Perks broken...

Post » Tue Dec 14, 2010 2:13 am

Ok is it just me or are the "Slayer" and "Concentrated Fire" perks broken or just not thought up correctly?

Slayer: "The speed of all Melee Weapons and Unarmed attacks is increased by 30%"
Requirements; Level 24, Unarmed 90, AGL 7
Requirements (That make sense); Level 24, Unarmed 90 OR Melee 90, AGL 7
So if you have the Unarmed req. then your unarmed attacks are sped up, if you have the Melee Weapon req. then your Melee attacks are sped up, if you meet both then you get the bonus speed to both. It seems to me that this should be addressed in a patch since it is a perk that doesn't make sense and is useless to even be there if you are playing a melee character, but not Unarmed...

Concentrated Fire; "..your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part."
Requirements; Level 18, Ener. Weap. 60, Guns 60
Requirements (Again, that make sense); Level 18, Ener. Weap. 60 OR Guns 60
Again if you have either requirement you should able to get the perk since there is nothing special about it that should make it require both to be at 60. Again should be fixed in a patch.

I feel as though a lot of this game was just thrown together regarding bugs, quest issues, item issues, perks, story kind of lacking, etc. this stuff needs to be addressed let's hope that the new patch realy does the trick. Also let me know what you think on the afforementioned perks and others and maybe just maube "they" will listen.
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Nicholas C
 
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Post » Mon Dec 13, 2010 9:05 pm

There working as intended, Fallout has a history of perks that might require a bit of an extra investment.

Super Slam requires melee but also effects unarmed, piercing strike requires unarmed but also effects melee. Just be cause the perk effects two things doesn't mean it should be easy to get.
Having super-slam, piercing strike, and slayer requires investment in BOTH unarmed and melee. So what? a steep requirement doesn't make it broken it just makes things more difficult.
Concentrated Fire is the same way. Its designed to make the perk harder to get.

The only thing broken between the two perks is that slayer requires 7 strength and doesn't say so.
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Alexis Estrada
 
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Post » Tue Dec 14, 2010 2:11 am

There working as intended, Fallout has a history of perks that might require a bit of an extra investment.

Super Slam requires melee but also effects unarmed, piercing strike requires unarmed but also effects melee. Just be cause the perk effects two things doesn't mean it should be easy to get.
Having super-slam, piercing strike, and slayer requires investment in BOTH unarmed and melee. So what? a steep requirement doesn't make it broken it just makes things more difficult.
Concentrated Fire is the same way. Its designed to make the perk harder to get.

The only thing broken between the two perks is that slayer requires 7 strength and doesn't say so.


None of the perks are "hard to get"...Honestly, IMO it just forces you to put points into a useless skill if that is not what your toon is specializing in. Say you make a toon that has Guns, Melee, and Repair. Now, in reality, if your Melee is at 100 and Guns is at 100 and your level 24 you should be able to get let's say Concentrated Fire, Slayer, or even Piercing Strike. The level requirement is the real "difficulty" in any of the perks, it is very easy to get skills up. Points should not have to go into an unused skill if it really isn't needed.

Here is an idea; I'll use Slayer for the example.
Slayer: "The speed of all Melee Weapons and Unarmed attacks is increased by 30%"
Requirements; Level 24, Unarmed 90, AGL 7
[b]Requirements (Revamped to keep the "difficulty");
Level 24, If used for a Melee toon to get the bonus just for Melee: Melee 100, STR 8
Level 24, If used for a Unarmed toon to get the bonus just for Unarmed: Unarmed 100, AGL 8
Level 24, If used for a Melee and Unarmed toon to get both bonuses: Unarmed 80-90, Melee 80-90, STR 7, AGL 7

Even that is a svcky way to have to do it since it would require a little more effort on the programmers end, but at least it makes sense. I understand that maybe perks in the series have been known to be like this, but again for the most part a lot of people would never truly experience them being "broken" per se, since leveling seemed to be sooooo much slower in FO 1 and FO 2. Also what I mentioned above would not be a huge feat to accomplish for the programmers either. I'm sure others agree that although maybe they are working "as intended" it really doesn't make sense and should be revamped in a way similar to what I outline above to create the correct feel to them.
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Miss Hayley
 
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Post » Mon Dec 13, 2010 1:56 pm

This isn't a platform specific issue or a glitch, there is also already and active thread about this in FONV General Discussion, let's continue this over there: http://www.gamesas.com/index.php?/topic/1147386-issue-wpyromaniac-perk/

The skill requirements are primarily an issue of balance - accessing all of those perks results in an extremely powerful character so it doesn't seem unreasonable to me that you need to invest in two different skills, particularly for the high level ones like Ninja and Slayer. Several of those perks also have equivalents for each skill (again, like Ninja and Slayer) and having both doubled up these advantages which can be more than a little over-powering.

You could also look at it this way - it makes sense that different skills would have their own unique perks, the fact that some of them effect an additional weapon skill is a bonus for those characters who are highly specialized and are pursuing both Unarmed and Melee or both Guns and Energy Weapons. This also gives you a reason to invest in two similar skills - you can't use two weapons at once and unlike a character with both a ranged and close-combat option adding the second skill doesn't improve your characters versatility much. However the overlapping perks do represent that extra ability for specializing.
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Courtney Foren
 
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