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Which perks and traits do you think are totally useless?

General discussion of Tale of Two Wastelands
alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Senterpat: Actually i think I

Post by alegendv1 » Mon Apr 15, 2013 3:09 am

Senterpat: Actually i think I would replace the animal friend 2nd rank with the tame option instead of animals come to your aid. Cause from i've seen of that perk, they never come to my aid until the enemy is already dead from me XD. That would also work with the entomologist perk as well. You should make some type of item requirement or something for taming, though I'm sure you already had something in mind.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Actually I'm still planning

Post by Senterpat » Mon Apr 15, 2013 5:18 am

Actually I'm still planning everything, and I do appreciate ideas. Maybe a modified slave collar, can be purchased or crafted. Oh, and how about being able to detonate the collar. Your molerat runs up to a group of raiders, and you blow it up. Could be fun. See? I suck at planning lol.


Call me Pat. Senterpat is too much to type.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I can't remember the last

Post by Risewild » Mon Apr 15, 2013 6:03 am

I can't remember the last time I actually played TTW with mods, I think it was before I became a tester, since I became a tester I test TTW pure so I can find TTW bugs and not bugs made by mods cheeky I plan on starting testing mods (specially TTW made or converted ones) after I have a couple of run-troughs of both wastelands surprise I was almost done but now TTW 2 came to light so I have to start from 0 surprise. So unfortunately I don't play with mods.


Taming animals and insects with second rank perks would definitely be worthwhile, maybe adapting those head thingies that the enclave use on deathclaws to control them in DC, also the exploding idea sounds awesome, but I suggest making the player lose some karma wink.


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Copper Hamster
Posts: 12
Joined: Mon Sep 17, 2012 1:20 pm

I use lightstep mainly

Post by Copper Hamster » Tue Apr 16, 2013 6:53 am

I use lightstep mainly because my eyes are bad and traps that would be obvious to most I often miss. Similarly I like Friend of the Night for the same vision issues.


Entomologist is good if you can fit it in your early build for the scorps and fire ants.


I've never felt the desire to take Junk Rounds or Old World Gourmet.


Solar Powered is kinda meh but if you can hide till the sun comes up it can get you some health back.


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frenzyslave
Posts: 101
Joined: Sun Nov 25, 2012 3:45 am

The only perk I use from the

Post by frenzyslave » Wed Apr 17, 2013 9:06 am

The only perk I use from the list up top is Entomologist. Always select it.


I like having a perk every level, and I need to get my bug stomping boots on.


Watched Starship Troopers too much... ;)


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"Do you want to know more?" Lol...


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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

I'm gonna throw this out

Post by LT Albrecht » Wed Apr 17, 2013 12:25 pm

I'm gonna throw this out there, I think gun nut would be a better perk if it gave some small spread reduction (as well as another small bonus) for taking it. Every perk and its mother gives you a damage upgrade, bloody mess (5%), grunt/cowboy (25% some weapons), Confirmed Bachelor (10%?), Black widow (10%?) and so on. There is no perk that lets you get any spread reduction. Hell, commando and sniper only give you a vats accuracy boost so despite my characters using that set of weapons a LOT I never take them because I don't use VATS, it's madness.


The damage boosts are ridiculous too. J E Sawyer admits grunt is OP, but there was no way to patch it. Splitting the bonus so it's only a 10% dsamage boost and gives some extra reload speed, spread decrease or slowed weapon degradation would keep it useful but also make it less broken.


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Ein
Posts: 35
Joined: Tue Sep 18, 2012 7:23 am

Skill increase perks are

Post by Ein » Mon Apr 22, 2013 10:33 am

Skill increase perks are worthless, I agree. Especially when they're quest rewards. I feel like I've kind of wasted my time when i get that. The one you get from Operation Anchorage for example, for finding all the intel. In terms of level perks I never take it's the ones that are overly situational. Like ones that apply to a single weapon type, or require strict conditions to activate. And anything to do with Karma. Karma is one of the worst things in the games.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

A lot of the perks mentioned

Post by gamefever » Fri May 03, 2013 7:46 pm

A lot of the perks mentioned on here I actually use xD


Skill perks are great but worthless when you consider the new level cap is 50.  Then there's the books and bobble heads so why take them.


I'd like to see the skill perks get tweaked, though gun spread reduction is kinda not something I would take as I like a shotgun with sick damage/pellets/huge spread hehe sometimes I don't want to aim.


Some of the "new" perks from Dlc FNV seem quite aweful either shipped broken/useless or well pointless.


Junk Rounds- high cost 1 bullet (should be beefed up could be potentailly a great perk for TTW)


Seems to me that Grunt and Cowboy need Buffs...Really 5.56 is kinda weak.


More perks for weapon types would be nice too.


Some perks I find very useful


Scrounger-You've no idea how many extra bullets you get with this one it's sick, but even more so is how much more rare ammo you end up with, my character has 180 rockets.


Fortune Finder-Caps just stack up and well bullets get expensive so


Hunter- Pretty good perk considering it actually never stops being useful, almost always stuff to shoot, I tweak it sometimes too, it needs to cover abimations in my Opinion too


Animal Friend-pretty powerful actually, some of the toughest critters in packs are animals, plus I use increased spawns so it matters more.


 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

I know this is just about the

Post by paragonskeep » Fri May 03, 2013 9:54 pm

I know this is just about the vanilla perks, but if you check out Dree's mod there are some great alternatives to vanilla that make more sense. I use mutant hunter and raider slayer (3 levels each) which are great when dealing with them.


In regards to Vanilla, I don't use anything that grants skills, grants extra xp, makes enemies friendly, or specializes a weapon set. I like to switch things out and keep all the enemies possible if not make them tougher too.


If life is but a test, where's the damn answer key?!?!?

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

LT Albrecht wrote:The damage

Post by TJ » Sat May 04, 2013 9:39 am

[quote=LT Albrecht]The damage boosts are ridiculous too. J E Sawyer admits grunt is OP, but there was no way to patch it. Splitting the bonus so it's only a 10% dsamage boost and gives some extra reload speed, spread decrease or slowed weapon degradation would keep it useful but also make it less broken.[/quote]


Love how you said JESawyer said it's OP and there's no way to patch it, then used that as a segway into exactly what to do to patch it.


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