Downside with the dart gun is that you lose the sneak attack bonus, unless you start with a sniping shot then shift to dart gun and next to a closer range high damage weapon.
Dropping a botlecap mine before going from sniping to close combat work just as well
)
Point lookout perk and vengeance help yes. But any high damage weapon like Terrible shotgun, tri barrel laser even the old Xuanlong with point lookout also work well.
I also think that the reavers and Albino Scorps is overpowered, not so much problems with overlords except its hard to tell them from master so you except to snipe them. Might be that the tri barrel laser is less effective at long range.
Part of the problem is that they kill any followers except Fawkes very fast. You have the option to redraw under fire who makes the dart gun very useful, but followers don't do that.
I agree with everything you said. Only two things I'd like to note.
1) Why oh why did I forget to mention chems? Jet + Med-X + Psycho = more AP, a good probability of being close to the max damage resist limit, and +25% damage. I haven't had to try this yet, but I'm guessing +25% also includes the Point Lookout perk bonus damage, which means that already stupidly strong weapons just became even more crazy.
2) The Point Lookout perks do work with all weapons, as far as I know, but it's obvious that a weapon that attacks 15+ times per second and gets that bonus damage to each attack is getting a bigger effect than a weapon that attacks once per second and only gets +10 damage a single time.
If I go up against reavers, overlords and albino's I don't expect to kill them quickly and not take any damage.
I think they aren't unbalanced and are arguably necessary given the extra 10 levels broken steel adds. When these things start showing up you should have some better weopons to help you out anyway.
I don't think you should talk about "Broken Steel". It's not like the regular FO3 enemies were difficult at all before BS came out, and Point Lookout is arguably even more broken than BS, due to the perk bonus damage working the way it does.
I honestly believe reavers should be as powerful as they are now, it actually gives you something to fear in the wasteland when your lvl30. They are not as hard as people claim to be
I agree to some extent. I believe there should be somewhat more variants. Currently, there are the normal ghouls and roamers that a level 30 character is hardly going to notice, and then there's suddenly the reavers that do three times the damage and have three times the hitpoints. Why is there nothing in between? Same thing with scorpions and super muties. Why the massive jump? It feels... odd.
And there was the second and conflicting complaint about the game being way too easy. So I could imagine a frustrated developer thinking "You people want to be more powerful by raising the level cap, but your also saying you're too powerful already. I'm going to add a Reaver!"
Also regarding the post above on the Dart gun, yes the dart gun is an amazing weapon. And it makes Reavers easier. But they still have a ranged attack by throwing poo at your character. And unlike Overlords, they cannot be disarmed.
Again, two things I want to say here.
1) Yes, there absolutely has to be more powerful enemies in the game when the level cap is increased with 50%. Regular super mutie masters are really a joke at max level. What would feel a lot nicer and more thought through is if there was more than three dangerous enemies in the entirety of the wasteland and if the weaker dangerous enemies were somewhat more prevalent while the top level dangerous enemies are somewhat rare.
As it is, there's all of a sudden hordes of albino scorps and overlords and reavers running around. There's probably more albinos than there are normal scorpions. That's not really sensible, considering that albinos are the top level beastie. Same thing with reavers and overlords. They should be somewhat rare and then there should be some graduation of the still hard but not as hard enemies below their "rank". Difficulty shouldn't be increased simply by spamming a single kind of semi-boss monster, that's just going to get repetitive real fast.
2) No, the dart gun can't disarm reavers, but in my humble opinion it's a lot easier to shoot them in the face with your weapon of preference when they're not all over your face, and the only ways to ensure they're not are to make sure they can't reach you or to simply be able to outrun them. That radioactive puke is annoying, but it's a whole lot less annoying than getting knocked senseless at point blank range and not being able to do much about it because the darn reaver keeps moving.