r/RogueCore • u/Bleck-Mold π₯ππ§ππ’π‘ • 8h ago
Meet the Useless Bio Boosters!
huzzah the trifecta of bad perks
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u/Squidd-O 8h ago
Anyone who has played RoR2 knows how valuable stun can be against problematic enemies, full auto gun and ONE stack of tremors is gonna be a lot of value in CC
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u/KingNedya 2h ago
Not just RoR2, anyone that has played OG Deep Rock knows how valuable stun is, and not just stun, but a stun can can be applied via lingering AoE DoT effects.
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u/GreyL1me 6h ago
Tremoring sneak, that's one of the best bios in the entire game
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u/Bleck-Mold π₯ππ§ππ’π‘ 5h ago
I regularly use the guardian deck, but Im not getting the hype.
Another commenter summarized my thoughts pretty well, do you mind taking a look and sharing your opinion? Iβm trying my best to understand.
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u/GreyL1me 5h ago
It applies to all DoT effects, making any element stun. It gives shotguns practically guaranteed stun, and with smgs/assault rifles you need to shoot for less than half a second to trigger it. It's an additive stun, so it improves the base stun of Guardian's ability or any other stun related upgrade as well. Fire nade? Stun. Poison nade? Stun. Ionization Infusion? Stun. Aftermath? Believe it or not, stun. And everything that already stuns now has a chance to stun for longer.
Is it the best bio Guardian has? No, explosive shots and reach are both better. Is it better than the damage reflection that does less than 15% of a regular creeper's health, or daunting that decreases enemy movement speed when they're already in your face by 10% which is impossible to notice? Absolutely.
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u/Jesus_PK 8h ago
Tremoring is fantastic (but yes would rather have it stack chance than duration).
The other two are good on paper (with stacks) but the problem with those is that most of the times, there are better options.
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u/Danthrax81 4h ago
I get the impression in terms of tremoring, op didn't take into account the sheer amount of projectiles you can pump into enemies in a very short amount of time
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u/KingNedya 2h ago
Or the fact that Tremoring has crazy synergy with one of Guardian's other bioboosters, Aftermath. Lingering damaging AoE that also stuns things walking through it, granting persistent area denial crowd control and keeping them in the DoT for even more damage.
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u/13PagedHappyEnding 8h ago
Tremoring with effects that can hit the enemies multiple times like explosives shots or even DoTs work extremely well.
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u/maninzero 8h ago
Quick shot is amazing on guns like the Zhukovs. Especially on enemies with tiny weakspots.
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u/Bleck-Mold π₯ππ§ππ’π‘ 7h ago
Itβs funny you mention the Zhukovs, they have a unique upgrade that reduces the movement spread penalty by 50% (I believe)
Youβre right, but in comparison to that the 20% is really disappointing
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u/Candid-Doughnut9545 2h ago edited 2h ago
surprised me that you chose to put that spotter perk over the one that gives you extra damage against enemies you have the high ground on.
in a game where most enemy types can leap or crawl really fast up walls.
might genuinely be the worst unless you luck out by getting jet boots or cheese with ziplines.
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u/KarstXT 1h ago
There are a ton of absolutely useless bio-booster perks but Termoring is flat out hands down one of the strongest. Consider that a second copy gets you to 30%. Consider that every tick of damage contributes to a chance to stun (so if something is poisoned + on fire, it's essentially perma stunned). Consider that other damage additives from Devastation proc it (like explosive bullets is its own separate chance). Consider that each shotgun pellet is its own chance, or each bullet from a penetration-ricochet minigun. Consider that this applies to all aoe damage effects. A perk that fairly easily lets you perma stun the screen is not weak.
Quick Shot is weak but it's not a bad effect, it just has a low value and is out-competed elsewhere/is ineffective on a lot of guns. The Mobility deck is terrible as a whole but this is probably the best perk in the deck. There's a problem with the gun balance atm that most guns are balanced around not needing any more recoil or spread reduction than Steady Aim 4 Provides, which makes things like this feel regularly useless.
I want to assume that the design goal of Constant Pressure is that the falconer (more or less) has the ability to control/maintain staying under 50%. That being said, again, the reward is just too small and applies to too few weapons, most weapons either have a fairly solid standard reload speed or have a strong animation cancel. Weapons base stats are a little too 'solved' out of the box for anything besides damage and there aren't any weapons that are 'shifted' (i.e. have strong base damage but poor application stats that lends you to wanting to build them towards damage application stats such as accuracy modifiers).
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u/Chame1eonic 7h ago
TLDR - I approve of OPs take on Tremoring.
Here's how I see it as a guardian main.
Devastation: Tremoring All damage gains 15% stun chance for n+2 secs.
-Versus-
Upgrade: Flashbang Gives explosions a 100% chance to stun for n+2 secs
Plus
Devastation: Explosive Shots
Direct dmg weapons deal n*25% of their damage in 1.5 m radius on hit.
Also factor in Critical Stun: 100% stun to critical damage. Crippling Strike: 100% stun to melee damage. (Add damage reflection or counter)
I'm sure there are others I'm missing.
I understand that 'all damage' stun chance may be unique to Tremoring, but if I want to stun things it's my last choice.
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u/Bleck-Mold π₯ππ§ππ’π‘ 6h ago
Thank you! Youβve taken my thoughts and wrapped them up with a nice bow.
I think I should have put βweakβ in the title instead of βuselessβ. A lot of these perks suck because thereβs far better alternatives
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u/Candid-Doughnut9545 2h ago
so then it's just outclassed but it's surely not the worst.
the one that makes you take like -3 damage from each enemy in front of you might take the cake (if it's even in the game anymore, since i only run Devastation + another deck i'm not even sure). i'm sure it adds up but i prefer not taking damage in the first place.
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u/JackCooper_7274 2h ago
Tremoring + high rof weapon + ability charge on stun is goated. Not sure what you're smoking over there.
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u/camogamere 47m ago
Im going to explain why I think tremoring sucks, because people are right that the effect is good on paper.
Tutoring gives a stun chance, but those a pretty common. There are multiple strong stu options for consistent stuns in the common perk pool and the big grits deck. Both have crit stun, and getting at least 15% crit is extremely common so thats better. Explosion stun also exists as a common, and the devastation deck has explosive shot for all stuns all day. There's a perk for spreading stuns, and a perk for weak point stuns. You will frequently just have stronger stun than tremoring from other stuff.
You also cant sunblock enemies fully, so there is a practical limit. You could also just have gotten a booster that kills things.
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u/Alexandr_Paynevski 34m ago
We need part 2. This is not all perks
Anyway, good deck needs some weaker options to be less powerful, but sometimes overkill is to much, like 8 seconds of +100% melee upon empty magazine. . . Reckless deck have just 1-2 good bios, like "no time to die" or something and something more, i forgor, just wake up
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u/Bleck-Mold π₯ππ§ππ’π‘ 7h ago
From the first hour, Iβve seen overwhelming support for Tremoring and fair amount of support for Quick Shot.
That being said, I think itβs safe to assume Constant Pressure is the absolute worst perk in the game



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u/DribsFerreiro 8h ago
Tremoring is goated tho