Fallout 4: 9 Improvements To Guarantee Perfection

8. Perk Downsides

Something that stood out in Fallout: Tactics was the ample availability of perks. There were hundreds. But the great thing about the, was that many of the best perks had a significant downside. For instance, you could pick up a character with the "glowing one" perk, who would heal when exposed to radiation, but would constantly irradiate your teammates. The presence of these downsides gave the game a distinct feeling of give and take that perfectly matched the post apocalyptic world's need for sacrifice in order to stay alive. Perhaps more importantly it helped to create distinct and specialized characters. If a member of your squad had the "glowing one" perk, you could then turn that character into a stealth/sniper. Sure, he could never stand near his teammates in a frontal assault, but he could easily sneak into an unguarded irradiated area and provide supporting fire while constantly receiving a health bonus to protect him, if he started taking fire. The new Fallout series lacks these kind of perks, for the most part. But there's no real reason to leave them out of the mix. Not everyone would want to specialize in one thing, but for those of us who might like to feel a little more realistic, the option would be very much appreciated.
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Clayton Ofbricks hasn't written a bio just yet, but if they had... it would appear here.