Yeah that's what im hoping happens. They go into 11+ and add more perks.
Yeah that's what im hoping happens. They go into 11+ and add more perks.
I don't think they need to go 11+ (if by 11+ you mean the SPECIAL stats). All they'd need to do is maybe establish a consistent set of levels where two perks become available, e.g. 4, 7 and 10.
Why so many perks/skills builds on "% chance of..." / random. When you need a spesific thing happens at certain moment, it's probably not going to kick in. Maybe I'm so old that I consider rl for certain - you cannot relay on luck to wake up early to go to work or make the car starts. The perks I find most annoying are idiot savant and mysterious stranger. Usual not working when i really need them. Why not having them as banker (same as critical banker), get them, save them and use them when you need them.
Cheers,
-Klevs
The perk chart is so much better than the leveling system of the old game. There's room to talk about whether the perks themselves are all as worthwhile as they should be, but the old system had so many problems and I don't believe "just because it's always been there" is a worthwhile excuse for keeping anything.
Oh yeah, I'm not sure how I feel about the RNG around some perk effects like the disarm chance added by Gunslinger or Big Leagues, but Luck should be all about playing the RNG. I want to say my biggest beef with the Luck perks is that too many of them are centered around building criticals, but then I look and only three of the perks are primarily centered around criticals. I think maybe if just one of the high Luck perks was dedicated to finding loot, instead of leaving that to Fortune Finder and Scrounger, I would have like the Luck set a lot better. As it stands I'm not that jazzed about Grim Reaper's Sprint, Four Leaf Clover, or Ricochet.