The skilled build:
PIA
Can also be called "A Hair Aware", where perception perceives a threat or issue, and intelligence or agility provides a solution.
The skilled build:
PIA
Can also be called "A Hair Aware", where perception perceives a threat or issue, and intelligence or agility provides a solution.
I don't really min/max in RPG as I can't justify playing a character with 1 in anything. Mine will definitely have some strengths and weaknesses, but no 1s and no 10s.
As I understand it, you can pick any perk for which you qualify at any time --- there was mention, I think, that you could start off the game with the STR-10 perk if you had a 10 STR stat at the start of the game, for example.
This is much better than the Skyrim system, IMHO, since you don't ~have~ to take perks you don't want, just to get access to the perk you ~do~ want that is "higher up the tree". You can cherry-pick exactly the perks you want to have.
While I'm here.... a couple posts above, regarding bottoming out the Luck stat making the game more difficult.... I would hope that a low Luck score just means that you don't stumble across a mini-nuke, and instead you get some 10mm ammo, for example.... in other words, having a low Luck score should not, I think, make the game ~more difficult~... it just may make it more ~mundane~ in the sense that you don't get the amazing critical hits or the super-special loot rewards. I really really really hope that a low Luck doesn't mean your weapon jams every other fight, or you get HIT by critical hits a lot more often, or something that ~would~ make the game more difficult.
If that's the case, that is definitely better.
~~~
Since we can (possibly) get a bobblehead for each special, would it be a disadvantage in taking 10 and would that bobblehead then be wasted?
This would also make it hard to come up with a reason for taking lower level perks. They would basically need to be as good as high level perks, otherwise you wouldn't pick them, ever.
True, but then, the lower level perks often offer "basic functionality".... so yes, you ~could~ skip lockpicking entirely... but you would not be able to unlock locks (as well).... and, sure, you can jump over Sneak if you want.... but it's still pretty damned handy in its own right. And you can certainly skip Medicine and just hope you don't get hurt very much (my plan, as sneaky sniper).... but at some point, you may decide that you're chewing through stimpacks like a jet addict and you want to select, or improve, that "low level" perk.
Missed this bit earlier ---- yes, I think it would be a waste. Sort of like taking the max # of ranks in those perks that have bobbleheads. If you have a 10 INT and get a +1 INT bobblehead, I doubt it would do anything for you. In New Vegas, where INT was (too) useful, it was not uncommon to see web pages detailing how to get to the +1 INT Implant doc before you leveled up, or in Fallout 3, reaching the +1 INT bobblehead in Rivet City before leveling up (so you got the most benefit from the 10 INT which affected skills per level).
In Fallout 4, if it only affects ~rate~ of experience gain, then it does not seem as important to get it high, early. Or high at all, if you want to level slowly.
With the "skill" bobbleheads, like (presumably) Gun Nut!, you would not want to get the max number of ranks in Gun Nut! (however many there are) because then you'd face the same problem that the bobblehead has nowhere to "go" if you get it after maxing out the perk's ranks.
I doubt it will be as burdensome, keeping stats and perk/skills --- anything with a bobblehead --- away from the tippy top max rank, though. Shouldn't be unduly burdensome to struggle on with one-under-max until you find the bobbleheads.
Thank you, Sorpaijen, for the above explanation.
Most of the perks in the Charisma line-up actually have two functions! I will post them all up as soon as I can, in the meantime, all Perception perks are now completed.
Btw, love this thread! There are some brilliant ideas on here
I was reading your thread, yesterday and wonder how almost necessary it will be to have certain perks.
Take the Level 4 Perception perk 'lockpicking'.
I was momentarily concerned that I need this perk to pick any locks, but it seems to only govern harder ones (like 50,75,100 skill points).
I know you really mean safe-cracking lol
I have identified P1 as 'Tumbler' and P4 as 'Intel', used for picking locks and cracking safes respectively.
EDIT: the main reason for the distinction is that the icon for P1 shows a door and a cabinet being unlocked, whereas P4 shows a safe
Thanks, yes.
Let's look at your Primary Skills list, skills you suggest are essential to the Sole Survivor.
If each of the following perks were indeed essential, it implies that you need to reach (from whatever starting point)
a SPECIAL and perk build of:
In other words, this already suits (excluding 1 Strength point) a
Smart sniper build (PIA - Perception, Intelligence, Agility)
Clever with strong VATS accuracy and action points.
So.
Are these essential perks really essential?
The only ones that are problematic to an extreme build are those requiring more than base (1) SPECIAL points.
These do not appear to be a huge problem initially:
These do appear to be more significant perks, so the limitation needs to be understood.
For me then, whatever extreme build I choose to start with, it appears to be wise to build your SPECIAL during the game to include
a Perception of 4 (to allow safe cracking) and an Agility of 3 (to allow sneaking). If the absence of either of those perks do not prevent
safe cracking, or sneaking (but do not enhance it) then that would be less of a problem.
@SofaJockey, in light of the above information, I have slightly amended the first part of the description so that it now reads as follows:
"These are the skills that will open up the many options available to you as you explore the wastes. The Primary Skills cover a range of disciplines that form the cornerstones of any character build, and each one is supported by a vast array of additional perks available through the chart."
I think this fits in better with the idea of the Primary Skills being the foundation of a range of character builds, rather than all of them being essential to all players.
Edited for clarity
Wonder if the game will allow skipping putting points into skills? Start a character with 1's in everything.
The only reason you'd want more than 10 in any SPECIAL stat would be to maintain that 10 while on drugs or suffering other penalties. So if you have 10, then get a Bubblehead, wear some sort of outfit for a total of +2, ending up on 12, you could suffer a penalty of -2 and still have 10. In the case of S, I can see that being useful for melee damage for instance.