Heavy squad.
Come to think of it, with the fact that only 1-2 will have to use any perk charge during the early waves and the fact that it regens… that may actually work kinda well. Maybe.
Heavy squad.
Come to think of it, with the fact that only 1-2 will have to use any perk charge during the early waves and the fact that it regens… that may actually work kinda well. Maybe.
i generally just get enough ammo to be able to use things like hi-capas for early game while being able to use other guns later on, might be different for others but that’s my personal experience.
riskrunner was meant to be in incredible idk how it ended up in amazing
as for tickspider yeah thats just my fault.
Also, I’m starting to realize that there’s a problem with DW tier lists: they’re an overall coverage of two completely different parts of the game: looting and fighting.
For example, look at prophet: it’s possibly the best perk in-game for looting. You’re faster, you can scan for loot, with the added benefit of never having to worry about jumpscares, and you’re immune to fall damage. However, prophet is basically just survivor during the wave phase. Chances are, you’ll never hit more than 10 enemies per night with your ability, and its effect isn’t exactly massive.
Beserker (kind of) has the opposite effect: it’s pretty good during the wave phase, but you typically won’t be using its perk ability during looting except to run from bad situations.
I mainly play solo, so I find it alot harder to snowball with artillerist compared to tickspider and riskrunner. My main problem is that arti is one of the worst to scavenge with ignoring dammed. (low defenses, poor melee damage, and your ability screws you outside of scav war). With health being such an important resource, damage resistance/vulnerability adds up in the long run. Especially when you have no one to hide behind, you can’t really take risks and it eats through your resources. Arti is one of the only perks where I’ve actually died while scavenging.
I’m not saying it’s terrible, it’s just alot harder to set yourself up compared to perks like berserker and tickspider. I just call it a noob trap because I’ve seen my friends who were new to the game choose it because its a gun perk. The ability teaches them to try and fight every scav in the scavenge phase instead of avoiding and choosing the fights they could win.
fair enough reasoning.
yeah i somewhat noticed this upon making this, i was a bit more biased towards waves but i still somewhat considered looting when ranking them as well.
I played Artillerist once. If any perk besides survivalist and damned rely on teammates to keep them alive, it’s that Arthur Morgan knockoff of a perk. Also, these sonsofaguns don’t share a drop of the ammo they get in public lobbies.
Artillerist is so high because it’s a backliner that’s designed for late game defense. As for all backliners, it’s most optimal for them to stay in the back as they all have upsides and downsides that make them better with a ranged weapon. It’s increased reload speed along with the buff gained from landing a kill with it’s ability, allow for you to continuously fire at scavengers, which if you can hit headshots consistently, will decimate every wave including both scav war and the final wave.
Both tickspider and riskrunner have heavy focuses on their abilities. Unlike these perks, Artillerist’s focus is on it’s passives rather than it’s ability. Artillerist is built for sustained fire over a long distance of time while riskrunner and tickspider can deal a heavy amount of damage within a short span of time.
Because of this, they simply both suit different playstyles since Artillerist cannot deal bursts of damage and has a heavy reliance on teammates to do well compared to other perks.
still a noob trap tho
TLDR
Artillerist is high on the list because it’s a late game backliner who’s focus is on it’s ability to continuously fire at scavengers with it’s low recoil and reload time. It fills a niche that riskrunner and other such backlining perks cannot fill but it also has heavy reliance on teammates to make sure that the Artillerist user doesn’t die.
perfectly stated my thoughts.
I still dont think it’s worth the struggle scavenging and surviving the early waves. I believe tickspider should be higher for its solo capabilities, but I might just be jaded from artillerists in public lobbies being morale tanks and resource sinks.
Extremely fast reload speed is nice but I don’t think it’s that amazing compared to no-recoil and other passives. You get a decent breather inbetween waves to reload and you usually can clear each wave in less than a mag. For the final night when you need constant shooting, you can pop a blue stim before Yosef and his guards to get the same effect (Or use reliable).
Its passive isn’t really that unique, theres nothing that can’t be replicated through traits. Berserker, which is passive based perk, has bloodlust (and high defense) which gives it insane sustainability that allows teams to save meds and bullets. No other perks has this regen besides apostle (But apostle fills a different role), while other perks can fill arti’s role while having better defense and abilities. Maybe if artillerist had a passive to ricochet or pierce with bullets, it could save ammo instead of expending it faster.
MY tierlist that is ABSOLUTELY correct and YOU ARE DUMB if you do not agree.
Riskrunner
Tickspider
Everything else
This implies you’re putting arbiter in the same tier as damned. I cannot accept this, this means war.
arbiter more like arbruhderp
1v1 me in survival of the fittest right now.
(I actually cannot rn as I’m in a car)
can’t I’m in school
if perks were rated in terms of fun:
arbiter - S
damned - A
Everything else - F
how to spot a ultrakill junkie from 50 miles away:
excuse me your tierlist is invalid I don’t see riskrunner in a place higher than at least A+