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Nicholas Jae
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Fallout 4 Perk Overhaul

🕑 Added 2025-06-28 12:45:03 +0000 UTC

Comments

Andrew Stephens

Most of it looks really good, but I do have a couple of thoughts. For Adrenaline Rush, isn't 100 damage resistance not really all that much? I think as a player I probably wouldn't take it, because I like perks to change how you play, and you're still going to die really fast at that point. What if you did an auto stimpack at that point? Particularly if the stimpack was free, like the adrenaline rush healing you. I do like the limb damage removal though. I feel similarly about marathon runner. Just wouldn't change how I play enough, so it would feel like a waste of a perk point to take it. Top level local leader also has this issue. There is plenty of charisma clothing already, and I'd much rather have plus one charisma all the time than plus two in a settlement. Top level trailblazer: you end up rolling in caps eventually anyway, why would I bother getting a perk that makes chems sell slightly more? Evasion master concept is cool, but 5 percent is so rare that I'd be hesitant to invest three perks. I'd probably take it, but only after everything else cool, since you can't rely on it. Idiot savant is vanilla, and I've always found that one problematic as well. Why take a perk that just makes you need to play less of the game? There's plenty of experience to go around. On the flipside, there are some perks That I ADORE. Lucky strike is really really cool, and so is atom's blessing. Elemental fury sounds like a blast to watch happen, and a gadgeteer/institute operative would be a riot to play.

Sisyphus

Also, are there other fundamental changes planned to the list? Ex. If VATS went back to the original version, rather than the slow time thing, it impacts evaluation of a ton of perks.

Paws

I’ve been inspired (indeed, to a great extent by your efforts and struggles with this) to start learning more about the CK and scripting, so thanks.


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