In a battle royale game such as “The Culling”, not all skills will be created equally. Some will always outweigh others, especially when put in combination with others. And some may be completely useless no matter what kind of build a player tries to create. Others are just noob traps. A noob trap is a perk that might seem good at first blush, but upon closer inspection, it is actually overshadowed by better perks or by good gameplay. New “The Culling” players may take these perks without realizing they aren’t ideal, thus hampering their gameplay experience and compromising their ability to win.
The sooner players learn to avoid all these pitfalls and compensate with better play style, better perks or an airdrop instead, the sooner they’ll realize their full potential. Keep in mind “The Culling” is in alpha still. Perks are undergoing regular changes. If the perk no longer does what this page indicates, then reconsider whether the perk is useful now.
1. Armorer: This isn’t a bad perk, per se, and it can have its uses for new players in that it allows them to survive longer and get more practice in when they are new. But at a certain point, it’s probably a good idea to stop using a perk to get armor when you can simply craft some and use the perk space for something else with survivability – such as Leather Hide or Tough Mother.
2. Man tracker: Another item that isn’t necessarily bad, but can definitely be a waste of a good perk slot. Man trackers are generally pretty easy to find or an airdrop that includes one can be chosen to supplement play. Having one straight from the get-go really isn’t necessary.
3. Backpacker: Like the Man Tracker and Armorer perks, crafting a satchel, killing someone with a backpack or getting an airdrop with a backpack included can help someone make better use of their perk slots.
4. Trapper: At first glance, this looks like a great skill for someone running a trapper build; the name alone makes it look like a no-brainer. But the 25% buff is negligible. Better off getting Brutus and doing the extra work to backstab someone who’s already stuck in a trap. You’ll do far more damage overall.
5. Blowhard: You can do a whole 3-7 damage with the blowgun with this perk. Giving a very minor buff to a weapon that is only useful for causing sickness or for shooting someone with a single health left who is running away is not something to waste time with.
6. Blowsafe: A player should not get hit from range enough to justify this while holding a blowgun. In melee combat, getting hit means automatically dropping the blowgun making the perk useless.
7. Blowzoom: The blowgun isn’t for extreme range. Players trying to use it from this range will wind up culled in “The Culling.”
8. Big Boned: 15 extra health seems like a great deal. But 15 extra health points is 15 more points to heal after taking damage. Instead, perks like Tough Mother and Leather Hide make you take less damage overall which means less func/bandages/medkits spent on healing after a battle. Save yourself the time and func by just shrugging the damage off in the first place. Before this patch I liked this perk. It is superior to tough mother from a pure survivability stand point.
9. Big Lungs: Take the Recovery perk instead. Recovering your normal stamina pool faster is better than 30 extra stamina points.
10. Master Crafter: Ol’ Painless is better; it works on all items, not just crafted ones. Crafted weapons are overshadowed by non-crafted items mid-late game in almost all builds. Get the one that lasts all game, not the one that gives a minor bonus early.
Odds are no one thinks these last two perks are good, which is why they’ve made it to numbers 11 and 12 on this list. But just to make it clear, these are bad and useless perks.
11. Alarm Gun: While the alarm gun has some uses, such as reliably shooting down airdrops, wasting a perk to ensure you get one is pretty silly.
12. Code Red: Causing bleed damage with a weapon not intended to do damage could be okay if you could ensure you’d have that weapon every time, but finding an alarm gun is pure chance. The perk is a wasted slot if you don’t find one. If you use the Alarm Gun perk to ensure you get one, you’ve wasted two perk slots to do a bit of bleed damage.
Disagree with this list? Think something on here is actually really useful to help you survive “The Culling?” Say why in the comments below.