NEW Decaying winter perk tierlist

i dont really play in pubs and i feel like the game was more fun when it was more punishing

prob entirely a me thing

I’ve played in pubs quite a bit. Morale tends to stack up and put the team into a losing spiral where they struggle to make it to wave 8 before being wiped. Makes playing miserable because you’re taking 250% more damage, and are unable to run from anything.

Morale frankly was a stupid system to begin with—and I will say that as much as I love the game—so I’m glad it got nerfed a bit. Makes the game just more fun overall.

i think it should be a seperate gamemode maybe, that seems like the best solution

the game got perks changes, thsi needs to be remade

There has been? Do you know which ones have been? Because I didn’t even know there’s been changes to perks until just now.

Survivalist:

  • Now starts with 50 scrap.

Damned:

  • Now starts with 0 scrap.

Hivemind:

  • Removed faster shoves.

Riskrunner:

  • Added -10% reduced movement speed.

Tickspider:

  • Blue ticks follow enemies faster.
  • Ticks deal 15 self-damage in explosion radius.
  • Ticks are now thrown further
  • Lowered movement speed penalty to -5%
  • Lowered recoil control bonus to +40%
  • Added slower shoves.

Crosslink:

  • Removed stamina penalty.
  • Changed damage vulnerability to +20%
  • Added -10% melee damage.
  • No longer triggers traps

Blitzer:

  • Ability bombs no longer stun or damage allies.
  • Added increased (non-ability) explosive damage.
  • Lowered melee damage penalty to -15%.
  • Removed damage resistance.
  • Removed fracture immunity.

Artillerist:

  • Ability recharges slightly faster.
  • Ability now one-shots non-boss enemies on headshot.
  • Ability can pierce through 2 enemies at once.

Arbiter:

  • Reduced melee damage buff to +30%.

Executioner:

  • Ability recharge speed increased.
  • Added faster shoves.

Drifter:

  • Ability timer lasts slightly longer.
  • Ability M1 damage increased to 100.
  • Ability M2 heal increased to 15.

Vagabond:

  • Reduced self-heal per dogtag to 5.

Berserker:

  • Removed scavenge less ammo.
  • Added fracture immunity.
  • Added -65% slower reloading.

Immolator:

  • Reload debuff reduced to -15%.
  • Ability buff now cures bleed. Does not cure artery.
  • Ability Overheat on damage multiplier reduced to 0.75.

Zealot:

  • Ability Riot shield mode takes barely any damage from melee hits.
  • Ability turret shield health increased by 50%.
  • Ability turret RPM increased from 266 to 300.
  • Ability turret range increased by 50%.
  • Reduced swing speed now also applies to light swings.

Prophet:

  • Removed increased crafting cost.
  • Removed increased max health.
  • Increased melee damage penalty to -15%.

Apostle:

  • Moved to front-liner perk category.
  • Reduced movement speed penalty to -10%.
  • Increased recoil control penalty to 50%.
  • Removed stamina bonus.
  • Added “Shadow’s Body” pro, grants immunity to fracture and cripple.
  • Added +10% damage resistance.
  • Melee equip self-damage reduced to 15.
  • Stake throw self-damage increased to 5.
  • Stakes heal hunters 20 HP if hit.

Sovereign:

  • Bloodletting damage increased to 14.
  • Stamina buff reduced from 100 to 50.

Mindflayer:

  • Thrown spiders no longer instantly despawn.

NOOOOOOOOO. WHYYYYY…

My beloved… no…

Oh yeah, because your average novice knows what crafting is…

If the idea was to make this perk good for experienced players, maybe a reduced crafting cost for workbenches would’ve been good.

Was THIS their idea of a Hivemind nerf??? This perk is busted—nerfing one of its least viable options isn’t doing anything. Nerf the dang bugs, guys.

This stamina penalty was brutal and had no reason to exist in the worse Hivemind perk. Glad it’s gone.

Awww, it’s no longer the funny meme perk…

Oh well, at least it’s bearable in pubs now.

It didn’t already?

Nobody would’ve ever known this if it wasn’t published. Nobody plays this perk. That said, these are nice changes, and I hope it’ll be a more viable frontliner now.

This perk is nearly as busted as Hivemind, ya’ll really think this did anything to fix that? Add a ghost cap or something.

deserved

it feels really good to use now (ability doesnt take 3 decades to recharge)

me and the 2 other mindflayer players are thankful

im assuming this is for shadows or higher hp standard units (castle units or cultists)

he did all but my beloved berserker, wait nvm these are 2 seperate people

If I were designing Arbiter, I’d nerf longshot’s damage to around 40, along with making both shellshots have absolutely no end lag. Make the player able to combo it into a melee attack.

For Hivemind, I say remove the sickness and slowness the bugs inflict. Leave the stun to the Crosslink. Even this may not be enough, honestly. Alternatively, have 1 in 3 scavs have the brain cells to avoid the bugs.

Sovereign needs a ghost infection cap. You can basically snowball into an automatic win if you just get like 5 ghosts. Barring the final wave, where the ghosts are baorderline useless. And scav war.