» Mon Jan 31, 2011 10:33 am
Back in the FO2 days, the only skills you could realistically "max" were the ones you tagged, since they went up at a higher rate than the untagged skills, plus the skills went up to 200% but at some weird ratio, but % increase for each point spent would diminish over 100%. http://fallout.wikia.com/wiki/Fallout_2_skills
I'm hoping you can max 3 tagged skills plus maybe one or two untagged and keep a fair balance, like maybe 25 to 50% distribution to the rest of them so that at level 30 you don't have a set of skills that are so weak they are completely useless because you are focused on maxing your faves.
Ultra Specialized characters make more sense in multiplayer and co-op, where you can follow the more traditional RPG archetypes like Damage Dealer, Defender/Tank, Doctor/Healer, etc.
With a single player RPG like Fallout, you have to be really good at a handful of skills. Guns would be an obvious choice, but you can also go Guns/Energy or Guns/Melee. But you also need to raise (and max if possible) other skills like Repair, Sneak and/or Survival.
Even for a "Diplomat" type character going for a "no kill" run, you would still need to specialize in "non lethal" weapons just in case, like Guns/Unarmed for the bean bag gun and the boxing gloves, and maybe go for Speech/Doctor as your "non attack" skills.
So yes, I do agree with most arguments, that we don't need to be able to raise an "all skills" super character by level 30, but I must emphasize that we do still need a broad range of skills, maybe 4 or 5 that we are still able to "max" by level 30, otherwise most people will just go for the obvious "max attack skills only" characters and hardly diverge their characters from there.