Restricted perk & legendary effect in new Survival mode?

Post » Fri Mar 11, 2016 4:58 pm

I was just thinking


taking Sneak perk that renders most enemy trap useless


and obtaining some early lucky legendary effect such as bleeding, explosive and kneecapper can alter the new Survival mode experience dramatically. (compared to when you don`t use those)



Should these things be forbidden in new survival mode


or


be left for each player to decide?


...hmm I am sure most people will go with second choice,



but the real question is..



are those things mentioned above too good in new survival mode? :o


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Phillip Brunyee
 
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Post » Fri Mar 11, 2016 8:39 am

If they're overpowered in normal mode, they'll stay overpowered in Survival. I don't think they should try making them different, although I'd be okay with nerfing some of the legendary effects, like halving explosive damage or setting Wounding damage to like 5 or 10.



And trap avoidance is going to become an extremely valuable perk now, since landmines are such a great way to get killed unexpectedly - which you won't be able to just immediately reload from. Personally, I'm gonna stick with Dense armor mods and explosive shielding.

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Steve Bates
 
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Post » Fri Mar 11, 2016 3:25 pm

You can choose not to use certain weapons easy enough, but you will probably have to mod sneak a bit.


The problem is the trap negating effect comes before the movement one, which makes sneaking actually reliable.


I feel those 2 perks should have been switched.
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Del Arte
 
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Post » Fri Mar 11, 2016 12:21 pm

You sure you were thinking? Because difficulty restricting perks is never going to happen.
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Your Mum
 
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Post » Fri Mar 11, 2016 4:25 pm

I just checked sneak perk again and im frankly surprised how early we can disable those floor traps
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Stephanie Valentine
 
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Post » Fri Mar 11, 2016 8:02 am



im sure thats y ppl r worried about stong back perk with no fast travel
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Brandi Norton
 
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Post » Fri Mar 11, 2016 5:24 pm

If we don't get toggleable customization to survival, I'd think more restrictions are just going to further cut down the people interested in using it. I don't use any of the legendary or perks you mentioned as is, just by choice

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Alexis Acevedo
 
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Post » Fri Mar 11, 2016 3:47 am


Found that on my last character and now it's a must for my characters. Saves my SS's life constantly.
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Bereket Fekadu
 
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Post » Fri Mar 11, 2016 4:33 am

Not an issue in my opinion, the only people who take the sneak perks are typically those who are doing a dedicated stealth build of sorts, most of the time if you aren't you have the armor and endurance to survive a mine/floor trap. Where-as sneak characters are typically fragile by nature
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Lori Joe
 
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Post » Fri Mar 11, 2016 5:08 am

Sneak in FO4 seems to be much tougher than previous FOs... unless you gather all the 10 magazine related to it.


Those trap bypassing perk is going to be must perk for many players in new survival mode though..

550 hours into the game.. I still find numerous new floor traps especially frag mines lol


For legendary effects, I cannot wait until I pick up my first OP legendary weapon. lol

Any kneecapper, bleeding, explosive automatic 10mm or pipe machine gun will do.

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Alan Cutler
 
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Post » Fri Mar 11, 2016 5:35 am



Not a must in my opinion, if you have a somewhat careful eye you can avoid them entirely. A must would be more like Medic or the increased bartering perk (you're going to have to stock up on much more supplies as well as sell much more ammunition and other oddities)
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james tait
 
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Post » Fri Mar 11, 2016 7:09 pm

If combined with sleep save only, I think it`s going to be really to tough for me not to get sneak perk ASAP. haha


when I started this game... I was killed mostly by frag mine.


Most memorable one was the ones in starlight drive in diner lol. I went to the wrong end to avoid the mine.

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Amie Mccubbing
 
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Post » Fri Mar 11, 2016 5:11 am



Haha, there is a bottle cap mine there that has killed me several times, but high endurance/perception characters really aren't going to need it in my opinion
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Ian White
 
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Post » Fri Mar 11, 2016 6:27 am

:shrug: The player is always going to have an advantage over the environment. I don't see how the advantage of one perk really makes or breaks the game compared to the higher ranked functionality of any other perk, let alone powerful chems like Jet that are available to everyone. As for legendaries, most of them are pretty meh imho. You have a decent chance of finding an okay weapon with a tolerable effect and much less of a chance of finding something actually useful to your character. I leave most of them behind.



If anything I think they should change the loot leveling and enemy scaling. If your best weapon after 30 levels was a pipe revolver, that would really skew the difficulty, and with the possible changes they have mentioned with damage it's feasible to still have lesser tier weapons be viable against higher tier enemies. Also, loot scarcity (ammo, chems, health) would really make a big difference. When I finally find a Gauss rifle in my game, I somehow have like maybe 5-600 rounds of 2mm EC or more and am ready to go crazy with it. If I only had 40 or 50 rounds I would have to use them wisely. No more walking around with 90 mininukes and using them liberally because I just don't feel like putting that much effort into a fight sometimes :)





This is true. If I couldn't fast travel anywhere I'd just as soon not use Survival at all. That to me would get boring quickly.





Sneaking seems pretty useless if you do not invest in the perk, after I do invest a point I think the difference is pronounced. At the highest level it seems pretty much the same as in the Gamebryo games, where you can practically walk right in front of most NPCs or creatures and they won't see you (although FNV sneaking seemed a little borked in general, and particularly in some of the DLC where enemies would seem to spawn very suddenly very close to you and change your hidden status).

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gary lee
 
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Post » Fri Mar 11, 2016 7:48 am

No, the greatest bonus from a perk is nearly always in the final level. Like blitz first allowing you greater melee range, then making those ranged attacks hugely more powerful.

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Cassie Boyle
 
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Post » Fri Mar 11, 2016 3:58 pm

It will be interesting to see how bethesda approaches this issue.


Personally I would like to see the chemist perk changed so that you are no longer 100% immune to withdrawls. That being said, I would hate to loos the grenade arc from the explosives perk.


given the fact that you are in control of whether or not you take the perk. I don't think bethesda will address this issue at all.


I think the simple answer will be that changes to perks for survival mode will be done only by mods. Which is unfortunate for me cause I'm on Xbox One.
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Sabrina Schwarz
 
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Post » Fri Mar 11, 2016 2:07 pm

I don't think so, preston harvey gives you a kneecapper rifle in the very first mission, right? Going through the list, sounds like survivals going to be difficult even if you're overpowered... Also I can count the number of times I've died from a trap or mine on one hand, I haven't played every single mission, but I guess what I'm saying is I don't think this is some huge effect...

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Eoh
 
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Post » Fri Mar 11, 2016 9:43 am

Oh did he? i got so many kneecappee weapons now but if he gave me 10mm knee capper thats great !
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Dalley hussain
 
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Post » Fri Mar 11, 2016 10:23 am

I'm talking about the laser musket he tells you to pick up in the Concord mission. I might be wrong about that, though. I know I had a kneecapper musket very early in the game, but its possible it was a legendary drop.

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Michelle Chau
 
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Post » Fri Mar 11, 2016 5:41 am

The one Preston drops outside the Museum of Freedom is just a plain old laser musket. You must have just picked up your kneecapper around the same time without noticing.

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rae.x
 
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