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Which perks and traits do you think are totally useless?

General discussion of Tale of Two Wastelands
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Which perks and traits do you think are totally useless?

Post by Risewild » Fri Apr 12, 2013 3:50 am

I am making this post to know your opinions about Perks and Traits available in TTW, specially the useless ones, those that pretty much no one EVER picks or even consider picking, those that are by choice invisible to your eyes while you are creating or leveling your character, tell me all about those traits and specially perks (including special perks too) that you think anyone would have to be out of their mind just to even put them in the game.


Awaiting your opinions .


Ok this are the ones I wouldn't ever play with:


Hunter

Fortune Finder

Retention

Night Person

Comprehension

Friend of the night

Entomologist

Impartial Mediation

Terrifying Presence

Animal Friend

Alertness

Light Step

Master Trader

Tag!

Computer Whiz

Infiltrator

Walker Instinct

Deep Sleep

Devil's Highway

Escalator to Heaven

Karmic Rebalance

Lessons Learned

Roughing it


And I agree with all of the ones already said in this thread:


Here and Now


Educated


Swift Learner


Others that just add skill points...


 


What do you guys and gals think of the ones I picked, would you play with any of them, have you played with any of them? Like I said before I think some would be adequate in a roleplay scenario, like "My character is a hunter, so it has the hunter perk" and stuff like that cheeky.


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delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

Here and now, total waste of

Post by delta534 » Fri Apr 12, 2013 3:56 am

Here and now, total waste of a perk, when you get so much exp in the game. Also in general, any that just adds to your skill points as well for the same reason.



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Yeah, educated in Fallout 3

Post by alegendv1 » Fri Apr 12, 2013 4:37 am

Yeah, educated in Fallout 3 was a waste and OMG all of those skill boost perks in fo3. USELESS unless you're playing with 1 skill point per level up and you were illiterate.


Hmmmmm... the trait Skilled would be better if the xp reduction was significantly higher. Not sure what amount tho. 



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

delta534 wrote:

Post by Risewild » Fri Apr 12, 2013 4:47 am

[quote=delta534]


Here and now, total waste of a perk, when you get so much exp in the game. Also in general, any that just adds to your skill points as well for the same reason.


[/quote]


Yep, I had already made a mod request to change the skill boost perks to something more useful:


http://www.taleoftwowastelands.com/content/mod-request-changing-some-fo3-skill-perks


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

The perk that gives you 10%

Post by rbroab » Fri Apr 12, 2013 7:09 am

The perk that gives you 10% more experience and the fact you can take it multiple times...seriously


I'm not alright, I'm an equal amount of left.

alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Swift learner. Complete waste

Post by alegendv1 » Sat Apr 13, 2013 3:18 am

Swift learner. Complete waste of space, really. We should try to get an organized list or something going on in this thread. Maybe make the first post editable by a few chosen or something? Dunno if that's possible.



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rbroab
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What about the perk that

Post by rbroab » Sat Apr 13, 2013 3:27 am

What about the perk that gives you an additional skill point per level up.


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

alegendv1 wrote:

Post by Risewild » Sat Apr 13, 2013 4:52 am

[quote=alegendv1]


Swift learner. Complete waste of space, really. We should try to get an organized list or something going on in this thread. Maybe make the first post editable by a few chosen or something? Dunno if that's possible.


[/quote]


My objective was to get a list alright .


Yesterday I did play the game and when I leveled up I picked a few I wouldn't really use, others are good in a roleplay situation but otherwise I wouldn't pick them either, let me see if I can find the list I made.


 


EDIT: I posted the list I made yesterday in the first post.


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alegendv1
Posts: 118
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Only ones I disagree with are

Post by alegendv1 » Sat Apr 13, 2013 8:36 am

Only ones I disagree with are Hunter and Entomologist. Well in their current state I disagree with them, but someone could edit them to make more sense AND be useful, though hopefully not overpowered.


Well, I guess I can understand Entomologist because there aren't many insects in the game at all. However, if more insect enemies or variations of insects (I saw some type of spider scorpion thing on a thread here, I'll link it later) were added, I think it would be a viable option. Imo, the perk should be called Bug Stomper and the achievement should be called Entomologist. To me, that makes much more sense. 


For Hunter, yes, it's pretty useless considering most of the enemies its used on are naturally pretty weak mid-late game (sometimes even beginning). But make it a mid level perk and add Deathclaws to the list? Or maybe make it work with crazy creatures added by mods? Then its useful, imo.


They are not the strongest roleplaying perks, but they can work. Especially with the name change of Entomologist.


These would have been useful perks, if implemented differently. The only problem I could foresee is that critical dmg completely ignores DT and DR, which would make killing Deathclaws simple. Possible solution is lowering critical dmg % amount increased.


I'll see if I find anymore useless perks.


 



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I guess you're not a

Post by TrickyVein » Sat Apr 13, 2013 12:55 pm

I guess you're not a survivalist :)


 


You should try it out some time. It's very fun and forces you to reassess the wasteland's resources. I have taken the following perks from your list:




  • Hunter


  • Entomologist


  • Terrifying Presence


  • Animal Friend


  • Light Step


  • Walker Instinct


  • Roughing It


I have found them all to be useful. Terrifying Presence especially opens up new dialogue options for certain encounters which can completely avoid conflict or change the outcome of a situation.



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