Worth it? Animal Friend, Wasteland Whisperer, and Intimidate

Post » Mon Jan 25, 2016 4:59 am

I've been toying around with starting up a build focused around the Charisma perks of Animal Friend, Wasteland Whisperer, and Inimidate. What I can't figure out is how useful these perks actually are and what level to take them at?
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Natalie Harvey
 
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Post » Mon Jan 25, 2016 4:49 am

well how do you like the idea of having an assualtron as an unofficial companion, with later ranks of the perk?

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Baby K(:
 
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Post » Mon Jan 25, 2016 11:33 am

Usefulness? Not useful at all if you try to rely on them.


Fun factor? Game becomes 120% more fun.



Ordering Alvino DeathClaw to kill those 7 raiders in front of you is priceless.

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Austin Suggs
 
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Post » Mon Jan 25, 2016 4:35 pm

Friend < Hide

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Britney Lopez
 
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Post » Mon Jan 25, 2016 8:02 am

I think they are worth it. In that they add something fun and unique to your character. If you are hoping that they are game changers, the answer is no. You would be far better off investing in a damage increasing perk, or throwing a mod on your weapon.



I just like the feel of ordering a bandit around. Sure I could have killed him/her with one or two shots, but it adds a little something to just sit back and order one bandit to kill another.



On a side note, once mods come out.. I look forward to keeping my pet and 'recruiting' for my settlements.

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Darren
 
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Post » Mon Jan 25, 2016 6:20 pm

Just know that they are almost worthless unless ranked to perk lvl 3.


Also know that success rate of persuading enemy is below 40%.


It`s really for fun factor only. It`s not to be relied on.


As soon as you try to intimidate someone, you will blow your cover so good luck.

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Eileen Collinson
 
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Post » Mon Jan 25, 2016 7:19 am

Not really, a fun thing? Maybe....
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Mr. Allen
 
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Post » Mon Jan 25, 2016 6:04 pm

I will admit that at level 91 I have little else I ~need~ to spend perk points on, so I got (so far) rank 1 of Whisperer and Intimidation. It can be amusing, as noted, but also unreliable, and the instant you use it, cover is blown.



Still, it's fun hearing my character say, "Okay, easy does it... giant... mosquito.... thing...." or the more colorful language she uses for raiders ("Ah-ah-ah, hold it right there, a-hole")....



I came across this one raider who was kneeling at a roadside grave with fresh flowers (he put them there?) and I did not want to disturb him, but of course he turned hostile (did not start out that way but I got too close). I was able to make him put up his hands and I just walked away to leave him to his grief, something I would not have been able to do otherwise (I mean, I could have just run away, true, and he would have eventually given up the chase but still).....

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Big mike
 
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Post » Mon Jan 25, 2016 6:23 pm

Depends on your character. I have them on my shotgun character and sliver shroud build but it's only because they are suppose to be such a badass humans and super mutants fear them.

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emily grieve
 
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Post » Mon Jan 25, 2016 8:03 am



From personal experience (i did a max charisma stat char);

If you do go for high charisma, youll get more use out of the benefits of speech over anything else.


I found that, during the start, intimidating humans to be passive was a good choice but later game, the chance of pacifying then turning something against his (or her. Or its. Or whatever) friends is time consuming compared to just putting a bullet in them.

Id choose another character build unless you ABSOLUTELY wanted to focus on charisma, in which case id choose the minutemen as your faction choice
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Lizbeth Ruiz
 
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Post » Mon Jan 25, 2016 9:19 am

I think those perks are more fun then useful. I mean if you fail to pacify the enemy you alert everyone. Good luck trying to pacify others while they are shooting at you, let alone giving commands. Same for animals. You fail to pacify a deathclaw? Good luck :) . It's not meant to be your "offensive" skill. Although having a radscorpion or a assaultron as a pet is kinda useful :)

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Hot
 
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Post » Mon Jan 25, 2016 2:59 pm

I'm wondering too... With rank 1 of intimidate how easy is it to pickpocket an intimidated enemy and leave a live grenade in their inventory?
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Daniel Lozano
 
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Post » Mon Jan 25, 2016 12:43 pm

You know that guy who did an entire pacifist playthrough ? No killing, just charisma skills.



The perks would be fun if they would work like you know...all the time. 100% chance to pacify.

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marie breen
 
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Post » Mon Jan 25, 2016 4:11 am

The problem is most quest require at least 1 npc die. Also that guy broke his game to do that.

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Pumpkin
 
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Post » Mon Jan 25, 2016 3:21 pm

For me I would say it depends on the build you are going for.

If you are going for a player that is a charismatic rogue, then I think they fit great.


I haven't got any of them because it isn't what my PC is about.

My guy is solid with a rifle, and is experienced in insertion and extraction types of affairs- therefore he is quick and good with locks and computer security systems- I've been saving perk points, because my PC has matured enough already.



For another playthrough, I think I will go more of the rogue agent/ autonomous "behind the curtain" operative type. someone who needs to be able to say (with words, body language and what have you) the right thing at the right time to tip the scales in their favor. They will mostly use pistols and unarmed combat with a bit of traps/mines,

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Facebook me
 
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Post » Mon Jan 25, 2016 5:41 am

They don't always work, that's the thing.


When you get levelled up enough it would be nice to be able to say to a weakling, "don't even bother trying" and have them walk away, rather than sticking a knife in their throat which causes their head to sail off into the distance.



But at some levels, if you're like me, you don't want to put perk points into the things that make the game easier.


For instance i want my companion to cause damage to me with friendly fire.

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Jhenna lee Lizama
 
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