legendary weapon are a total flop, they feel way to skyrim and out of place, though I get where the idea was coming from why not give the enemies something unique well weapons with uncommon traits is skyrim, in fallout it would be better if they used things like different ammo types or had special mods for their weapons /armor.
suggested replacement for legendary drops
AMMO DROPS
note: the ammo used be legendary enemies would not be unique to them, they could rarely be seen in loot area or used by BoS or minutemen depending on level.
ammo types
10mm-.50
explosive rounds (most common): adds small blast range and explosive damage
irradiated rounds: 50% of damage is radiation damage.
plasma tip: (rarest) upon firing rounds project a plasma bolt has less range but does a lot more damage. (-10% range)
incendiary: (common for raiders) has a 10% chance to light targets on fire
duplex: fires two projectiles but lower range
ammo types shotgun
bird shot: fires out 50 pellets, has a lower range and lower damage per pellet but over all higher damage.
dragons breath: instead of firing pellets fires an intense flamer burst that does heavy damage and has an 80% chance to light targets on fire.
explosive shot: fires a single slug that explodes on impact
harpoon shot: double barrel only, fires a harpoon bolt which can be used underwater is considered stealth making no fire sound.
plasma/laser ammo
over charged: allows firing of 2 shots before ammo counter goes down one. (even fusion cores can have this one basicly doubles ammo)
heated: causes beam from gun to be much brighter does 10% more damage
low wave: hides the beam and no firing sound but -50% damage from the weapon, great for stealth players.
UNIQUE WEAPON MODS
examples
combat rifle
.45 cryo barrel: a barrel with 2 cryo cells taped to it and wired so that round ejected gain a cryo damage modifier (nulled by incendiary rounds)
.45 gripped barrel: +50% hip fire accuracy with short stock.
.45 drum mag: 100 round mag
10mm pistol
forward automatic receiver: replaces back mag with a fallout 3 10mm smg stile receiver increases accuracy. (has every version of receiver, turns the pistol into a proper smg)
tesla suppressor: a suppressor with several batteries on it, rounds have a chance to "stun" enemies on impact, making stealth a lot easier
combat knife
irradiated blade: adds radiation damage
the nail blade: several nails are welded to the blade, adds bleed damage.
double barrel shotgun
explosive barrel: removes the double barrel replaces with a large 40mm barrel that can be loaded with its own unique ammo 40mm grenades. (would go with grenade launcher ideas)
masterkey choke: allows the user to fire at doors with a 20% chance to force the lock opening the door. (that is for a low level lock, a master lock door would have a 5% chance per shot)
quad barrel short: adds 2 barrels to the shotgun
laser weapons (Standard not institute)
green wave barrel (all types): projectile fired is green and does radiation damage.
institute converter: lowers damage on laser weapons but doubles fire rate is a receiver mod.
that barrel: a high automatic barrel that gives a fire rate similar to that of a gattling laser, lowers damage and makes it so each shot actually fires 8 shots.
institute laser weapons
low profile body: halves the size and the weight of the weapon
synth optic scope: if have a synth helmet displays a target redical showing if the weapon will hit the target and all near by targets in the weapons can hit range.
missile launcher
4 banger: a 4 round mod that changes the hole look of the rocket launcher is basically a body mod, causes the missile launcher to shoot all 4 rounds at once. (Really powerful with the tracking computer) (see m202 flash for looks)
puckle load: 8 round, well round mag that rotates on fire, slower to reload though.
fatman
poor mans frager: replaces the nuke with 6 hand grenades, uses any none molotov grenade as ammo, lower max range.
hydrolic ram: turns the fat man into a melee weapon this ram can bust open doors, (has a 50% chance to unlock novice doors, has a 100% chance to knock down anything smaller then a deathclaw, just not a deathclaw.)
ARMOR MODS
this would be the meat of the drops, as players are more likely to find these, note going more general here then specific ones for specific armor types. note all mods awill be found attached to an armor unless creature is not something that uses armor)
disco plate: reflects laser fire adds a well disco look to the armor appied to, 10% chance to blind attackers (joke part)
oxygen tanks: adds two O2 tanks to the back of the user, quadruples underwater safe time.
ballistic weave: yes the railroad reward is found on under armor and is rarer then hell. (only first 2 levels)
mag belt: 50% faster reload when using combat rifles, combat shotguns, or 10mm pistols
stealth boy mod: two stealthboys are attached to armor, player uses fusion cells when sneaking (1 cell per 10 seconds)
heavy stealth boy mod: 4 stealth boys are attached to the armor as well as a fusion core tube of sorts (use one core can stay cloaked for 2 hours RL)
the items concept-ed here are just the tip of the iceberg with what can be done with legendary enemies, the concept is good just implemented poorly, not only does the loot need overhauled but the legends them selves need some work to.
concept for the units, first give each one an ability from a pool of options not just mutations (Cause the mutations svck).
some examples
RAIDER ABILIEST
light abilities (weapon or armor based)
heavy weapons: info, raider has a minigun armed with explosive loads, minigun is max upgrade and named like a player weapon. raider also has higher then normal health, and will attempt to keep the player pinned while telling their buddies to grenade the [censored]
x-gunner: armed with heavy combat armor and a fully upgraded automatic .45 combat rifle, assualt rifle, combat shotgun, or hunting rifle this raider knows tactics and will throw grenades at you to flush you out.
medium abilities
dog kennel: raider is guarded by 4 heavily armored guard dogs, killing a dog will cause them to rage and take pycho increasing their damage, killing them causes the dogs the frenzy attacking anything not them.
flamer: armed with a flamer, and some leather armor, be warned this raider works with fire and as such uses molotovs and the flamer to max advantage, just don't try to do the same, they are charred and pretty much imune to fire as well as take reduced damage from energy weapons and well anything note melee, they are numb to the world and just want to burn stuff.
chem fiend: a raider with no armor, and a pipe weapon seems weak right, well this guy is hopped up on jet, pycho and mentats, and that isn't a good combo, unlike other raiders they can land crits so if you see one take a hit of jet take cover cause their next shot is a crit. they also take reduced damage do to the drugs in their system and even killing them will not end them, as they will continue shooting at you or swinging at you until they lose a limb. (so hopped up on drugs can't tell they are dead)
HEAVY ABILITIES (only appear in high deficulties or levels)
beast master: this raider has near them a young death claw outfitted with a collar and some crewed armor, be warned as killing the beast (which has half health and attack of a normal death claw) or the owner results in the survivor gunning for you with a vengence, do no be suppressed if the beast master pulls out a nuke grenade after you kill their prized pet.
enclave survivor: high level high danger: this raider has a unique under armor which is called post war military armor, above that is combat armor with a crossed out E, and above that remains of xm-01 power armor, (generally just the chest and head with all other parts being raider) these bad boys are armed with unique to them weapons like heavy incenerators or specially modified miniguns. They are the biggest threat you will ever find from a raider, and guess what they can appear as gunners with better armor as well.
with these would also come special loot example the beast master would have a 5% chance of dropping a viable deathclaw egg, which the player can bring to a settlement and make a nest for, tasking 2 settlers to it will eventually give the settlement a unique armored deathclaw that counts as 70 defense and can be a companion. (though it is dumb just trained)