I actually really like the new perk system. I feel like I'm working towards something I want and feel a progression. 3/NV just felt like "ayyyy you leveled up pick something from this obnoxiously long list"
Isn't the lock picking system the same as it was in 3/NV? They've never done just hacking to open everything which is good cuz I personally hate the "hacking" mechanic
This has definately had a few heated debates in the past, but overall I somewhat agree with you. There are things about the new system that I really like, in fact I somewhat agreed with Bethesda's move on skills, Skills needed to go, at least in the way that they were done in the past.
Personally my perfect system is one where Skills are combined with SPECIALs in a cross grid to give you perks. Except in this system the perks in addition to your SPECIAL level up your skills, and as such are the pre-requisites of the skill level becomes the perks.
It's hard to describe without showing off my lunacy... So heres an excel document of a perk chart I've been building (cause I like lists and I get bored easily!).
https://drive.google.com/file/d/0B77fsKHyQrGBeUQyUnVvSUIyTFU/view?usp=sharing
You need to open it with excel to see the notes otherwise it makes no sense. And it's not complete either.
It's been edited, deleted entirely and changed completely a ton of times, and obviously some perks svck balls.
EDIT: Should also point out that one key element is that no two stats are allowed to overlap, unless Luck is impacting it. So no perk is allowed to modify a stat that a SPECIAL or a Skill already does.
Ahh ok. I hadn't played Oblivion so I couldn't comment on that. Or Skyrim actually haha just not my gig. But yeah lock picking has been the same since 3 at least as far as Fallout goes
Did someone say we needed a perk overhaul? http://www.nexusmods.com/fallout4/mods/10957/? It changes a lot of things so that there's penalties for not specializing yet still rewarding various builds.
The old perk system to me was horrible. This new system is awesome and takes less time to have to determine wtf you want to do with your build. I dont get the complaining. It works just fine.
Current system is very barebone. I will go as far, as calling it over simplified. I would have liked a more intricate system, with more depth to it. I guess it shows where Bethesda's force is, and it is not the RPG part of the game imo.
Skill system was out of date really.
the new system is much better when it come down to progression. It can be work to improve it but is a huge step on the right direction.
Overall... it's okay. What bums me out is all the unlock modding perks. There should be more benefit. Armorer rank 4 - armor weighs nothing when worn. Science rank 4 - build a fusion generator.
I wish the perks system was MORE like Skyrim. I much prefer a system where, for example, your pistol skills improve (become unlockable) because you use the pistol alot. Makes too much sense! Despised Skyrim's lack of attributes though. My orc berserker has the same Strength (or no strength really) as an elf wizard I guess?
FO4's perk system, love the poster, wish I could buy one, good idea at first, but too simple and arbitrary. Why do I have to wait until arbitrary level X to unlock perk level Y?
Borderland perk/build is pretty good, well balanced. Have to put some thought into your build, but not needlessly complicated and messy like previous versions of Fallout.
The perk system is much improved.
No need to go backwards.
I think there should be some combination of both, actually.
The current perk system for character buffing/abilities. Such as your crafting unlockers, your aim-modifiers, your life ups, damage modifiers, etc.
But a classic one for the more esoteric "world changing" perks or very specific abilities (IE Shotgun surgeon, Meltdown, Bloody Mess, Mysterious Stranger, Sneering Imperialist, Tribal Wisdom, faction related perks that cause minutemen to show up randomly during a battle, Vertibirds to show up randomly during outside battles, or a Synth Suicider to pop up randomly etc). However, you only get this every 5 levels (to ballance things out) .
Oh, and traits. we definately need to see traits come back like in Fallout NV.
Damage modifying perks for guns should really get removed.
I don't really like the lvl8-10 ones kinda. Ill usually never go 10 into a stat because none of the perks beyond like 7-8 interest me or even affect my play style much.
Ill agree its better than the last system though, I just think theres not a huge reason/interest to go full into a special stat because those perks seem meh to me.
STR I don't care for anything past armorer, assuming Im making my armor.
Per ive gone as far as sniper but its not needed for a solid sniper build, penetrator is already build into vats crit system
End ill stop at lifegiver for that and dmg resist, or assuming I want the extra water/rad help go max 5 pts
Cha seems kinda mandatory if you want settlements and ill always end up going to local leader max, some interest in inspirational but no reason to spend 8 pts in cha with reloading to get whatever speech check. Plus lone wanderer works with dogmeat and is lower in tree.
Int ive never gone past science. Nerd rage is fun but not needed with planning, and I was worried Robotics would be buggy
Agi ive never gone past the quick hands buff and that's 5 more agi points I really don't need just to take that...but it helps with shooting so meh
Luck ive started looking at this tree more but haven't been past better crits.
Most of my builds rarely go past those numbers unless im at a certain level and need to just dump points into whatever is not interesting/leftover.
tldr: I like the new system but find the perks aren't at the right spots. I also feel there is a lack of "interesting" perks.
They can easily add new DLC perks by giving them at the end of quests or with new magazines, etc