- Joined
- April 12, 2009
- Messages
- 23,459
IMO waste of points are these:
STR based
Strong back 3 - allows AP use to run while overcumbered
Strong back 4 - allows fasttravel while overcumbered
Sure, both can save your time and you won't need to travel back to a location in order to transport the rest of the loot… But honestly? Playing the game for hundreds of hours and shortening the total time by 10 minutes is rediculous.
Those perks would be better invested in armor crafting where among all things you can grab deep pockets upgrade or something else.
PER based
Locksmith level 4 - pins won't break
Night person level 1 & 2 - INT and PER +2, +3 during night
There are so many pins to find/loot in this game, not breaking them "skill" is completely irrelevant.
Intelligence boosted during nights? So you get more XP? If there is anything one wants to avoid in this game it's too much of XP.
END based
Lead Belly level 1, 2 & 3 - resistance to rads on eating/drinking
Chem Resistant level 1 & 2 - not getting addicted to drugs easily
Aquaboy level 1 & 2 - no radiation damage nor suffocating under water
Cannibal level 1, 2 & 3 - health restore by eating corpses
Solar Power level 2 & 3 - regenerate radiation damage/health during day
I thought Lead Belly was a joke when I saw it before the game release. It was not. Anyway, there are so many stims and radaway to loot, you can craft those plus I see no logical reason why should anyone put points into this instead of Medic perks that up stims/radaway efficiency.
Chem Resistant does look nifty at first glance because Addictol is very rare (I've looted about only 20 of those in my more than 150 hours long game), but you can craft refreshing beverage on chemistry station which not only removes all addictions but also heals 500 HP and removes 1000 rads.
Aquaboy, with numerous rad-x you'll loot and forgot which exact cooked food allows underwater breathing also seems waste of points. There is a speculation that plans for the game were to have some huge underwater area and stuff to explore, if it was in the game Aquaboy perks would be musthaves. But since that's not in the game…
Cannibal, unless you're roleplaying such character, may look useful since if anything, there are endless corpses in wasteland. But as said before, stims plus Medic perks render these ones irrelevant.
And who on earth would want Solar Power when health regen is available with low endurance as Life Giver level 3 both day and night while radaways can be found pretty much elsewhere to loot.
INT based
Hacker level 4 - terminals won't lockup ever
Who needs nonlocking terminals? First all you'll do is to wait for a cooldown to pass if it happens (and it won't) plus you get a perk from a sidekick that allows you one more "guess" on terminals.
LCK based
Fortune Finder level 4 - enemies sometimes explode as caps
Idiot Savant level 1, 2 & 3 - XP boost
Caps exploding enemies so you clickfest to gather it all… For god's sakes.
And XP boost is something everyone wants to avoid in this game.
Your thoughts?
STR based
Strong back 3 - allows AP use to run while overcumbered
Strong back 4 - allows fasttravel while overcumbered
Sure, both can save your time and you won't need to travel back to a location in order to transport the rest of the loot… But honestly? Playing the game for hundreds of hours and shortening the total time by 10 minutes is rediculous.
Those perks would be better invested in armor crafting where among all things you can grab deep pockets upgrade or something else.
PER based
Locksmith level 4 - pins won't break
Night person level 1 & 2 - INT and PER +2, +3 during night
There are so many pins to find/loot in this game, not breaking them "skill" is completely irrelevant.
Intelligence boosted during nights? So you get more XP? If there is anything one wants to avoid in this game it's too much of XP.
END based
Lead Belly level 1, 2 & 3 - resistance to rads on eating/drinking
Chem Resistant level 1 & 2 - not getting addicted to drugs easily
Aquaboy level 1 & 2 - no radiation damage nor suffocating under water
Cannibal level 1, 2 & 3 - health restore by eating corpses
Solar Power level 2 & 3 - regenerate radiation damage/health during day
I thought Lead Belly was a joke when I saw it before the game release. It was not. Anyway, there are so many stims and radaway to loot, you can craft those plus I see no logical reason why should anyone put points into this instead of Medic perks that up stims/radaway efficiency.
Chem Resistant does look nifty at first glance because Addictol is very rare (I've looted about only 20 of those in my more than 150 hours long game), but you can craft refreshing beverage on chemistry station which not only removes all addictions but also heals 500 HP and removes 1000 rads.
Aquaboy, with numerous rad-x you'll loot and forgot which exact cooked food allows underwater breathing also seems waste of points. There is a speculation that plans for the game were to have some huge underwater area and stuff to explore, if it was in the game Aquaboy perks would be musthaves. But since that's not in the game…
Cannibal, unless you're roleplaying such character, may look useful since if anything, there are endless corpses in wasteland. But as said before, stims plus Medic perks render these ones irrelevant.
And who on earth would want Solar Power when health regen is available with low endurance as Life Giver level 3 both day and night while radaways can be found pretty much elsewhere to loot.
INT based
Hacker level 4 - terminals won't lockup ever
Who needs nonlocking terminals? First all you'll do is to wait for a cooldown to pass if it happens (and it won't) plus you get a perk from a sidekick that allows you one more "guess" on terminals.
LCK based
Fortune Finder level 4 - enemies sometimes explode as caps
Idiot Savant level 1, 2 & 3 - XP boost
Caps exploding enemies so you clickfest to gather it all… For god's sakes.
And XP boost is something everyone wants to avoid in this game.
Your thoughts?
- Joined
- Apr 12, 2009
- Messages
- 23,459