PC Remarks on the perk trees

Zourin

New member
Just some thoughts about the perks, what's worth taking and when.

Attributes - Always, always good to take them. The only real choice comes down to which you dump out on: Strength or Perception, as the other stats are essentially universal to most characters.

Marksmanship Skills - Weapon-specific perks are essentially useless in the early game. Ammo is limited, except arrows for bows, and most don't mature until you can invest a third point into them at around level 40ish. Boom Headshot is universally useful for all ranged weapons, and is a strong early game pick.

Scavenger skills - If you want to focus heavily on scavenged loot for guns, ammo, and trade fodder, this is where you start. Unfortunately, it's very weak early game, as you don't get quality bonuses until level 3. Salvage Ops, likewise, is a junk skill if you don't have the fabrication perks to use any of the advanced materials you obtain.

Melee Skills - These are more friendly, general-use skills compared to the Perception tree if you are focusing on a melee-centric build. There's little more satisfying than stepping up and picking fights with very little to fear except bleedout debuffs. Skull Cracker, like Headshot, is universally useful and the strongest early game pick, along with Sexual T-Rex for stamina management.

Construction Perks - These are very handy for people focusing on harvesting natural resources, as well as relieving the pain of low inventory space. While there are armor mods that relieve that pressure, they are excessively rare and require advanced skills to produce, so you can't go wrong here with Pack Mule as an early pick.

Fortitude Skills - Oh where do I start. If you like living, you go here. Even if you plan on having no armor at all, Pain Tolerance and Immunity are practically must haves in those close-call moments. Improved meat harvesting is also a strong choice early on when food is scarce. Crop skills are a bit of a 2nd-week skill to be sure, but you can't say you've settled somewhere until you've pooped on a potato.

Recovery Skills - One point in Fast healing is a given, and topping it off is a must for a melee build to counter bleed damage. Food/Water are both excellent skills for surviving harsh conditions, but they become less relevant by the time you can invest in them, so they can quickly become a waste. Self Medicated is a more endgame skill when you actually have stockpiles of meds to worry about.

Athletic perks - Rule #1 is #1 when it comes to stamina management, next to Sex Rex, as a universal skill for everyone. You may only need it to L2 or 3, but is a go-to early game choice. Parkour is a good midgame choice for scavengers navigating the dungeons, but not worth taking early on without the jump bonuses.

Stealth Perks - Hidden Strike is another one of those rare damage-dealing booster gems. It may only work on the first strike, but combined with other ranged bonuses, it can make or break a one-hit kill. If you plan on being a POI burglar, or want to travel at night, Movement and Shadows offer you that comforting option to not fight everything you see.

Influence Perks - These are, to be honest, terrible except in a multiplayer situation and you're the village layabout who signed up for the 'engineer' or 'medic' position and now have absolutely ♥♥♥♥ all to do while you wait for things to unlock in the INT tree. The group bonus that inhibits bleed is as amazing as it worthless to the person who takes it.

Craftsmanship perks - If you're not a stone-age idiot, you're coming here every time there's a point to be spent. Self sufficiency and sustainability is hard to come by, and therefore extremely valuable. Solo players, and multiplayers with unreliable friends, can expect to spend a LOT of time here in the midgame, but there's nothing that can really be done in the early stages.

My Picks for First Five Points:

Fast Healing

Boom Headshot

Skull Crusher

Sexual Tyrannosaurus

Rule #1

These skills are universally useful, and cover the most pressing needs of a fresh character regardless of future specialization: basic damage output, stamina management, & health recovery without meds or food. Future points can be spent adapting to your immediate needs and preferred playstyles. These take priority over things like resourcing skills simply because resourcing doesn't advance you; you will need to kill zombies, and these skills make that process of levelling up much easier.

Power Combinations:

Heavy Armor + Pain Tolerance + Immunity + Fast Healing - Who needs to sneak when you can storm a place and take the hits? This is a great combination of skills, ending in a build that really doesn't care about piddly things like infections, ferals, or the hazards of drinking out of a toilet.

Lucky Looter + Boom Headshot + Hidden Strike + Ninja Movement - The core of any POI-raiding burglar, perception and agility skills pair very well for this. You'll find all the best loot, and with Better Barter, find all the best deals.

Immunity + Well Insulated + Slow Metabolism + Fully Hydrated - Literally a hobo, or a gun toting drifter, but probably just a hobo. Who needs to settle down or boil water? Heck, who needs to cook food?

 
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That's well explained post, I'm actually interested to try the tank build in my next map, always went for the sneak build so it'll be a nice change.

Only thing is heavy armor being hard to come by in early game but it should still be manageable. With xp heavily focused on killing zombies other perks had to be sacrificed and yes I'm the stone-age idiot with stone axe in my 3rd week lol. I bought a blue iron pickaxe from trader but he's not had a fire axe yet. And I'm not one who needs to rush my own forge so I put the points into keeping me alive.

I don't build from scratch so just making a few adjustments to poi's has been enough for me so far.

 
Scrap iron armor is actually really good, but right now the Armor perks are broken and don't appear to have any effect. Scrapiron does its job as an early armor, even if you only have the chest and legs on, it's saved my bacon several times. Cloth armor is worse than trash and is a waste of duct tape with its low armor value and pretty bad stamina drain for an agility set.

I actually don't like the stamina consumption and attack speed on the Sledgehammer, so I actually recommend Deep Cuts with a fire axe for the bleed and the sweet knockbacks. At higher levels, you get an area bleed that can be exceptionally nasty to wandering hordes that shuffle their front runners.

At the high end, it's not damage you need to worry about. It's the Max Health damage from constant bleed effects. Even with your armors' natural resistance, the only perk that affects bleed requires someone else to have it. You can go toe to toe, but you'll probably want first aid kits to inject as your max health drops over successive battles.

Nothing like face-tanking an irradiated feral and curbstomping it, and that wasn't with the skills maxed (only L4)

 
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Really Armor perks aren't working?! I nearly put some points in there.

Have u tested if wearing armor slows u down that ferals, dogs, can catch u? I've stayed away from armor so far as I read there's mobility debuff and I'm playing sneaky build.

Blades where actually my main weapon in a16 I was hyped when I saw bleed damage. But i'm not leveling fast enough to reach lvl 20 or whatever to get to tasty perks. Hunting knife hit box/reach seems to have been reduced, which is fine tbh it was a bit op before. Haven't tried machete yet but I've heard good things bout fire axe and then add in weapon mods....good times are comin.

Sledge is heavy on stamina but it feels so impactful, real satisfying whacking zombies down, but yeah gotta keep a close eye on stam.

 
Once the armor perks get fixed, it won't matter. You're a walking tank. Just smack the dogs and ferals with an axe. They'll buckle before you do. Completely unperked, an iron axe and iron armor trounces 6-10 dogs chewing on you, even with the bleed ticking away. Yes, you're slow. You also own the whole damn road.

A full suit of scrap drops a hit from Moe down to about 10 damage or so. By the time you get to steel, you can simply walk into a room and not care what is in it. It's like power armor at that point. at 4 points, you regen health as fast or faster than you bleed out, so the only thing putting you at risk is the loss of max health. Healing Factor is VERY powerful in tandem with high armor at high levels, as you would expect, but not something I would say is for everyone. You could probably *almost* melee down a night horde with a constant injection of kits.

 
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first thing to get:
packmule on 3.
Don't know about that, only bought packmule 1 in my 3rd week.

Loot a few poi's put all crap into chest out side, take only sellable/needed items. Once wandering horde comes and goes, go back fill inventory with crap, down a beer if it's a long trip back or worry bout a few street zombies, even better to do at night, they can barely see and give up chase in seconds.

 
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If you haven't already, SickPuppy, you NEED to chug a beer and go fists-first. Remember, alternate right hook and left hook :)

 
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Well Insulted question: I invested the second tier for a +10, but resist only changed +5. Is this intentional and does any know how that affects, if any at all your temp control?

 
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