Skill Level 90 Perks

Post » Wed Nov 03, 2010 2:07 am

Maybe theyll have another competition where you can submit your ideas and they get added to the game but with the way things are going atm i doubt theyll be able to do it again
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Bonnie Clyde
 
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Post » Wed Nov 03, 2010 2:11 am

I personally think that each Skill should have a level 90 perk related to it.
Guns- adds significantly more damage if you use ammo that are effective on the Target.
Energy Weapons- Do significantly more damage to all targets even more so if the ammo type has good effect on target.
Melee Weapons- Perk 1: Negates DT and increases damage. Perk 2: Increases your DT based on the size of your weapon.
Lock Pick- lvl 100 perk-- no more mini games.
Science lvl 100- No more mini games.
Repair lvl 100- you can add new armor and weapon polishes to increase the durability.
Survival lvl 100- Immunity to cazadore poison and take less damage from creatures.
Explosives lvl100- You can add Nitroglycerine (not sure I spelled that right) to your explosives for higher damage or wider area of effect.
Unarmed lvl100- Wild Wasteland Perk: Falcon Punch insta kill. Regular perk: while in vats you can disarm enemies, outside vats you hit 5% faster for each Point in Endurance.


Only if you still got XP for it. But yes, I get tired of unlocking ammo crates for 12 bullets. :brokencomputer:

The one thing about repair I never got is that even at 100 and with Jury Rigging there's still stuff that can't be repaired with "like" items. The Riot Shotgun is repairable with the Anti-Materiel Rifle? What? And seriously, shouldn't you be able to repair your own armor? I mean, c'mon.
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Mark
 
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Post » Wed Nov 03, 2010 4:43 am

I think it could be overkill but maybe a Survival 90 perk that doubles what you receive form recipes at the campfire.
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Louise Dennis
 
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Post » Wed Nov 03, 2010 7:04 am

Barter: "Eye for an Eye" - Buying and Selling prices become nearly identical, i.e. 99% and 101% respectively. Can't have it at 100 / 100 from what I've gathered.
Guns: "The Itch" - In VATS, the amount of rounds fired from weapons in the Guns skill will double. (I honestly think this is better than the Center Mass perk for a Guns VATS skill).
Medicine: "Daily Check-Up" - Once a day, you gain the ability to regenerate your limbs for 60 seconds, with your broken / low HP ones taking priority. However, you are completely unable to defend yourself against enemies during this time.
Sneak: "Seventh Sense" - You gain the ability to see outlines of NPC's within a 10 feet radius of you. However, they are the same colour, regardless of friend or foe.

Just throwing stuff out there.
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Cesar Gomez
 
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Post » Tue Nov 02, 2010 10:19 pm

Barter: "Eye for an Eye" - Buying and Selling prices become nearly identical, i.e. 99% and 101% respectively. Can't have it at 100 / 100 from what I've gathered.
Guns: "The Itch" - In VATS, the amount of rounds fired from weapons in the Guns skill will double. (I honestly think this is better than the Center Mass perk for a Guns VATS skill).


1:1 is possible, I know the Khan Armorer gives me 1:1 regardless of barter skill if you are liked by the great khans. I'm sure they could figure out a way to make that perk.

The guns perk is interesting, it would make perks like Sniper and Concentrated fire much more useful. I don't use VATS much mostly because of the DR taking a big drop from FO3 and the common glitches but this perk alone would probably make me do at least 1 VATS build.
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Mariana
 
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Post » Wed Nov 03, 2010 9:12 am

Barter/Speech 90 (possibly both): Charismatic Leader: gives you MANY more dialogue options, including the ability to get more than one humanoid companion, and getting some quest rewards for free.
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Chantelle Walker
 
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Post » Wed Nov 03, 2010 12:07 pm

OCD: Repair 90
You are so focused on cleanliness that the life of your Armor and Weapons is doubled.

Doubles weapon HP making them twice as durable. Has great synergy with Regular and Full maintenance.

Blaster Master: Energy Weapons 90
Plasma weapons have an extra 10 percent chance to land a critical blow, and the spread is reduced to half.
If only because meltdown svcks.

Gun Master: Guns 90 and Energy Weapons 90
Significantly improves your chance to hit a target in V.A.T.S.
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Yvonne
 
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Post » Wed Nov 03, 2010 4:26 am

Survival: 90 / Endurance 9 - Nibbler. Eating food only consumes half the item. (Halves the items weight after consumption and Still gives full effects)
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Farrah Lee
 
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Post » Wed Nov 03, 2010 8:35 am

I'd really like to see the Nuclear Anomaly perk make a return but not as a useless gimmick.
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Veronica Martinez
 
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Post » Wed Nov 03, 2010 5:17 am

Nuclear Anomaly
Lvl 28, END 6, Survival 90
In VATS you get the option to release your ratiation levels in a deadly mushroom cloud.
Details: for every 3 radiation you deal 1 damage. 300 radiation = 100 damage, 900 radiation = 300 damage. If your health decreases to 20%- then you automatically release the radiation explosion.

Like that?

---------------------------

Like The Back Of My hand
Lvl 24, Lockpick 90
You get +33% to [Force Lock]. (2 ranks.)

Trail And Error
Lvl 28, Science 90
When at a chemistry set you can now craft your own chems and medicine.
Details: Like the spell-creation system in Oblivion you can choose the effects of the drug, the stronger the drug the worse the withdrawal is going to be, the longer it's going to take to detox and the more chance you have to become addicted to it.

Mojave Slasher
Lvl 30, Melee 90
You are the master in using knifes.
Details: +20% attack speed, +15DAM, +5% critical chance, +50% critical damage, +30% sneak attack critical damage.

Mojave Battle Cattle
Lvl 30, Melee 90
You are a master in using smaller blunt weapons. (Sledgehammer, super sledge, those weapons do not apply.)
Details: Weapons deal -10DT, +50% limb damage, chance to knock out enemies, +10% chance to knockdown enemies, +10DAM.

Wastelander Shout
Lvl 30, END 10
You are an abomination of nature and have learned how to use shouting as attacks.
Details: You get 3 new VATS attacks to use with shouts. 1. You shout so that all enemies in front of you are knocked down. 2. You shout so all enemies in front of you become dazed. 3. You shout so that all enemies in front of you get disoriented. (useful for if you're seen while sneaking and need to get into the shadows again.)
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Marguerite Dabrin
 
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Post » Wed Nov 03, 2010 12:14 am

1:1 is possible, I know the Khan Armorer gives me 1:1 regardless of barter skill if you are liked by the great khans. I'm sure they could figure out a way to make that perk.

The guns perk is interesting, it would make perks like Sniper and Concentrated fire much more useful. I don't use VATS much mostly because of the DR taking a big drop from FO3 and the common glitches but this perk alone would probably make me do at least 1 VATS build.

They have an armorer?
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remi lasisi
 
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Post » Wed Nov 03, 2010 7:33 am

I personally think that each Skill should have a level 90 perk related to it.
Guns- adds significantly more damage if you use ammo that are effective on the Target.
Energy Weapons- Do significantly more damage to all targets even more so if the ammo type has good effect on target.
Melee Weapons- Perk 1: Negates DT and increases damage. Perk 2: Increases your DT based on the size of your weapon.
Lock Pick- lvl 100 perk-- no more mini games.
Science lvl 100- No more mini games.
Repair lvl 100- you can add new armor and weapon polishes to increase the durability.
Survival lvl 100- Immunity to cazadore poison and take less damage from creatures.
Explosives lvl100- You can add Nitroglycerine (not sure I spelled that right) to your explosives for higher damage or wider area of effect.
Unarmed lvl100- Wild Wasteland Perk: Falcon Punch insta kill. Regular perk: while in vats you can disarm enemies, outside vats you hit 5% faster for each Point in Endurance.


Some of those seem a bit OP...
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[Bounty][Ben]
 
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Post » Tue Nov 02, 2010 11:37 pm

Nuclear Anomaly
Lvl 28, END 6, Survival 90
In VATS you get the option to release your ratiation levels in a deadly mushroom cloud.
Details: for every 3 radiation you deal 1 damage. 300 radiation = 100 damage, 900 radiation = 300 damage. If your health decreases to 20%- then you automatically release the radiation explosion.

Like that?


That's would be a great way to implement it. I might actually use VATS then. Would the explosion remove all of your character's radiation though? That seems a bit overpowered. Maybe make it so that your character accumulates radiation over time automatically (along with all the drawbacks that comes with) and they have release it all in mushroom cloud form before it kills them. Damn, now I really want this in the game.
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bonita mathews
 
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Post » Wed Nov 03, 2010 7:09 am

That's would be a great way to implement it. I might actually use VATS then. Would the explosion remove all of your character's radiation though? That seems a bit overpowered. Maybe make it so that your character accumulates radiation over time automatically (along with all the drawbacks that comes with) and they have release it all in mushroom cloud form before it kills them. Damn, now I really want this in the game.

That would need to be a trait though.
Perks are only meant to give good effects while traits are suppose to have good effects and drawbacks at the same time.
Releasing all radiation would be very powerful indeed...
How about when the nuclear anomaly has been used the area around you have +20rads/s, meaning you'll have to either get out of there or stay if you wish to re-contract the radiation. (Sort of like how Glowing One's radiation stays in the area after release)
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Emma louise Wendelk
 
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