Best and Worst Perks

Post » Fri Jan 22, 2016 12:30 am

I guess my favorites/bests are Strong Back and Sneak.



The worst perks in my experience have been Animal Friend and all of its bastard find-replace offspring. They never seem to activate, and the effects are much less expedient than just dealing with whatever the threat is. The original Animal Friend perk was just fine, and hopefully someone will mod it back to the way it was.



I also hate Idiot Savant. Not because it isn't useful, but because its animation and sound effect are beyond irritating.



Night Person's night vision perk is awful.



VANS strikes me as pointless.

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jenny goodwin
 
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Post » Fri Jan 22, 2016 12:56 am

major complaints:


animal friend, wasteland whisperer etc are utterly useless since they expire and the target will inevitably be hostile afterwards, even if they weren't before


sneak is in the wrong order AGAIN: PLEASE silent running first, and THEN not triggering enemy mines next time, thx :-)


and wild wasteland is gone.



big thank you's:


aquaboy


lone wanderer

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Jeff Turner
 
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Post » Fri Jan 22, 2016 7:04 am

never actually took it (need int for science skill), but i like the concept of it a big, big lot :-))

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Lucy
 
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Post » Fri Jan 22, 2016 1:43 am

My fav perk is Aqua boy/girl my least fav is the last ranks in lock pick and hacking. Both of those skills are already brain dead. So I find them pointless and not fun at all.



Runner ups on fav perks would be any of the control perks. Intimidation etc. Those are just a blast.

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TASTY TRACY
 
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Post » Thu Jan 21, 2016 11:55 pm

Worst is aqua boy/girl.


No two ways about it- it only useful in rare, specific situations due to the lack of significant underwater content. More often than not, especially in PA, you can just shrug off the negative effects of being in the water, unless you purposely limit your access to anti-rad stuff.


If there was an optional questline or two involving long periods of time being spent underwater or swimming, then yeah, Aquaboy/girl would be worth taking.
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Mariana
 
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Post » Fri Jan 22, 2016 7:58 am

Good thread..



Best for me


Aquagirl rank 1 -I love the water, I love that I can now swim. Always get this as soon as possible. Not getting 10 rads per second for walking through a puddle of water = win.


Mysterious Stranger - I love this guy.


Strong back..Waiting for the final perk..


Gun Nut


Locksmith


Rifleman


Gunslinger


Armorer



Saving up for:


Solar powered -all ranks


Inspirational


Sniper


Lifegiver


Hacker


Science!


Medic


Sniper




Useless:


Local Leader


Animal Friend -Pointing a gun at an animal does not pacify. It does not know or care what that metal thing in your hand is.


Scrounger -Getting so much .38 ammo that we are able to use it as currency.




Question:


@Sneak -would Codsworth set the mine off if I did not?


@Chemist -Do stimpacks count here?

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Juan Suarez
 
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Post » Fri Jan 22, 2016 11:18 am


If you are referring to the perk that prevents you from tripping ground-based traps, and later mines, then no, he won't set them off.



Those perks are applied to your active companion. On rare occasions, they are applied to temporary companions, as well, but this is not reliable. There are times when npc temporary companions will set off traps and mines. Once you get used to being able to walk right over mines and traps to disarm them, it can be easy to forget that the mission critical npc following you doesn't necessarily benefit, which can have bad results for everyone involved!








I don't think so, but I can't come up with a reason why I don't think so.



Hang on, now I want to know, too... Here: http://fallout.wikia.com/wiki/Chemist



Doesn't look like stimpacks benefit from it.



Edit: It also unlocks some drug recipes at the chemistry bench. I think the first two levels add recipes.

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Amy Masters
 
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Post » Fri Jan 22, 2016 5:48 am

Thank you very much -s-

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Sammykins
 
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Post » Fri Jan 22, 2016 12:25 am

Quick question about sneak rank 2&3. Does the not setting off tripwires and mines only work when sneaking or does it work regardless of posture?
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Stu Clarke
 
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Post » Fri Jan 22, 2016 6:25 am

Why all the hate for aquaboy/girl?


Its nice when wearing PA to cut cross the river sometimes without ditching it or drowning. And if you spend any time in the swamps, rads aren't constantly eating up max health.


Rifleman strong back are my others- hacking and lockpick next- though companions can work in lieu of them.
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candice keenan
 
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Post » Fri Jan 22, 2016 10:30 am


works no matter what...sneaking, walking, running..

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..xX Vin Xx..
 
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Post » Fri Jan 22, 2016 7:36 am

I disagree with whoever said scrapper is a terrible perk. You get so many extra resources from breaking down weapons, and you can get copper from most upgraded pipe weapons.
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Nice one
 
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Post » Fri Jan 22, 2016 11:36 am


It works at all times, regardless of posture.

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Hannah Whitlock
 
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Post » Fri Jan 22, 2016 12:36 pm


I found the first level was enough to make a valuable difference. In spite of the wording, the first one actually allows you to recover rare items, as well, just not as many. I didn't need the second level as much, but the first one is a useful utility perk.



I wouldn't make a priority of it during my early character development, but it's very useful if you take the gun, melee, armour and/or science perks, as it allows you to break down weapons and mods that you don't need in order to use the resources to make the mods that you want.



And it was also a critical source of copper. Now that the new update will be removing the copper cost for wires, that probably won't be nearly as true after the patch is live.

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Sarah Edmunds
 
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Post » Fri Jan 22, 2016 12:40 pm



it triggers even with +10 int, 5× bonus xp with 3x xp for next 30 seconds has gotten me over 2k xp in a sinngle killing spree.
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The Time Car
 
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Post » Fri Jan 22, 2016 11:23 am

Least Useful:


Aqua Boy/Girl, because you can create mirelurk cakes, which allow you to breathe underwater for 30 minutes.


Rad Resistance, because curing radiation sickness is so easy & cheap from multiple sources (plentiful RadAway, crafted RadAway, Mutated Hound Chops, 40 caps at a doctor).


Last level of Lockpick: thanks anyway, I have a couple of hundred picks.




Most Useful:


Strong Back #3, because I can strip the contents of a large building and all its occupants and put everything in my pockets. No weight limits. No chasing down a companion. Also, and unlike FO3 and FONV, I can jump when encumbered, which is more important than the ability to run in my opinion.


Strong Back #4, encumbered Fast Travel. If you like FT, you like this perk.


Mister Sandman: There are huge damage bonuses for silenced weapons, and they stack with sneak attack modifiers from the Ninja perk (another one I liked).

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Mason Nevitt
 
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Post » Fri Jan 22, 2016 12:20 pm

Aquaboy/girl is super useful because of removing rads from water, combined with lead belly, irradiated water is the best thing on the planet for your character. You can drink it, hide in it etc.



I would've preferred if it said in a description that your character's throat mutates with the addition of gills to make it more immersive but whatever

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Dalia
 
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Post » Fri Jan 22, 2016 1:25 pm

My favorites I'd say are Strongback, lone Wanderer and armorer. Those 3 I always try and get with any build. Other than that I love Gun Fu and critical banker. Both perks add a huge tactical element to combat especially Gun Fu which can be extremely devastating/satisfying when it plans out.



On a side note, it is good to see Robitics Expert will be fixed in the new patch so it can be used in combat. Hopefully it will become a more worthwhile perk now.

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Maddy Paul
 
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Post » Fri Jan 22, 2016 8:25 am

Excluding perks that are obviously glitched, I think objectively it has to be VANS.



Are you seriously telling me that we also need a breadcrumb trail to add to the already in your face obvious map markers and pointers? At least in Skyrim, Clairvoyance was a spell that you could learn and not have to waste a perk point on.

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naomi
 
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Post » Thu Jan 21, 2016 10:09 pm


I personally hate Mr Sandman namely for the fact melee weapons do not count towards it even though the animation shows the SS killing them with a freaking knife... :nope:

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Mr.Broom30
 
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Post » Thu Jan 21, 2016 10:42 pm

Favorite is all fhe stars for pistol shooting. Omg I waste everything in sight! YEAH!


Least favorite is the last star for hacking. Yes, it doesn't lock you out of a computer but it still kicks you out even though you can come back in.
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Sian Ennis
 
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Post » Fri Jan 22, 2016 10:20 am

For me, hands down favorite is Lone Wanderer. All three ranks.



For me, worst is anything that does anything with companions. I never use companions, not even the dog (unless they are forced on me for a specific quest), so anything that helps/supports companions is a wasted perk as far as I'm concerned.



Given the way companions operate in FO4, if I were forced to use them throughout, I probably wouldn't bother playing. Yep, required FO4 companions would be a deal-breaker for me. Which is odd, because I'm not at all opposed to companions in general. I've played many other games that had companions and/or a party system and loved the stuffings out of them. Even Fallout NV -- I had no issue with the companions there, whatsoever. But these Fallout 4 ones? Nope, goodbye, good riddance, stay away from me, you mangy, flea-bitten mutt!

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latrina
 
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Post » Thu Jan 21, 2016 10:17 pm


What makes them such a deal breaker for you? I find them to be overall the best examples of companions Bethesda's done, leagues above what they did in Fallout 3. And a few of them rival my affection for the best companions of New Vegas or Serana.



Though I do think the "So and so liked/disliked that" notification gets old. Surely there was a better way of integrating their personalities into gameplay than putting up a notification.

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Lance Vannortwick
 
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Post » Fri Jan 22, 2016 12:05 am

Best perks gotta be Mysterious Stranger because suave.


Worst perks are any perks that have something to do with rad. With so many radaway and Mirelurk cakes.

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Katy Hogben
 
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Post » Thu Jan 21, 2016 10:14 pm

Best: Gun Nut or Science and Armorer Weapon modification really ups your damage output a ton. Armorer is good not only for conventional armor but power armor (along with the science skill.) Also science is great for making industrial water purifier farms. You can use these water farms to pay for all of the energy weapon ammo your going to need.



Worst: Caps Collector and VANS You will have all the caps you need simply by looting and selling or with purified water farms at settlements (see above.) VANS is pretty pointless there aren't any terribly confusing maps in this game.

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Jessica Phoenix
 
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