between field medic for See you in Hell

Get a player off the ground>Shield boost them so they don't go down as quick for 30s

SYIH is mostly to give your teammates a chance to revive you as it keeps bugs off from you, even after the explosion thanks to the lingering fear effect

as for passive perks..., not much really, i tend to have resupplier on all of my dwarfs
Chibbity Nov 30, 2021 @ 5:54pm 
It's a Bug Thing 10/10
Herozen Nov 30, 2021 @ 5:54pm 
BEAST MASTER > EVERYTHING ELSE, INCLUDING YOU.


born ready is also cool i guess
Crawling Chaos Nov 30, 2021 @ 5:56pm 
1) Iron Will
2) Field Medic
Frisky Nov 30, 2021 @ 5:56pm 
passives:

Thorns: anything that makes swarmers less awful is an instant + in my book, though I don't run it on driller, the radiance upgrades on his flamer and cryo can handle that fine

Born ready: Downright broken on some classes, a useful bonus on others, hate having to reload autocannon or platform gun (though I also don't run this on driller lol)

Strong arm: this ones more S tier on engineer than anything else but it's a great perk nonetheless, lets you light up ceilings easily and look for minerals to place plats at even if the scout isn't present or is in the previous room that way when they do show up they can just go mine the minerals instead of spamming 20+ pings on the nitra vein that you can't see and properly plat anyways because the scout isn't using his flare gun :(


Active:

Field medic: being both a passive 30% revive speed and a 1 time use instant revive makes this perk kind of a safety net, it's not super interesting but it's great for pubs where lots of players tend to go down

Heightened senses: ♥♥♥♥ grabber enemies, thats all I have to say

Iron will kinda gets a mention from me but it's a perk that gets too misused for me to really place it high here, it's like medic where it's a safety net but it's nowhere near as good since you'll probably stand back up then just get knocked away constantly by shellbacks or oppressors before going down again, at best IMO it's a good way to pick yourself back up in a crisis

it's an ok perk but too many people just waste it to pick themselves up even though someone was 50% through reviving them, and not having a passive means it's kinda just a boring pick, specially if you don't go down
Ender Zayne Nov 30, 2021 @ 6:08pm 
!. Iron Will
2. Thorns
3. Vampire

Born Ready is essential for gunner. Field Medic for scout.
Last edited by Ender Zayne; Nov 30, 2021 @ 6:09pm
Kamen Kreuz Nov 30, 2021 @ 6:16pm 
In order: Thorns, Born Ready, and Iron Will. They're basically auto-equips on most of my builds.
Thorns helps so much with swarmers and naedocytes that I can't live without it.
Born Ready is a massive quality of life improvement for Scout and Engie since they're constantly switching between three things that need reloading, and it's busted on Gunner with his long-ass reloads.
And Iron Will is just a good safety net. You rarely need it, but when you do, it can save the whole mission.

Honorable mentions:
Resupplier for difficult missions. Fast enough to grab in a sticky situation and basically a full-heal.
Deep Pockets on Scout. Gotta get that Nitra.
Heighten Senses is a godsend if you plan splitting up.
Last edited by Kamen Kreuz; Nov 30, 2021 @ 6:20pm
marcusaddamsson Nov 30, 2021 @ 6:23pm 
Dash: 10
Field Medic: 9

(I think I'm runnin' those two on virtually every build)

Born Ready: 8 (for certain builds, very useful)

Past that, it's kinda user's choice. I've been using Sugar Fiend, Elemental Def, and the FF one... depends on the build.
Last edited by marcusaddamsson; Nov 30, 2021 @ 6:30pm
Chucky Nov 30, 2021 @ 6:32pm 
Dash and Field Medic are must haves no way around that.
M00NCH1LD Nov 30, 2021 @ 6:51pm 
1-dash
2-deep pocket
3-torn
4-Steeve
Syrris Nov 30, 2021 @ 6:58pm 
Hover Boots has a long cooldown, but it can help your maneuverability in a number of situations, and it's an especially good pick for a Scout for those times when your grapple doesn't quite get you where you wanted to be.

Elemental Resistance is, likewise, more useful on some maps than others, but on the maps (and against bugs) that are element-heavy, it's worth considering in place of one of your standbys.
Erin the Angry (Banned) Nov 30, 2021 @ 6:59pm 
thorns, dash, unstoppable, veteran depositor, beastmaster, shield link are the ones I shuffle between depending on what I expect to be dealing with since I am either solo or pubs.
xenoonex369 Nov 30, 2021 @ 7:34pm 
Originally posted by SCamp:
Strong Arm best perk.
+1 the rest are trash
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Date Posted: Nov 30, 2021 @ 5:43pm
Posts: 118