Trait & Perk Suggestions

Post » Mon Jul 04, 2011 5:17 am

Aside from the Old World Blues Trait that cripples players that don't want to advance beyond 30 (and you can re-spec all your Traits in the DLC, new and old, as well as take that Trait if you start a new game), I wanted to clarify the difficulty levels for over level 30:

Specific enemies will scale for characters over level 30, usually quest-specific adversaries (in the Mojave, characters like Benny and Vulpes, for example).

This doesn't apply to most critters in the wasteland (it's not universal scaling for all critters), but key boss encounters were designed to take into account PCs over level 30.

Just wanted to let folks know.


Okay, so this new 30 cap trait that will come in OWB will be allowed to be taken at the start of the game and you can respect your traits as well.
Now, since they're going to give us new traits I thought it'd be a good idea to give them suggestions for traits that we would like to see added into the game.
(@Bethesdian, come one, if you're going to give us this new trait you might as well take this chance to give us other traits too.)

So, what's your suggestions for a trait?


Some of my suggestions:
Spoiler

Skilled.
+4 more skill points per level but perks come every third level.

(Wo)Man Of Talents
You get a perk every level but get 5 less skill points per level as well.

Gifted
All SPECIAL is raised by 1 point but your skills are all decreased by 20 points.

Arthropod
You get an initial +20 DT but lose all base HP. (This means that all the health you'll have is the 20xEND and +5/level and Life Giver.)

Tribal, Born and Raised.
You get +10 Unarmed, Melee, Survival and Sneak but you decrease Science, Energy Weapons, Guns and Medicine by 10.

Precise Attacks
You get +15% critical chance by lose 30% base damage on all weapons.

Posse
You get to recruit 1 more humanoid or non humanoid companion but all companions lose 2 Nerve.

Track Star
You get +20% running speed but you cannot use [Medium] or [Heavy] armors.

The Fast and The Reckless
You get +30% reload speed, equip speed and attack speed but all weapons gain +0.4 spread.

Laser Fanatic
Laser weapons does +25% more damage but plasma weapons do -25% less damage.

Switchblade Punk
You get +15% attack speed, +20% damage, +5% critical chance and +20% critical damage with all knifes but lose -15% attack speed, -20% damage, -5% critical chance and -20% critical damage with all other melee weapons.

Regenerative Physique.
You get +3hp/1sec but all healing items do -60% less healing.

Bones Of Steel
Your limb health is increased by +300% but your base health is decreased by 30% (-30hp)

Fear And Loathing In New Vegas
You get 50% more effect from all drugs and they all last twice as long but the addiction chance is higher, it's harder to get rid of and the effects of Withdrawal is far more significant.

Twisted Metabolism
You get +50% more healing from healing items and edibles but radiation does -2hp:10rads/5sec. (50 radiation means -10 health every 5 seconds.)


(I dunno if the DLC Suggestion thread is good for this, the thread idea is to suggest and discuss a lot of different traits (Which could mean a lot of posts if the thread is successful), no idea if it warrants it's own thread or not, but whatever, let's just see how it goes. :) )

[Update]

I was thinking about creating a perk suggestions thread as well but decided to merge the two into this one instead.
If you have any perk ideas for the upcoming DLC's then feel free to suggest them here.
(Let's just hope that the developers read them..)

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Heather beauchamp
 
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Post » Mon Jul 04, 2011 6:21 am

I'll have to do some thinking of my own but besides gifted I would say switchblade punk is my favorite of the one you listed. I absolutely love making use of knives.

Here's a quick and dirty one that's probably no good.

Experienced Haggler: you get 30% more caps from sold weapons and apparel. But they have to be 80% or higher in condition to get the full price.
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Sarah Kim
 
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Post » Mon Jul 04, 2011 4:40 am

Jinxed and six Appeal.
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Jade
 
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Post » Mon Jul 04, 2011 1:04 am

I'd Say For Track Star you just can't Use Heavy Armor. medium armor is still Reasonable.
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Ashley Campos
 
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Post » Mon Jul 04, 2011 3:27 am

Jinxed and six Appeal.

How would these work though?
Jinxed worked well in the old games as they had a large variety of critical failures but they don't seem to happen as much in New Vegas.
And six Appeal is basically Lady Killer/Black Widow.

I'd Say For Track Star you just can't Use Heavy Armor. medium armor is still Reasonable.

I dunno, +20% running speed is a lot of a pro and there are very few [Heavy] armors in the game.
You sacrifice durability for speed.
If you can get both the next best durability and speed it'd make it too powerful. /imo
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Eoh
 
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Post » Mon Jul 04, 2011 1:15 am

Crazy Eye: By no fault of your own nobody can take you seriously and have trouble even talking to you and even outright make fun of you. You've had enough of the abuse. You lose 15 points in speech and barter but you gain 15 points in melee and unarmed. You also.......might want to get that eye checked out. Just saying.
*having this trait would also open up optional dialogue with Grecks, kindred spirit if you will.*

Faster, Stronger: You swing faster and hit harder with all melee weapons but they all add an extra 2 to strength requirement to use effectively.

Reinforced: You gain an additional 3 DT. But all armor decays 15 percent faster
note: Does built to destroy also affect armor condition as well? I was under the impression it only did weapons but if it affects armor then nix this one from my list.

Blisters on me fingers: You gain 10 percent damage with all fire arms but reload 15% slower.

Fresh things in the stew pot: All food made at a campfire heal 20% better but you need two more of every item.

I do realize the usefulness of some of these is questionable but eh this isn't exactly my strong suit. Just throwing some things around. :P
I also had a trait idea named "But what did I do?" that makes assassin squads happen even more frequently but couldn't think of a decent idea for trade-off.
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BRAD MONTGOMERY
 
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Post » Mon Jul 04, 2011 3:46 am

I also had a trait idea named "But what did I do?" that makes assassin squads happen even more frequently but couldn't think of a decent idea for trade-off.

Well it's a pro and a con really.
The pro is that you'll get good gear after killing them and a decent unexpected challenge.
The con is that you'll get assassin squads after you that might come at bad moments. (Like if one comes at a settlement it could harm the citizens or your rep with them.)
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Emma Parkinson
 
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Post » Mon Jul 04, 2011 12:36 am

Well it's a pro and a con really.
The pro is that you'll get good gear after killing them and a decent unexpected challenge.
The con is that you'll get assassin squads after you that might come at bad moments. (Like if one comes at a settlement it could harm the citizens or your rep with them.)

Good point. I was also thinking of making it happen regardless of rep, if you're on good standing with everyone I was thinking fiends acting as highway men could attack, hoping to scraqe enough caps off your corpse to pay for their next drug fix. But I don't know if it would be too ridiculous or not since at that point it could happen as early as level 1 and just get worked over. But add fiends attacks and also add whoever you pissed off could make it pretty crazy.
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Lizbeth Ruiz
 
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Post » Mon Jul 04, 2011 12:36 am

Good point. I was also thinking of making it happen regardless of rep, if you're on good standing with everyone I was thinking fiends acting as highway men could attack, hoping to scraqe enough caps off your corpse to pay for their next drug fix. But I don't know if it would be too ridiculous or not since at that point it could happen as early as level 1 and just get worked over. But add fiends attacks and also add whoever you pissed off could make it pretty crazy.

I'd so want to use this one, but only 2 traits? I want mooore! :D /greed
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Rachel Cafferty
 
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Post » Mon Jul 04, 2011 12:02 pm

MojEx Courier - Carry Weight + 100, can drive car and motorcycle after fixed them.

Specialist - Tag skill can up to 110( reward special bonus ) but other skill cap is 75
110 Skill bonus:
Barter: +/- 5% of price
Energy Weapon: Weapon degrade 10% slower
Explosives: +10% AOE
Gun: +10% reload speed
Lockpick: +5% force lock success rate
Medicine: Effect duration+30%
Melee Weapons: +5% knock down rate
Repair: Weapon repair kit can use to repair anything other than weapon, but only with 50% effectiveness.
Science: Less 1 option during computer hacking
Sneak: Sneak effect does not affect by lighting
Speech: Infamy gained each time is reduce to 50%
Survival: Restoration effect+25%
Unarmed: +10% attack speed
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jessica robson
 
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Post » Mon Jul 04, 2011 7:46 am

I'd so want to use this one, but only 2 traits? I want mooore! :D /greed

I'm thinking there might be a third slot if only maybe just for the level cap trait. One poster pointed out in another thread what happens if you have the wild wasteland trait and have found the alien blaster and then remove this one on repsec? Does the gun simply disappear, does the rest of the wild wasteland content disappear? I'm curious to see how this will work out.

I also thought of a rep specific trait.

Advancing in the Legion quest line gets you the "Branded" trait.

"Congratulations you are now a branded soldier of the legion. You go 15% faster, swing 15% faster with melee weapons, hit 10% harder with melee weapons. But everyone if close enough and given enough time will see you out." I'm thinking how it would work is like a tattoo/actual device use to brand cows in the shape of a bull is put on your neck.

Which would basically make it where even normal NCR soldiers not just guard dogs and officers could see through you while in disquise. This could also add negative effects to normal town people as well who do not support legion. But maybe the con is too much here and just simply makes a legion supporters life more difficult then it actually should be?
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Melung Chan
 
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Post » Mon Jul 04, 2011 4:08 am

Attention defic... Oooh, shiny!: VATS attacks queued against different targets receive increased hit chance and reduced AP cost for every different target after the first but your hit chance is reduced and action point cost is increased for every attack queued against the same target.

Besserwisser: For crafting and skillcheck purposes all your skills are considered to be 10 points and SPECIALs 1 point higher than they really are but you receive 1 less skillpoint when reading skillbooks.

Hipshot: Your weapon sway is decreased when firing from the hip but slightly increased when using ironsights.

Impatient: You reload faster but weapon jams can happen even with well maintained weapons.

Loner: Your carrying capacity and weapon damage is increased when travelling alone but decreased when travelling with companions.

One Hander: Damage, accuracy and attack rate are slightly increased when using 1handed weapons but slightly decreased when using 2handed weapons.

Scared of the Dark: During nighttime your attack speed is increased and your VATS AP costs are greatly decreased but your weapon spread is increased and VATS accuracy is greatly decreased.

Survivalist: Effects from food and drink are increased by 100% but effects of medicine and drugs are decreased by 50%.
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Jessica Nash
 
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Post » Mon Jul 04, 2011 7:43 am

I Got Shot Twice In The [censored] Head So Stop Whining - All companions automatically fail their quests upon recruitment, maintaining an awkward but not unwelcome silence via the Companion Wheel.
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Steven Nicholson
 
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Post » Mon Jul 04, 2011 3:13 pm

I Got Shot Twice In The [censored] Head So Stop Whining - All companions automatically fail their quests upon recruitment, maintaining an awkward but not unwelcome silence via the Companion Wheel.

Bahahahahahahaha :thumbsup:
What if graham is your companion?

Hired Help: Factions will now let you recruit a member, but you may only recruit one permanent companion at a time.
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TWITTER.COM
 
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Post » Sun Jul 03, 2011 11:28 pm

dunno, +20% running speed is a lot of a pro and there are very few [Heavy] armors in the game.
You sacrifice durability for speed.
If you can get both the next best durability and speed it'd make it too powerful. /imo

Maybe Make it That You Run Even Slower With Heavy And Medium Armor but not completely block it from use.
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CxvIII
 
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Post » Mon Jul 04, 2011 5:44 am

Maybe Make it That You Run Even Slower With Heavy And Medium Armor but not completely block it from use.

+20% running speed with no armor and [Light] armor but -20% extra running speed with [Medium] armor and [Heavy] armor. ([Heavy] would be like -40% in total. :evil: )
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Star Dunkels Macmillan
 
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Post » Mon Jul 04, 2011 8:03 am

What if graham is your companion?


You compare scars as a prelude to mad passionate love? - "Oww, wrong hole. That one's from a gook bayonet back in '71, by the way."

Weekender - on Saturday any S.P.E.C.I.A.L. penalties for ill-effects brought on by dehydration, hunger, lack of sleep or chem withdrawal disappear, but return on Monday.
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Floor Punch
 
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Post » Mon Jul 04, 2011 4:22 am

What topic did Avellone post that in, he must've joined recently.

Here are some of my trait suggestions

Gifted (Trait)
+1 All Special Stats
- 5 Skill Points per level
-5 All Skills

Skilled (Trait)
+5 Skill Points
Perks are every 4 levels instead of 2 meaning you'll get your 1st perk at LV 4 instead of 2.

Bruiser (Trait)
+2 Strength
-2 Agility

Sprinter (Trait)
+25% Running Speed
-2 Endurance

Weaponmaster (Trait) (Do not use in conjuction with Good Natured they will cancel each other out)
+5 All Weapon skills
-5 Speech, Barter, Medicine, Repair, Science
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Ashley Hill
 
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Post » Mon Jul 04, 2011 11:29 am

Nuclear Anomaly: build up radiation over time. The higher the radiation, the larger the area of effect and damage you'll do when you trigger the explosion (Which is triggered by the player and not by having low health like in FO3).

The only problem would be that having your geiger meter constantly ticking might get annoying. Maybe the radiation is given to you at intervals and at large amounts instead.


I suggested this in another thread. I believe the same guy who posted this topic said it would be better suited as a trait. Whatevs.
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gandalf
 
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Post » Mon Jul 04, 2011 1:14 pm

I Like you Suggestion Gifted Trait sounds Nice
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Elea Rossi
 
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Post » Mon Jul 04, 2011 1:06 pm

Nuclear Anomaly & Almost Perfect. Please?
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Len swann
 
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Post » Mon Jul 04, 2011 10:18 am

So, what's your suggestions for a trait?


Sheltered youth:
You've lived a sheltered early life rarely leaving the safety of your community, working with the crops and cattle and spending most of your freetime reading prewar books. These chores have had an impact on you. Hard labor with cattle and crops have toughened you and reading has given you a lot of useful information on a lot of lifes issues. However, most of your knowledge being based solely on your literal expeditions it's harder for you to learn in practice.

+2 SPECIAL points, +2 to base DT, +15 base HP, +7 to all starting skills.
You level up 30% slower than normally and raising skills cost more the higher they get.


???:
You suffer twice the penalty for lacking the soft requirements on weapons, but when you reach them, you really excell with them - thus gaining a bonus to accuracy, reloading-, holstering/unholstering speed and to deterioration rate and critical chance.
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Tracy Byworth
 
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Post » Mon Jul 04, 2011 7:56 am

Awesome! I may have some interesting ones:

> Traits
Vicious Personality
Your mean and bullying nature can be used to your advantage! More enemies will flee at more occasions than usual, and all speech checks are lowered by 5 points. However, your personality is shunned by many. And so your speech is suffered by 25 points and Charisma also suffers by 3 points (can be re-gained again via leveling up).

Choppin' Hands
Your extreme dexterity has made you be more experienced at various skills! Your Guns, Melee, and Explosives skills are raised instantly by 20 points, and the reload speed on all firearms are decreased. However, your special talent requires some effort to be done. And so your Endurance and Agility are lowered by 3 points (NOTE: If these attributes suffers any of the raised skills, those effects are ignored).

Walking Ripoff Sensor
This trait grants you the ability to sense out any ripoffs done during bartering with vendors! The added increase on value whilst buying from a vendor is countered and decreased by half (applies only if your Barter is below 50). However, your "sensors" placed an unwanted side effect: Every skill except Barter is decreased by 5 points.

> Perks
Another Trait, Please! | Level 20
Hence its name, you're rewarded the ability to choose one more trait!

Ice Cold Beverage Maker | Level 30 | Survival 75
You are recently accepted to be a beverage maker -- more specifically, an Ice Cold Beverage Maker! At the campfire, you can make any beverage into an Ice Cold version. At this version, the health replenish is increased, any Rads are removed (If any), and a small/added H2O decrease is implemented. Best of all, all you need is the beverage itself and some knowledge to do it properly (at least 65 Science)!

Just One More Tagged Skill! | Level 30
You gained the ability to tag even another skill (raises the tagged skill by 15 points)!

Cheapskate! | Level 22 | Barter 100
Due to your ridiculous bartering skills, you can now apply some "deals" with your vendor! The selling price on any vendor is lowered by 10%, if the product is around 250-499 bottle caps. If the product is around 500-999 caps, the selling price is lowered by 20%, and so on! NOTE: The selling price decreasing is stopped at 40%, and the total caps will not apply to this perk. However, a multiple-buying scenario (e.g. buying x10 Sunset Sarsaparillas) will apply to the perk.

Smarter Computer Whiz | Level 20 | Science 100
Your out-of-the-box scientific knowledge has granted you a special perk! Before you hack onto a computer, the amount of dummy words spawned are lowered on Very Hard to Hard computer terminals, and across all difficulties, the amount of compiled characters spawned are increased.

Smarter Lock-picker | Level 20 | Lockpick 100
Whenever you lockpick, the Force Lock's chances across Very Hard and Hard locks are increased significantly from their current chances.

Bullet Eyes | Level 18 | Guns 75, Perception at least 8
You can instantly seek out where bullets are fired at a short radius! Bullets fired at a different location is marked as a gray arrow, and bullets fired onto you are marked as a yellow arrow. The transparency tells how far the bullets are fired in relation to your location.

Action Man/Woman | Level 20 | Requires Action Boy/Girl, Agility at least 8
With this perk, you are rewarded with 30 Action Points to your maximum AP!

Corpse Frisker | Level 16 | Requires Scrounger perk, Luck at least 6
Whenever you search a corpse, if the corpse is carrying ammo the amount is increased significantly. This perk does not apply on actual weapons but it does apply on explosives.

Cazador Hunter | Level 18 | Requires Toughness perk at least at rank one, Luck at least 7
During combat between a Cazador(es), the chances of getting poisoned from them are decreased significantly.

Two-Handed God | Level 22 | Strength 10
When equipped a two-handed weapon, the speed suffered will be ignored and the speed before equipping it will be retained.

Repair Maniac | Level 20 | Repair 100, Jury Rigging perk, Hand Loader perk
Due to your insane knowledge with tinkering and repairing various items, you now discovered a recipe at a workbench that can be worthwhile to perform! When the recipe's ingredients are fulfilled, the equipment receiving the treatment will have their max condition raised to 150%, while the peak levels remain the same location! During this treatment, your equipment will deteriorate slowly than before the 101-150% range. However, this treatment is temporary so as soon as you move away from the range, the condition will be set back to 100%.

That's all I can think of. I'll probably add more If I have more ideas.

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Emily Graham
 
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Post » Mon Jul 04, 2011 9:34 am

Either a trait or a perk:

On Your Own (no requirement) - You must do all the work yourself. You never gain XP from your companion's kills.
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Hairul Hafis
 
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Post » Mon Jul 04, 2011 6:54 am

Ice Cold Beverage Maker | Level 30 | Survival 75
You are recently accepted to be a beverage maker -- more specifically, an Ice Cold Beverage Maker! At the campfire, you can make any beverage converted into an Ice Cold version. At this version, the health replenish is increased, any Rads are removed (If any), and a small/added H2O decrease is implemented. Best of all, all you need is the beverage itself and some knowledge to do it properly (at least 65 Science)!

:confused:
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Ebony Lawson
 
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