by having Veronica as a companion, you can: 1. Trigger the three I Could Make You Care flags 2. When Veronica asks to talk about the Brotherhood tell her not now 3. When you talk to her again, the option to talk about the Brotherhood is permanently in her dialogue 4. When you dismiss her via Brotherhood dialogue instead of companion dialogue the flag that limits companions is gone even when another active companion is with you 5. Get Boone, tell Veronica to head back to Hidden Valley on her own, Get Arcade, tell Veronica to head back on her own, loop I'll pin this for anyone interested but having every humanoid companion is really fun
Personally I think STR is actually a stealth money making perk Cause everyone thinks about LCK and cleaning out the Casinos but if you invest in STR and Repair you can just pick up most every gun you find, repair it, and sell the fixed weapon for 500 - 2000 caps a pop.
I disagree with saying Intelligence is overrated. A 50% increase in the amount of skill points you get is ridiculously strong. It gives you so many more possibilities to what you can do with your character. Obviously if you have a min-maxed build with a specific route in mind, intelligence might not be necessary, but for an average game intelligence is an amazing stat.
mostly bc if you have dlc level 50 is too generous with all the skill books and permanent stat increases you can get (implants, owb body mods, lonesome road special perk, armor that boosts stats) there is no reason NOT to max all but the combat stats you don't use
The main reason Endurance is OP is not because it can increase your other stats. It's because of the GRX implant, which utterly and completely breaks the game.
It does feel super bad for Endurance that its main reason for being number 1 is just "you can pay to up your other stats if you have enough natural END first." If only the Implants were more for unique buffs like the Phoenix and Subdermal Armor stuff, oh well. It also doesn't help that if you're already at 10 for one of your SPECIALs, you can't buy the implant to like, enhance your natural abilities even further to reach 11, which it really should be able to do IMO. The Bobbleheads being able to do that really makes me wait till I'm maxed out on a stat before grabbing it to really push myself further. Being able to do that with outright cybernetics would have made total sense.
Fallout 4 did do the sprint gauge thing, since AP was used for sprinting. Also, a good way to make SPECIAL stats more interesting would be they would gate off certain sidequests. The isometric games made it so if you INT was 2 you couldn't do any side content because you were a babbling moron. Expand that, nobody wants to hire a merc that can't lift his gun, No scientist will talk with someone who can't spell pneumonoultramicroscopicsilicovalcanocanosis, a spy mission is ill-suited for the guy who can't charm anyone. Make the game more replayable because you literally cannot 100% the game in any given playthrough. As a counter-balance, luck can - when you first open the dialogue - bypass the stat check and let you try anyway on your first meeting with the quest-giver.
thats nice way of takinginto an account players agency, but i believe replayability shouldnt come from locking quests behind the skill/special checks (items like mentats exist so even low ints arent locked from all the quests), but from quests having mutliple ways to address the problem, and also having many branches, outcomes, and the world reacting to your actions. "spy mission is ill-suited for the guy who can't charm anyone" it is, but it doesnt mean other builds shouldnt be given opportunity to try it. lets say you have a quest where you have to seduce a (bisexual) npc to get some intel, but nobody should be able to tell you were hired to do so. speech pc is obviously at massive advantage here and will finish the quest easily. it was kinda tailored for such build. seduce npc, get the intel. job done you get 100% money and 100% XP next is stealth build. stealth for example may be able to pickpocket the NPC and then can get some kind of key to the safe where the intel is. unlock dafe, retrieve intel, job done you get 100% money and 100% XP. but lets say someone like a bodygaurd or whoever spotted you in the process. the quest is still resolved, but quest-giver becomes angry at you for being incompetent and you get 20% of XP and no money muscles build can simply do the quest by killing everyone (he gets the key from the body), or torturing, or intimidating the npc for intel. job done. the rewards are the same as "failed" stealth path and the quest-giver becomes so angry with your ignorance that he attacks you there are other builds like science that could utilize wiretapping, or medicine build that could drug the npc, etc. the other quests should do the same. favor one or two kinds builds, but let the other try too. items like mentats, stealth boys, buffouts exist for this exact reason.
@@velDANTe It's no different than choosing the Legion over the NCR. Following one will fail the quests for the other. Although there will always be a way to min-max your way through, it'll help sell that you are part of the world in that people can't trust a stranger they just met to solve everything personally.
@@79bigcat not really. locking legion when you play ncr route makes sense from story point of view (from technical point of view its also a main quest, and main quest are usually more restrictive because they need to be finished in order for game to end, and serve some kind of narrative about the game). locking SIDE quests behind stats checks feels arbitrary (and pointless if you consider aid items), becuase "it makes sense in the real world", but any kind of vidya game is an abstraction and doesnt need to make 100% sense. its also unfaithful to the spirit of tbt most of the best crpgs derive from, where a lot of fun is solving problems like infiltrating wizard camp with a team of barbarians. thats where creativity and players agency flourishes. 1. make the game fun 2. make it respect players agency 3. make the quest fun by giving more options and interactions instead of preventing players from accessing them in the first plays. you will end up with more replaybility and more content.
Commenting before I watch: Endurance is essential, not just for the obvious implant reason, but because sooner or later you'll fight deathclaws and cazadores and people with grenades and explosives, and on my playthroughs I tend to pick fights with deathclaws at level 2. Charisma used to be my dump stat, back when I thought I knew a lot about the game. Now it's soft-locked at 6 because I need Animal Friend before I'll even touch OWB or HH. Easily a top 5 perk for any build. Charisma at 6 boys.
Perception should never be higher than 7 imo, 7 is good for an early Energy Weapons or Explosives build, or a VATS build, but a general playthrough could dump it to 3 or 4, no problem.
Luck is Luck, it's New Vegas, luck is thematic, of course it's a big deal in the game. If you're desperate for points because you've got some big build in mind, I wouldn't go lower than a 3 or a 4. Most players keep it at 7 to 9 for a reason.
Agility is another skill you could easily put at 3 or 4 if you need the points, I've personally got it at 3 on this current run, I needed the points for Perception since I'm doing that Explosives and Energy Weapons build I alluded to earlier. On a guns build though, I recommend putting it at 6, 7 or 8. You'll have a very easy early game with the sneak bonus and you'll be the quickest draw and the most rapid reload in the West with the right perks. When my Early Bird isn't kicked in, I draw my Recharger Rifle at a snail's pace, if I didn't have ED-E letting off lasers I'd be hilariously inept with my dinky little rifle and low Agility. Something to think about, I'm feeling it more than I'm feeling my other dump stat.
Strength is that other dump stat. I set my Strength to 2 this current run, and it's been a lot less tough than you'd think. I tend to take Primm Pass and get the Novac apartment early, so I can dump my superfluous junk and bomb-making equipment, so I really only keep a few weapons and one set of armor on me. If my inventory is filling up beyond capacity, it's going to like 400 or more, 700 or more if I'm scavenging Repconn, and that extra 10, 20, even 40 points wouldn't do much for me. It's great if you're doing a guns or melee weapons build or want to utilize the heavier weapons in your class, but Early Bird or the perk Weapon Handling renders that point somewhat moot. From 6 AM until noon, my character could easily strap Mercy or the Sprtel-Wood to her back, and yet you can easily grab the Hyperbreeder or Pew Pew or Big Boomer or Lucky or Thump Thump or Chance's Knife or Love And Hate and it's a moot point, there are light weapons in every class that shred. So it's a solid dump stat even though you miss out on one specific check in Westside that most players will never even see.
And then Intelligence is just overpowered, dictating how many skill points you get, your early Science, Repair and Medicine skills, and overall makes for a much better experience. I'd say to set it at 1 or 2 for a single playthrough and then 5 or higher for every other run, but you could set it at 10, drink Dixon's Whiskey, take Fire Ant Nectar or Ant Pheremones, put on a Lobotomite Mask and Goggles, and you've got all your meme dialogue when you want it and none of the drawback of actually playing a dullard. If you want Arcade that badly, help the Followers, you get a safehouse.
Perception could be improved by giving more information to players. In dialogue it could theoretically let you know if a NPC is being deceitful or not, congratulations you found Benny for the first time and there is an additional box of to the side that says that he plans on running. If skill/stat checks are made to be probability based instead of threshold based higher perception can be made to show how likely you are to pass with higher perception showing a more accurate success percentage. Example a check could have a success rate of 75% with 5 perception you see a success rate range with a total of 25% not centered on 75 so it will appear to be 55%-80%. Next is enemy markers on your compass high perception could let you know the distance between you and the enemy. A major change which would likely never happen is actual map markers for quests, at 1 perception you don’t have them unless an NPC gives the location at 5 you get a potential area not centered on the location and at 10 it is highly accurate. Endurance should always be the best stat on average as it is the stat that lets you live and resist, endure is the root word for a reason. However it can be “nerfed” by giving a benefit to lower scores, drug tolerance. People with weaker constitutions/lower endurance score get affected by drugs and other substances easier. With a character that has a low endurance score make it so that consumables a a greater effect than a character that has a high endurance. Imagine having double the magnitude of drugs if you never increase the endurance stat past 1. Receiving benefits for lower stats as workarounds would also add more flavor to character builds. And by low I mean the stats gets capped at 1. Were you born with the worlds worst luck? Growing up you substituted luck with skill. More skill points, would only really work if there was no skill cap. No agility? Chance for damage negation as you trip and stumble out of an attacks range. Intelligence who needs that? We’re Alexander the greater and every problem we have is a Gordian knot, get increased opportunities to brute force solutions with other stats. Worst charisma? Born a lone wolf, better damage, carry capacity, damage resistance and other such attribute improvements. Blind as a bat? Long range is your enemy. Close range guns(shotguns and pistols) and melee weapons could be improved, blind swordsman trope and all that. Psychic BS is canon to fallout, gain short range wall hacks see enemies through walls and into locked containers with a range of roughly 5m/15ft. Are wet noodles stronger than you? The lower an items weight the more effective it is. Low weight weapons have more damage. Low weight armor gets better armor rating. Drugs and medical consumable have increased effects.
14:38 Agility was meant to give you faster move speed, it even says so, but it just doesn't. Honestly that's a fair balance of Agi, instead of giving fast broken sprint just make you move faster slightly.
9:10 Honestly I just wish there were more Charisma checks, there's like 2? And the rest of Charisma checks are all basically Child at heart perk but Charisma check and all are in Boomers camp 💀 I also saw a mod that makes it so you get harsher or softwr reputation gain/loss depending on your Charisma. So if you have high charisma you can just kill powder gangers during Goodsprings quest and you gonna just be "softhearted rascal" or something instead of villified. So unironically this mod provides a VERY good utility for Charisma, being able to stay off Legion/NCR by lessening reputation loss is huge early to mid game. Alternatively some Speech checks really feel more like Charisma checks like Lady Gibson one where you say "can you lower price on rocket part BECAUSE I'M JUST SO CHARMING" literally perfect example of what should be Charisma check but it's actually speech one. So TL DR More Charisma Checks More/Less reputation gain/loss Convert some Speech checks into Charisma ones And it's balanced, maybe add more Charisma demanding perks? Like make all flirt perks require atleast a basic 5 Charisma(Black Widow, Lady killer etc)
There is also a mod that makes you have INT vs CHA duel for each NPCs that you need to convince with your Speech and Barter skills. Say, you need to convince Chet with 25 barter. He got 5 INT but your CHA is meagre 2. The 25 Barter would become difficult by 5, per each points difference, so it be like 25 + (3x5) = 40 Barter. Samewise if you got higher Charisma than Chet's INT, like 7 CHA would reduce that Barter skill into 15 Barter.
I think this list might have needed a fourth category cause the middle seems like it could be split up into two and perception moved up one cause charisma is just that bad
charisma is better than perception if perks did not require perception. they are equally bad if perks and companions aren't considered. I think if perception was a flat boost to vats accuracy that would make it better :p
The only real problem with Intelligence is having it be too high and end up wasting skill points because you pumped the stat too high. But i kinda agree to a point you only really need 5 int to reach a few perk requirements. Also without gambling i think luck balanced with gambling i think luck is kinda overpowered you can start off the game and the second you get a stealth boy you can skip to vegas gamble get an intelligence implant just so you don't miss out on a few skill points and play the game from there.
3:13 FINALLY SOMEONE'S SPITTING FAX! Besides good perks, Perception is almost as bad as Charisma. Only one other thing it has over Charisma is numerous perception checks. 3:22 Fun fact it DOESN'T affect VATS accuracy, legit it doesn't. It only affects skills and red markers on compass, and perception checks and it's required for some good perks, that's it. It doesn't directly affect accuracy in vats 3:55 It should also affect your actual vision of the game, the lower perception the less further your character can see like irl!
"Intelligence is overrated" *Explains how broken it is and complains about it being too good, talking about how it needs big nerfs, which objectively makes it good...* "So yeah, it's overrated."
I think most people would call it better than Luck or Endurance but the skill points are invalidated by the dlc giving you 20 levels for the most part and Speech is still really good. I put it in the good tier bc it's good but I value implants and crits more. Looking back it's better than Strength and I would value Agility more but it's probably better than it. Base game no dlc Intelligence is a tier higher than Endurance if that does anything for you
@@nickisaneet The majority of the game is the mid game anyway though, and by the time you get to the point that you're past the original level cap most builds will be so busted that a bit of lost efficiency in stat spread won't matter much. I think most people understand how busted up crit builds are, but high int builds are good the entire game, just a little less good at the end when the game is easy anyway. It's not for capping out your end game. It's for making the whole game easy.
13:05 Honestly it makes sense but then why didn't you put INT into Goat tier? If it's not op then why nerf it? But I agree it probably shouldn't be that important for skill gain, I mean you can be skillful without being Giga high IQ but the game implies otherwise
Intelligence isn't necessarily about book smarts. Being intelligent is literally the capacity to learn more and faster with the same content. So it does make sense that a 10 INT courier knows more stuff at lvl 50 than a 1 INT courier at the same lvl. If the amount of skill points gained per lvl were fixed, then INT would become a VERY bad stat. Sure, you would reach lvl 50 earlier with 10 INT, but when the 1 INT courier get there they will be just as strong. It's the equivalent of the perks that make you gain xp faster, or just "skip" to the next lvl directly. INT is, by far, the best stat in New Vegas.
I'm confused. How can you call Intelligence overrated then spend the entire time talking about how OP it is then say it's overrated again and a dump stat for melee builds?
overrated for skill points specifically, with the dlc you almost always max out, but the use of intelligience in dialogue is broken. if you don't carry ammo you can probably dump it and I've played strong builds that only needed 3 for pack rat with the implant, overrated =/= bad
One thing i don't like about Fallout NV is that to get the most out of it requires a good deal of pre-planning, in terms of skills and perks. I wouldn't mind it as much if it ran smoothly and relatively bug free, but with all the bugs and the terrible framerate in the late game on console, i just want to optimize everything in one playthrough, as opposed to doing multiple different playthroughs.
on console absolutely I get it. I reset my 360 8 times in one sitting during The Strip once lol. and I literally go to the perk list to plan even though I could wing it bc building a character first is half the fun
@@nickisaneet I've never been able to play Lonesome Road because the game has been unplayable by the time i got to it, but since last time i played, i've gone from PS3 to Xbox Series X. I've heard that it has a lot less bugs on Xbox than on Playstation, so i'm preparing for a new playthrough.
what's the "veronica glitch"?
by having Veronica as a companion, you can:
1. Trigger the three I Could Make You Care flags
2. When Veronica asks to talk about the Brotherhood tell her not now
3. When you talk to her again, the option to talk about the Brotherhood is permanently in her dialogue
4. When you dismiss her via Brotherhood dialogue instead of companion dialogue the flag that limits companions is gone even when another active companion is with you
5. Get Boone, tell Veronica to head back to Hidden Valley on her own, Get Arcade, tell Veronica to head back on her own, loop
I'll pin this for anyone interested but having every humanoid companion is really fun
Personally I think STR is actually a stealth money making perk
Cause everyone thinks about LCK and cleaning out the Casinos but if you invest in STR and Repair you can just pick up most every gun you find, repair it, and sell the fixed weapon for 500 - 2000 caps a pop.
With high barter
I disagree with saying Intelligence is overrated. A 50% increase in the amount of skill points you get is ridiculously strong. It gives you so many more possibilities to what you can do with your character.
Obviously if you have a min-maxed build with a specific route in mind, intelligence might not be necessary, but for an average game intelligence is an amazing stat.
mostly bc if you have dlc level 50 is too generous with all the skill books and permanent stat increases you can get (implants, owb body mods, lonesome road special perk, armor that boosts stats) there is no reason NOT to max all but the combat stats you don't use
The main reason Endurance is OP is not because it can increase your other stats.
It's because of the GRX implant, which utterly and completely breaks the game.
Agility increases your reload speed too so I like to have it maxed
Thats what the speed reloading perk is for
@@insertjokeh3r3 but you need to get at least 5 agilty to have that perk and also sometimes it bugs where it decrease your reload spead by 25%
@@alessandrocanale6189 but when i unequip and equip my weapon again, it fixes the problem.
@@daviddedios8273 yeah so what?
@@alessandrocanale6189 so the bug being brought up is irrelevant? If you can easily fix it
It does feel super bad for Endurance that its main reason for being number 1 is just "you can pay to up your other stats if you have enough natural END first."
If only the Implants were more for unique buffs like the Phoenix and Subdermal Armor stuff, oh well.
It also doesn't help that if you're already at 10 for one of your SPECIALs, you can't buy the implant to like, enhance your natural abilities even further to reach 11, which it really should be able to do IMO. The Bobbleheads being able to do that really makes me wait till I'm maxed out on a stat before grabbing it to really push myself further. Being able to do that with outright cybernetics would have made total sense.
Fallout 4 did do the sprint gauge thing, since AP was used for sprinting.
Also, a good way to make SPECIAL stats more interesting would be they would gate off certain sidequests. The isometric games made it so if you INT was 2 you couldn't do any side content because you were a babbling moron. Expand that, nobody wants to hire a merc that can't lift his gun, No scientist will talk with someone who can't spell pneumonoultramicroscopicsilicovalcanocanosis, a spy mission is ill-suited for the guy who can't charm anyone. Make the game more replayable because you literally cannot 100% the game in any given playthrough. As a counter-balance, luck can - when you first open the dialogue - bypass the stat check and let you try anyway on your first meeting with the quest-giver.
thats nice way of takinginto an account players agency, but i believe replayability shouldnt come from locking quests behind the skill/special checks (items like mentats exist so even low ints arent locked from all the quests), but from quests having mutliple ways to address the problem, and also having many branches, outcomes, and the world reacting to your actions.
"spy mission is ill-suited for the guy who can't charm anyone" it is, but it doesnt mean other builds shouldnt be given opportunity to try it. lets say you have a quest where you have to seduce a (bisexual) npc to get some intel, but nobody should be able to tell you were hired to do so.
speech pc is obviously at massive advantage here and will finish the quest easily. it was kinda tailored for such build. seduce npc, get the intel. job done you get 100% money and 100% XP
next is stealth build. stealth for example may be able to pickpocket the NPC and then can get some kind of key to the safe where the intel is. unlock dafe, retrieve intel, job done you get 100% money and 100% XP. but lets say someone like a bodygaurd or whoever spotted you in the process. the quest is still resolved, but quest-giver becomes angry at you for being incompetent and you get 20% of XP and no money
muscles build can simply do the quest by killing everyone (he gets the key from the body), or torturing, or intimidating the npc for intel. job done. the rewards are the same as "failed" stealth path and the quest-giver becomes so angry with your ignorance that he attacks you
there are other builds like science that could utilize wiretapping, or medicine build that could drug the npc, etc.
the other quests should do the same. favor one or two kinds builds, but let the other try too. items like mentats, stealth boys, buffouts exist for this exact reason.
@@velDANTe It's no different than choosing the Legion over the NCR. Following one will fail the quests for the other. Although there will always be a way to min-max your way through, it'll help sell that you are part of the world in that people can't trust a stranger they just met to solve everything personally.
@@79bigcat not really. locking legion when you play ncr route makes sense from story point of view (from technical point of view its also a main quest, and main quest are usually more restrictive because they need to be finished in order for game to end, and serve some kind of narrative about the game). locking SIDE quests behind stats checks feels arbitrary (and pointless if you consider aid items), becuase "it makes sense in the real world", but any kind of vidya game is an abstraction and doesnt need to make 100% sense. its also unfaithful to the spirit of tbt most of the best crpgs derive from, where a lot of fun is solving problems like infiltrating wizard camp with a team of barbarians. thats where creativity and players agency flourishes. 1. make the game fun 2. make it respect players agency 3. make the quest fun by giving more options and interactions instead of preventing players from accessing them in the first plays.
you will end up with more replaybility and more content.
Black widow style perks needed to be tied to Charisma. Plus how many companions you can recruit. Plus more speech checks.
Commenting before I watch:
Endurance is essential, not just for the obvious implant reason, but because sooner or later you'll fight deathclaws and cazadores and people with grenades and explosives, and on my playthroughs I tend to pick fights with deathclaws at level 2.
Charisma used to be my dump stat, back when I thought I knew a lot about the game. Now it's soft-locked at 6 because I need Animal Friend before I'll even touch OWB or HH. Easily a top 5 perk for any build. Charisma at 6 boys.
Perception should never be higher than 7 imo, 7 is good for an early Energy Weapons or Explosives build, or a VATS build, but a general playthrough could dump it to 3 or 4, no problem.
Luck is Luck, it's New Vegas, luck is thematic, of course it's a big deal in the game. If you're desperate for points because you've got some big build in mind, I wouldn't go lower than a 3 or a 4. Most players keep it at 7 to 9 for a reason.
Agility is another skill you could easily put at 3 or 4 if you need the points, I've personally got it at 3 on this current run, I needed the points for Perception since I'm doing that Explosives and Energy Weapons build I alluded to earlier. On a guns build though, I recommend putting it at 6, 7 or 8. You'll have a very easy early game with the sneak bonus and you'll be the quickest draw and the most rapid reload in the West with the right perks. When my Early Bird isn't kicked in, I draw my Recharger Rifle at a snail's pace, if I didn't have ED-E letting off lasers I'd be hilariously inept with my dinky little rifle and low Agility. Something to think about, I'm feeling it more than I'm feeling my other dump stat.
Strength is that other dump stat. I set my Strength to 2 this current run, and it's been a lot less tough than you'd think. I tend to take Primm Pass and get the Novac apartment early, so I can dump my superfluous junk and bomb-making equipment, so I really only keep a few weapons and one set of armor on me. If my inventory is filling up beyond capacity, it's going to like 400 or more, 700 or more if I'm scavenging Repconn, and that extra 10, 20, even 40 points wouldn't do much for me. It's great if you're doing a guns or melee weapons build or want to utilize the heavier weapons in your class, but Early Bird or the perk Weapon Handling renders that point somewhat moot. From 6 AM until noon, my character could easily strap Mercy or the Sprtel-Wood to her back, and yet you can easily grab the Hyperbreeder or Pew Pew or Big Boomer or Lucky or Thump Thump or Chance's Knife or Love And Hate and it's a moot point, there are light weapons in every class that shred. So it's a solid dump stat even though you miss out on one specific check in Westside that most players will never even see.
And then Intelligence is just overpowered, dictating how many skill points you get, your early Science, Repair and Medicine skills, and overall makes for a much better experience. I'd say to set it at 1 or 2 for a single playthrough and then 5 or higher for every other run, but you could set it at 10, drink Dixon's Whiskey, take Fire Ant Nectar or Ant Pheremones, put on a Lobotomite Mask and Goggles, and you've got all your meme dialogue when you want it and none of the drawback of actually playing a dullard. If you want Arcade that badly, help the Followers, you get a safehouse.
luck is the best. you can break the dead money casino. then you can get infinite tokens every three days.
@The House Always Wins infinite super stimpacks, weapon repair kits, buffot, med ex. etc.
@The House Always Wins u dont use drugs?
15:52 If they add more random encounters to future Fallout game luck could affect chance of good random encounters.
Perception could be improved by giving more information to players. In dialogue it could theoretically let you know if a NPC is being deceitful or not, congratulations you found Benny for the first time and there is an additional box of to the side that says that he plans on running. If skill/stat checks are made to be probability based instead of threshold based higher perception can be made to show how likely you are to pass with higher perception showing a more accurate success percentage. Example a check could have a success rate of 75% with 5 perception you see a success rate range with a total of 25% not centered on 75 so it will appear to be 55%-80%. Next is enemy markers on your compass high perception could let you know the distance between you and the enemy.
A major change which would likely never happen is actual map markers for quests, at 1 perception you don’t have them unless an NPC gives the location at 5 you get a potential area not centered on the location and at 10 it is highly accurate.
Endurance should always be the best stat on average as it is the stat that lets you live and resist, endure is the root word for a reason. However it can be “nerfed” by giving a benefit to lower scores, drug tolerance. People with weaker constitutions/lower endurance score get affected by drugs and other substances easier. With a character that has a low endurance score make it so that consumables a a greater effect than a character that has a high endurance. Imagine having double the magnitude of drugs if you never increase the endurance stat past 1.
Receiving benefits for lower stats as workarounds would also add more flavor to character builds. And by low I mean the stats gets capped at 1.
Were you born with the worlds worst luck? Growing up you substituted luck with skill. More skill points, would only really work if there was no skill cap.
No agility? Chance for damage negation as you trip and stumble out of an attacks range.
Intelligence who needs that? We’re Alexander the greater and every problem we have is a Gordian knot, get increased opportunities to brute force solutions with other stats.
Worst charisma? Born a lone wolf, better damage, carry capacity, damage resistance and other such attribute improvements.
Blind as a bat? Long range is your enemy. Close range guns(shotguns and pistols) and melee weapons could be improved, blind swordsman trope and all that. Psychic BS is canon to fallout, gain short range wall hacks see enemies through walls and into locked containers with a range of roughly 5m/15ft.
Are wet noodles stronger than you? The lower an items weight the more effective it is. Low weight weapons have more damage. Low weight armor gets better armor rating. Drugs and medical consumable have increased effects.
14:38 Agility was meant to give you faster move speed, it even says so, but it just doesn't. Honestly that's a fair balance of Agi, instead of giving fast broken sprint just make you move faster slightly.
9:10 Honestly I just wish there were more Charisma checks, there's like 2? And the rest of Charisma checks are all basically Child at heart perk but Charisma check and all are in Boomers camp 💀
I also saw a mod that makes it so you get harsher or softwr reputation gain/loss depending on your Charisma. So if you have high charisma you can just kill powder gangers during Goodsprings quest and you gonna just be "softhearted rascal" or something instead of villified. So unironically this mod provides a VERY good utility for Charisma, being able to stay off Legion/NCR by lessening reputation loss is huge early to mid game.
Alternatively some Speech checks really feel more like Charisma checks like Lady Gibson one where you say "can you lower price on rocket part BECAUSE I'M JUST SO CHARMING" literally perfect example of what should be Charisma check but it's actually speech one.
So TL DR
More Charisma Checks
More/Less reputation gain/loss
Convert some Speech checks into Charisma ones
And it's balanced, maybe add more Charisma demanding perks? Like make all flirt perks require atleast a basic 5 Charisma(Black Widow, Lady killer etc)
There is also a mod that makes you have INT vs CHA duel for each NPCs that you need to convince with your Speech and Barter skills. Say, you need to convince Chet with 25 barter. He got 5 INT but your CHA is meagre 2. The 25 Barter would become difficult by 5, per each points difference, so it be like 25 + (3x5) = 40 Barter.
Samewise if you got higher Charisma than Chet's INT, like 7 CHA would reduce that Barter skill into 15 Barter.
I think this list might have needed a fourth category cause the middle seems like it could be split up into two and perception moved up one cause charisma is just that bad
charisma is better than perception if perks did not require perception. they are equally bad if perks and companions aren't considered. I think if perception was a flat boost to vats accuracy that would make it better :p
@@nickisaneet yeah but better criticals is easily S tier for any build
The only real problem with Intelligence is having it be too high and end up wasting skill points because you pumped the stat too high.
But i kinda agree to a point you only really need 5 int to reach a few perk requirements.
Also without gambling i think luck balanced with gambling i think luck is kinda overpowered you can start off the game and the second you get a stealth boy you can skip to vegas gamble get an intelligence implant just so you don't miss out on a few skill points and play the game from there.
I said fuck it and got the limitless stats mod so I can still have 1 charisma in NV
If the stats are limitless why is charisma 1 lol
@@nickisaneet Gotta stick to the meta, even with mods.
3:13 FINALLY SOMEONE'S SPITTING FAX!
Besides good perks, Perception is almost as bad as Charisma. Only one other thing it has over Charisma is numerous perception checks.
3:22 Fun fact it DOESN'T affect VATS accuracy, legit it doesn't. It only affects skills and red markers on compass, and perception checks and it's required for some good perks, that's it. It doesn't directly affect accuracy in vats
3:55 It should also affect your actual vision of the game, the lower perception the less further your character can see like irl!
"Intelligence is overrated"
*Explains how broken it is and complains about it being too good, talking about how it needs big nerfs, which objectively makes it good...*
"So yeah, it's overrated."
I think most people would call it better than Luck or Endurance but the skill points are invalidated by the dlc giving you 20 levels for the most part and Speech is still really good. I put it in the good tier bc it's good but I value implants and crits more. Looking back it's better than Strength and I would value Agility more but it's probably better than it. Base game no dlc Intelligence is a tier higher than Endurance if that does anything for you
@@nickisaneet The majority of the game is the mid game anyway though, and by the time you get to the point that you're past the original level cap most builds will be so busted that a bit of lost efficiency in stat spread won't matter much.
I think most people understand how busted up crit builds are, but high int builds are good the entire game, just a little less good at the end when the game is easy anyway.
It's not for capping out your end game. It's for making the whole game easy.
13:05 Honestly it makes sense but then why didn't you put INT into Goat tier? If it's not op then why nerf it?
But I agree it probably shouldn't be that important for skill gain, I mean you can be skillful without being Giga high IQ but the game implies otherwise
Intelligence isn't necessarily about book smarts.
Being intelligent is literally the capacity to learn more and faster with the same content.
So it does make sense that a 10 INT courier knows more stuff at lvl 50 than a 1 INT courier at the same lvl.
If the amount of skill points gained per lvl were fixed, then INT would become a VERY bad stat. Sure, you would reach lvl 50 earlier with 10 INT, but when the 1 INT courier get there they will be just as strong. It's the equivalent of the perks that make you gain xp faster, or just "skip" to the next lvl directly.
INT is, by far, the best stat in New Vegas.
I'm confused. How can you call Intelligence overrated then spend the entire time talking about how OP it is then say it's overrated again and a dump stat for melee builds?
overrated for skill points specifically, with the dlc you almost always max out, but the use of intelligience in dialogue is broken. if you don't carry ammo you can probably dump it and I've played strong builds that only needed 3 for pack rat with the implant, overrated =/= bad
One thing i don't like about Fallout NV is that to get the most out of it requires a good deal of pre-planning, in terms of skills and perks.
I wouldn't mind it as much if it ran smoothly and relatively bug free, but with all the bugs and the terrible framerate in the late game on console, i just want to optimize everything in one playthrough, as opposed to doing multiple different playthroughs.
on console absolutely I get it. I reset my 360 8 times in one sitting during The Strip once lol. and I literally go to the perk list to plan even though I could wing it bc building a character first is half the fun
@@nickisaneet
I've never been able to play Lonesome Road because the game has been unplayable by the time i got to it, but since last time i played, i've gone from PS3 to Xbox Series X.
I've heard that it has a lot less bugs on Xbox than on Playstation, so i'm preparing for a new playthrough.
Two words animal friend.
4 actually
@@canymore55 "Animal friend" is four words?