PC Which Perk is the most useless one to you?

Choose "Other" if a perk is not listed according to your play style


  • Total voters
    69
i don't play in this  way - i prefere forts because... dunno this more logical that pull zombie in corridor - well corridor is effective but for me this is just exploit
Exploit how?  A kill corridor can just be obstacles in the way of zombies to force them into your gun sights.  My more elaborate ones incorporate auto turrets shooting them the back, dart traps at the side shooting them, and a combination of electrical and barb wire to slow them down

 
Charismatic nature is the most useless for me, since I never play multi.

Pack mule and well insulate are quite pointless as well, since I pretty much always get lots of clothes early on plus the storage mods are rather common.

Cardio is very underwhelming, I wouldn't even take this perk if the numbers were doubled.

Master chef and iron gut are a waste of points, because the effect can be easily replicated with the frequently found recipes and the different types of tea.

The huntsman and the brawler are equally useless - lots of animals everywhere and lots of ammo that makes brawling simply stupid.

I'm surprised how many people consider the sneaking perks useless. I play on very high difficulty and usually need that extra sneak multiplier to dispatch sleepers, it's very rewarding and conserves ammo and stamina. My first 10-20 levels typically go into agility for this very reason - sneaking and higher jumps really make the early game more bearable, especially with high-hp zombies always sprinting, day and night.

 
Exploit how?  A kill corridor can just be obstacles in the way of zombies to force them into your gun sights.  My more elaborate ones incorporate auto turrets shooting them the back, dart traps at the side shooting them, and a combination of electrical and barb wire to slow them down
Well this is exploit - i will wrote this as simple  as possible - trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.  in older alphas zombie were more... "typical" zombies you know caming from diffrent sides  and jumping zombies were for me not problem because.... world war z had this same solution. But killing corridor is this same exploit like in mount and blade you could 100 soldiers if  you have tons of arrows in box . in bordelands you can fast  exp if you have a lot of ammo and you are fighting againt high level maruder or zombies in dlc.  So kill corridor is a type of exploit

 
trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.
I have a hard time calling it an exploit. Mostly because if you actually build a rectangle base, the first thing the zeds will do is to turn it into a choke-point base by opening a face-height hole in it. Then it turns into a funnel base as they break the second block there. Then you add a bit of walls and couple ele fences and you have a "killing corridor" .. if the AI makes it themselves, exploiting it isn't exactly wrong.. :)

 
Well this is exploit - i will wrote this as simple  as possible - trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.  in older alphas zombie were more... "typical" zombies you know caming from diffrent sides  and jumping zombies were for me not problem because.... world war z had this same solution. But killing corridor is this same exploit like in mount and blade you could 100 soldiers if  you have tons of arrows in box . in bordelands you can fast  exp if you have a lot of ammo and you are fighting againt high level maruder or zombies in dlc.  So kill corridor is a type of exploit
Then I take it you consider zombies climbing up on top of sunk spikes trying to get to the same height level as the player as rapidly as possible an exploit as well?

"Kill corridors" are not exploits. Ffs every damn POI in the game is built with multiple "kill corridors" in them. They're called doorways and hallways.

 
Well this is exploit - i will wrote this as simple  as possible - trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.  in older alphas zombie were more... "typical" zombies you know caming from diffrent sides  and jumping zombies were for me not problem because.... world war z had this same solution.


This is an example (top down view) of one of my kill corridor bases (late game after upgrading).  Note that the Z;s have 4 ways to approach the base, but all sides are defended and setup to force the zombies down a path (grey squares are concrete or steel blocks).  My base is underground, but this is what the zombies see when they approach.  SMG turrets on top of the bunkers pointed outwards (to try and trigger demos from afar) with Shotgun turrets inside to shoot zombies in the back.  I would defend it from either the roof of the middle building or inside of the middle building when the turrets run out of ammo.  The only thing missing is a kill counter for each of my trap to see how well they are doing  😁

The Zs outnumber you (I play with the maximum zombies), they know where you are at (Z GPS), and they won't stop until you kill them completely.  So yeah, going to do everything I can to force them into a smaller area where I can concentrate my resources.

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But killing corridor is this same exploit like in mount and blade you could 100 soldiers if  you have tons of arrows in box . in bordelands you can fast  exp if you have a lot of ammo and you are fighting againt high level maruder or zombies in dlc.  So kill corridor is a type of exploit


So by this logic:

  • I saved up my ammo during the week
  • I use that ammo in turrets I crafted
  • They kill a lot of zombies for me
  • I am exploiting the game???  🤔  🤷‍♂️
 
  • Animal Tracker - tried it once, just to see what it was like, have never put points in it since. I don't even remember why, I guess I just didn't care for it?
  • Master Chef - I almost always break down and spend a point on this just to unlock Grilled Meat and the Tea recipes because I find myself wanting them long before I find  the schematics
  • The Huntsman / Living off the Land - I generally have no trouble keeping my food chest stocked just through looting and butchering any wolf that crosses my path, so I don't spend points on these
  • Well Insulated - I'll sink points into this if I'm playing a Fort build anyway, but otherwise won't bother
  • Charismatic Nature - hands down my "deadest" perk, since I only play solo
 
My top 3 useless perks:

3 - Animal Tracker - I'm not blind.  The lowest level at least makes spotting small stuff easier but the upper levels are even less useful.

2 - Lockpicking - It takes between 0-5 picks unperked and it still takes between 0-5 with all 3 levels.  Thus a virtually useless skill.

1 - Charismatic Nature - This co-op only skill has no purpose to me.  Thus winner for the skill I will find least useful.

 
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My top 3 useless perks:

3 - Animal Tracker - I'm not blind.  The lowest level at least makes spotting small stuff easier but the upper levels are even less useful.

2 - Lockpicking - It takes between 0-5 picks unperked and it still takes between 0-5 with all 3 levels.  Thus a virtually useless skill.

1 - Charismatic Nature - This co-op only skill has no purpose to me.  Thus winner for the skill I will find least useful.


2 - I opt to instead carry a pickaxe at all times. When used against safes and other locked containers, it's called the "universal pick" or the "big lockpick" :D

Plus you only need one to open anything without the chance to break it.

 
My top list would be:
 
1)  Deep Cuts  -  I don't use blades on zombies, just requires too many hits for that close of distance.  I personally tend to use sledgehammers or arrows, although I'm interested in trying the unkillable fist weapon build.
2)  Javelin Master  -  Really don't like spears, mostly because the only power attack can result in you losing your weapon.  If I need mele range, sledgehammer it is.
3)  Treasure Hunter  -  No real need or desire, I don't like how A20 changed these quests due to our harder setting game.  I tend to avoid buried quests now, since we have the zeds set on sprint and they are on top of you in like 3 seconds.
4)  Charismatic Nature  -  Not entirely useless, but only one person really needs.  
5)  Animal Tracker  -  Less useful in A20 now, there are rabbits and chickens EVERYWHERE.  Not to mention once you get better weapons, you have unlimited and easily found food in the snow biome.  (Bears, Wolves and Cougars!)
 
 
 
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I think alot more people would take pack pule if it actually increased your inventory space.

Currently its always 9x5

what if you could add another 5-15 inventory slots by going into packmule?

10x5 for 5 more
11X5 for 10
10x6 for 15 more

I am also not sure how cargo pocket mods will fit into the new A21 armor system and if we will still be able to overcome encumberance that way, or if each piece  of armor in A21 will naturally add pockets to your bag  making it take longer to become encumbered.

15 might be to much?? I would be glad for 5 and 10 would be nice. I can dream though right

 
I feel like lucky looter, treasure hunter and lockpicking could all be combined into the same perk. They all do the same thing in different ways which is loot faster and better. 

Spacing out points for each one feels bad. I also feel like loot is something sacred in the game that should be dictated by gameplay and effort not perk investment, so the best gear should be from doing T5 POIs not from looting chests with perks.

I also think having specific weapon perks increase chance to loot those specific weapon parts would be a good direction and QoL change, lower the initial chance if necessary or make it modify your native chance, but a marksman finding more rifle parts would aid their gameplay so much more than random luck looting a dozen shotguns before a single hunting rifle.

Treasure hunter is far too niche to be a perk, its a nice QOL perk and the loot you can get is fantastic but its not a gameplay that you can really aim for. You cant just be a treasure hunter its entirely luck based whether you find a map or not. Maybe if maps were common quest rewards or something but i dont like that idea much either. 

Lockpicking is also a little awkward imo. you dont really find any safes or locked chests early game and you cant really take on high tier POIs that early where lockpicking is needed, also your loot at early stages is garbage, its better to save those chests till you level up your lootstage. 
When you start finding chests you will generally have iron tools so you can fairly easily break them open. Saving a minute opening chests isnt really a great investment in perks...

Combining treasure hunter, lucky looter and lockpicking (with demo charges as an unlock at T4) would be a great perk that focuses entirely on looting faster with some loot bonuses for chests.

 
Your question kind of implies that the developers are creating perks that we don't need. What they're doing is creating perks that let you create the kind of character you want. They'll be plenty of them you want and don't.
I agree with this. Just because I may not use a perk doesn't mean it's useless. In every game I've played that utilizes a skill tree there are numerous skills/perks I don't use. Always has been and no doubt always will be. 

you dont really find any safes or locked chests early game
I beg to differ. There are plenty of T1 poi's with safes in them. Plus you have the wonderful glorious new atm's.

With T3 and higher quests now having locked end chests, lockpicks can be handy dandy, especially if you're not into beating the thing to death with a pickaxe. I've had a few playthroughs where finding lockpicks was nigh impossible and spending 300 dukes per is not ever happening. (ok, maybe I did once, but I was desperate and it was a true treasure map chest. Don't judge.) It's rare, but I have used that perk so I could make my own lockpicks and thank god it was available so I could. 

 
I've been getting exp from zombies bleeding out so it looks like that's not an issue.  Unless there's an issue that only occurs some of the time?
I believe switching to a different weapon before the zed bleeds out can cause you to not receive the kill exp. I've seen this happen a few times on vids I've watched and one even semi tested this and didn't receive exp.  

Well this is exploit - i will wrote this as simple  as possible - trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.  in older alphas zombie were more... "typical" zombies you know caming from diffrent sides  and jumping zombies were for me not problem because.... world war z had this same solution. But killing corridor is this same exploit like in mount and blade you could 100 soldiers if  you have tons of arrows in box . in bordelands you can fast  exp if you have a lot of ammo and you are fighting againt high level maruder or zombies in dlc.  So kill corridor is a type of exploit
How do you fight the zombies? From the responses you made I can only assume you fight them in an open area, face to face with no player or poi designed pathing? 

 
How do you fight the zombies? From the responses you made I can only assume you fight them in an open area, face to face with no player or poi designed pathing? 
i'm making a fort - typical squere in starship troopers style and tons of spikes everywhere

 
2 - I opt to instead carry a pickaxe at all times. When used against safes and other locked containers, it's called the "universal pick" or the "big lockpick" :D

Plus you only need one to open anything without the chance to break it.


Thank you for that tip.

 
I agree with this. Just because I may not use a perk doesn't mean it's useless. In every game I've played that utilizes a skill tree there are numerous skills/perks I don't use. Always has been and no doubt always will be. 

I beg to differ. There are plenty of T1 poi's with safes in them. Plus you have the wonderful glorious new atm's.

With T3 and higher quests now having locked end chests, lockpicks can be handy dandy, especially if you're not into beating the thing to death with a pickaxe. I've had a few playthroughs where finding lockpicks was nigh impossible and spending 300 dukes per is not ever happening. (ok, maybe I did once, but I was desperate and it was a true treasure map chest. Don't judge.) It's rare, but I have used that perk so I could make my own lockpicks and thank god it was available so I could. 
Yes it happens but I rarely encounter them on the first day or two. It might be because I'm not looking for them.

 
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