Fallout4, you
cannot open a Master lock before level 18. Same for Hacking. Even if you meet the requirements at an early level.
LetalisK said:
Btw...
...is false. You need the perks to craft the mods, not to use them, nor are they level dependent. By level 14 I had a 10mm and a shotgun both nearly maxed on top tier mods I found on other weapons, but I don't have any of the modding perks. You have reminded me that I completely neglected my armor, though. I'm horrified by the thought of how many good armor mods I inexplicably sold.
Whoops. Those perks seem much nicer now. I'll have to invest in them. Thank you for the correction.
They are still perk bloat though.
sumanoskae said:
The level gating is probably here to prevent players from getting to 100 in their guns skill before they hit level 20 and turning combat into an utter formality. I haven't personally gotten to level 34, so I can't speak on whether or not the combat becomes trivial, but by that logic, combat would have only become trivial faster in the previous games.
Level gating in a single player game, in an open world sandbox, is lazy game design. There is no excuse for it.
sumanoskae said:
I don't know how you figure that the old system gave you more options per level. You COULD technically spread your skill points out however you wanted to, but in order to make any significant headway, you had to increase a skill by more than 2 or 3 points. Sure, you CAN increase your Small Guns skill by 1 point, but it will have almost no effect on your character.
You can increase your Guns skill and get a Perk to raise your Agility by 1 in the old system. Now, you can do one or the other. The old system also had skill books for permanent increases to Skills and skill magazines, chems and outfits for temporary increases to Skills. This adds flexibility because you could do small increases to several skills and use temporary increases to even things out.
sumanoskae said:
Regarding Perk bloat. Most of the "Filler" perks you mentioned are carry overs from previous games, with the exception of the automatic weapons perk. Fallout 3 had just as many phoned in Perks, that did nothing more than reinforce what the skills were already doing. So either they were useless because the Skills gave you all you needed, or they were necessary for an optimal character build, which essentially meant that you had to repurpose your Perk points as skill points if you wanted avoid handicapping your character.
The perks I mentioned were never in any other Fallout game. I'm glad they
finally got rid of Here and Now (that turd has been here since FO1). There were no "mind control" perks, no mod perks, no "automatic weapons" perks. Bethesda needed 70 perks to fill out a chart. They did the exact opposite of streamlining in order to fill it out.