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Fallout 4 Perks

🕑 Added 2025-06-17 16:00:17 +0000 UTC

Comments

Jason Thacker

I'm not currently an FO4 player. But I was. I also made a perk overhaul way back, so like I said before...crazy respect, because I know its a nightmare........that said, i like your ideas. No need for 3 different melee perks. It's boring. Good luck with it!

Avi

Q/Covert Engineering: 1) Unlock ability to craft unique consumables (stealth boys, etc.) 2) Unlock unique "dagger" weapon mods/armor mods (melee stealth stuff) 3) Unlock unique "sniper" weapon mods/armor mods. Unlock chameleon module. 4) Unlock optical camo module (chameleon but you can move). Just an example. I would love to see perks that provide a specialized crafting progression for a specialized playstyle, probably a dozen directions you could go with that

Jason Thacker

Not an FO4 player right now. But I once made my own perk overhaul for both FO4 and Starfield. I know just how restrictive the FO4 perk system is...and it really is............but what i would've loved, we're perks to encourage specializing: maybe you take less damage while firing heavy weapons. Or gain an adrenaline rush of damage resistance and movement speed while aiming rifles...Perks that both do things, and encourage class-like builds or focus.


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