A lot of these seem really cool but i feel like some of them have no reason to be tied exclusively to being a ghoul. Stuff like the increased weakpoint damage and long distance VATS accuracy should just be available for everyone
Honestly, that's all I wanted: synergies for builds that aren't bloodied. I really hope this pops off and they also try to tackle turning into a super mutant. Because that's what I _really_ want.
Those new perks are nice but at this point they need to lower class perks from 9 down to 3 (ie 1 rank of regular, 1 rank of expert and 1 rank of master) cause theres already no room for this sadly
I had to think of something to change to make those kinds of perks work without changing max perk level or doing anything too drastic. But how about they have the current perk system where you need points to equip cards. BUT once you reached the max perk points acquired, they take into account your current special stat total. So, if you had a Int of 10 but when you go to your stats page in your pipboy it tells you that you had an Int of 17. In the Special screen it will show you your perk points but then in either green or red it will show you what extra points you have to spend. That way you can throw on some normally useless cards like for hacking or lockpicking or ammo or mod crafting. And if your stat gets debuffed and you no longer have the points for those cards they turn red, and it shows you how many points you need in red to re enable those cards. That way you can still go for a certain build but if you need to lock pick or something instead of using the legendary card for them or the individual card you can just take chems slot them in and anytime you need to hack, lockpick, make ammo, or mod weapons or armor you just re take them chems for that special stat. Plus it would really flow well with the herd mentality mutation or the united ordeal perk card.
I think 2 points would still be good enough. You get 10% dmg increase from first rank, but only 5% from the other 2. Getting 10% from each rank would just be more intuitive for new players on top of stopping them from taking too much room on endgame builds. Currently 3 separate perk cards at lvl 1 is 30%, but one perk card at level 3 is only 20%.
There's no need. You shouldnt be able to have everything equipped. Adding more points and slots just means less build customization and diversity. With the recent perk adjustments, many going down in cost, you can already add more cards. We're fine on that front. Hopefully adding these new perk cards and the Ghoul race, shake up builds enough. Though they should reduce the costs of the weapon perks. Like Rifleman and Commando and the like. 9 Points for those is just dumb.
yeah rad specialist could had been interesting but for one simple fact, they made every armor set since vault raids untradeable. we're really just are left with the situation of "i want to play a human, so i need to become a ghoul, make this set, and just turn back to a smooth skin" at the moment, not to mention you're needing to just remake your whole gear set from scratch (especially painful if RNG hasn't unlocked the effects you want/you have 4 star effects on your current armor.)
Its funny that throughout the fallout series ghouls have always been looked down upon by other wastelanders although they are superior is terms of survival , but now i can see min/maxers looking down on human players. Appalachia will now have vault dwellers who realized this and be crawling in ghouls. Interesting lore wise if we count fallout 76 and the playerbase of vault 76 as lore.
@@lexeleister4618 I love that the original idea behind 76 was Vault Dwellers rebuilding the wasteland. Yeah soon vault dwellers will be mutated feral ghouls. Guess we let the Responders doing that whole rebuilding part.
I assume we need a bunch of level ups for this... I really wish once we got a perk card, it was saved forever in some collection, and that you could rank/de-rank them whenever. Extra perk cards would of course be scrapped like usual.
Brick wall is 100% essential. Even if that was the only perk, it would be worth to be a ghoul for that. Staggers PISS me the FUCK off. I've gotten killed a few times in the 2nd raid stage because I just got hit by nothing, got staggered and they hit me. Hell, I've gotten staggered shopping at a player vendor with no enemies around. I really think they need to look at staggers and make them less cancerous in general. But yea, really looking forward to this, looks like a ton of fun. I already got a ton of ideas myself.
The staggers out of nowhere have been a thing since the beta. I recently came back to fallout after 4/5 years and I’m surprised to see that this is still a thing lol
It's so weird to read these perk details and think of Ghouls not as brittle as I remembered, but something closer to shorter Super Mutants. Makes me wonder what kind of playstyle being a Super Mutant would be like.
An interesting interaction you might want to keep an eye on that I've been messing with since 4-stars came out is the Quad Assaultron head with the Electrician's effect. Each charge you stack counts as a reload and possible trigger for the effect, and when firing you get a huge burst of self-radiation.
Thanks for alle insight Tyr appreciate it. Personally i would consider Ghoul a side grade all ready the two most played Builds are PA Heavy Gunner (with the new raid especialy) and Bloodied Unyielding and both arnt for Ghouls, Ghoulification caters (at least form my understanding) pretty mutch for Fullhealth non Pa builds wich are kinda niche at the moment and will make them more viable come march
Unless I've missed something I think ghouls should be able to make use of power armor just fine as long as they have a ton of toxic water/goo, especially with unyielding being out of the question. I'm planning on becoming a ghoul for my power attack pa build and hopefully war glaive or whatever else comes along can finally beat out auto axe.
@@LumiNexus PTS goes live to day so we will be able to test. Perks like breath it in can mitigate the rad resistance from powerarmor, what you cant mitigate is the inherent -90% rads PA gives you so for a PA Feral Ghoul build (max dps non auto melee dmg) PA is a hinderance yes you can work around PA with tons of toxic goo and perk cards, the question remains is...will this be feasable to farm tons of toxic goo each time you wanna go out killing bosses and spending 2-4 perk cars slots just to wear PA as a Ghoul PTS and time will tell
@@goesman81 The hidden power attack modifier from power armor already slightly beats out unyielding on most melees and since ghouls cant really use unyielding I think It'll be worth the inconvenience
brick wall seems op, the one thing that delays me from almost instantly killing something with my autoaxe is a stagger, also I love perks that insensitive helping the team like the rad crafting perk, I love doing things that support people like equipping friendly fire and healing players/friendly npcs
I like the new ideas that are being added. It makes the game have a lot more options to explore. What I don't really like though Is that I've spent the majority or my time playing as a bloodied explosive build with an unyielding armor set, and it's been enjoyable till the Gleaming Depths update. Now it feels like I'm being punished for using what I've spent so much time and effort, to make work for me up until this point. I just hope that they balance it more so It won't just be play with power armor, or be a goul.
After watching entire video i Think the goul character will be for me. I like my unarmed build and i like vats commando-like builds. I don’t like the power armour and bloodied low health
I wonder what kind of things will be put in place to make players want to keep their humanity, besides just bloodied and power armor builds? I wonder if we will see some new perks added later on for human players or more power armor related perks. I'm curious to know what human players get to specialize in.
I could see even turning my bloodied stealth character into a ghoul just to use that intelligence perk to craft some Covert Scout armor ( maybe secret service too cause why not ) with some actual rad resistance and use the one free switch back cause it does kinda suck that it doesn’t have really any rad resistance.
Powerful Presence sounds right up my alley for a playstyle. One Shot Kills. Hopefully I can fit it in somewhere. I feel like we're already stretched on what we can fit into builds to min/max. and I dont have my Legendary Perks fleshed out yet.
"Ghouls cannot use unyielding" Technically they can. The only perk bloodied builds will sometimes use that requires rads is radicool. Everything else simply requires low health. You could, in theory, damage yourself below 20%hp with explosions and use unyielding but actually staying within that threshold would be pretty difficult. The fact that rads heal you as well as teammates could use something like team medic on you could screw you over a bit. A stealth build could possibly work since you aren't being hit by enemies snd forced to heal but it would still be harder to maintain than a normal human bloodied build. Harder, but at least in theory, doable.
DAMN!! I was planning on using my unused character slot I was saving for a Ghoul Shotgun build, but now I may just have to turn my existing Melee character into a Ghoul instead. I was hoping that it was a way to possibly make a Shotgun build viable and completely go Off Meta with this build.
I wish they would add a dual weapon perk card. Could you imagine two swords and handguns in each hand as a ghoul. The deadpool of the wasteland. Yeeesss!
I actually made a Chem Wizard 🧙♂️ build, run around throwing grenades like spells 🪄 & taking chems with a knuckles ……. Sooo definitely going to make a new Chem Wizard 😂
The only reason I have to become a ghoul is the immunity to staggers. Auto-melee is gonna become so much better since we won't be staggerable. But I know they gonna nerf that and make it either a chance thing or make it like a 50% immunity
damnnn this will make the game so much more varied, now imagine playable robots, playable synths, playable super mutants. all with their own perk cards made for those playstyles. this is a exciting direction that the game can be taken in. I hope they do.
I feel like radioactive strength with auto melee is sorta fine, as youd have to be absolutely spamming radioactive fluid to even slightly keep up enough glow to maintain it
Really cool video, really informative and it looks like that will greatly shakedown the meta, like this looks like ghoul vats commando will be doing more damage than bloodied vats commando and melee ghouls will also do more damage than bloodied melee build 🤔
Two areas of concern. First Endurance is way too stacked at the moment to be adding so many more must haves to the mix at high required attribute requirements. Second, why have they been going through cards reducing required attributes and having them scale off the special just to add in so many more flat percent amp perks?
Yea it seems like two departments over there just sailing by each other. I thought the same, why did they start scaling with stats only to not use it at all with the new cards.
Canonically ghouls were frail and weak since they are essentially always sick. It almost seems like some of these perks should have been for a super mutant character. Regardless I’m excited for the changes for new ways to play melee.
they should give the better armor rad protection to human and make the ghoul able to produce really unefective armor against rads and call it saboteur . there is so much armor untradable that it make 0 sense rn
Someone's going to find a way to get ghoul to work with unyielding and that'll be the new meta. As it sits, it's a valid option for high health non-PA builds, but I'm not seeing a worthwhile trade from unyielding.
@TYRYT I mean I get that you make money due to playing Fallout and they just flew you out. So you can't speak objectively. But this game needs a massive overhaul for the long-term health of the game. Not new mechanics.
You must be new here, I’m heavily critical of this game… HEAVILY. Additionally I was joking around because you seemed to have missed the fact that what you’re asking for (overhauls to existing cards) is also happening at the same time… keep your eye on the pts and crack a smile mate
I like the idea of being a ghoul but it's gonna take forever to unlock all the cards for high level players, as it takes more xp to level up. Might as well start a new character when this update drops.
Man I would kill to have something like Brick Wall for regular players I have been hoping for so long they would add a way to not be staggered by enemies and now that they do and it's only for ghouls.
There is a chest mod for regular armor that will do it. Not sure if it's for all armor, but I'm pretty sure it's on secret service. But yea, staggers are aids
You said you have no idea what Mad Scientist has to do with ghouls, but I think it's related to ammo that most of energy weapons use; Fusion Cores, Plasma Cores, Fusion Cells etc. all utilize nuclear power aka radiation. So as a ghoul who's to say you couldn't in this fantasy world "channel" some of your radiation to your ammo to empower your weapons? EDIT; Also about movement speed - Idr if they mentioned it in some article, but wasn't there some discussion that if you do play as a ghoul you no longer can use mutations? You know, since radiation no longer affects you in a negative way and assuming that means no mutation chance either (Starched Genes as innate ability). If that's how it is going to be, it would make perfect sense to have movement perk card option to make up for the lost speed. This could also explain some of the new perk cards that seem like playing as ghoul is "must have" for extra damage. They're there to balance out lost stats you otherwise could gain through mutations like higher Perception from Eagle Eyes (Eye of the Hunter perk). Compared to mutations, perks seem better which makes total sense as you'll be sacrificing easy to control mutations to limited perk cards. But by sacrificing your mutations and humanity, you'll also gain a bit more power than average human build has and more complex system (glow/feral) that will yield you even more advantage. Aka - alternative playstyle with extra benefits, but not "must have" deal that makes every other (proper damage) build pale in comparison. Because Earle is good example what happens when they are balancing bosses against top meta builds. But we'll see what they have planned! Thank you for the good overview of the perks!
Wait so, i mean, honestly there seems like zero reason not to play a ghoul. I dont really know if i like that It literally is just added bemefits with zero drawbacks? Like, you just get access to more perks. You dont lose access to any? I dont really like that, i want there to be an actual tradeoff. Since most of 76s community is old guard players at this point, we all just min max. Everyones gonna be a ghoul, i dont really want that honestly
I agree. And then what high level players have to spend an ETERNITY grinding levels again too? When they pull this crap high level players should just be GIVEN access to any new perk card, since it requires more xp to level up the higher you are. And then they seriously lock a CRAFTING perk card behind being a ghoul? I would want that to use that just for crafting my own armor then immediately returning human but something tells me that won’t be how it works. So maybe I’ll have to create an entire new character JUST to be able to craft everything in game again but then I have to level them up all over again and…that’s not happening…I’ll quit this game before they force me to make a crafting character to keep up with all possible crafts
So you imply that ingested rads count toward glow, does this not make power armor builds viable as long as you keep a stack of toxic/irradiated water on you?
Any sign of extra character slots? I can see one maybe two of my characters could work well as ghoul but I'd prefer to start a new character with a ghoul endgame in mind.
The new power armor and union could still utilize that breathe it in perk I think since they both have decently low rad resistance while still maintaining high defense in the other categories
This all seems very cool but it’s slightly worrying just just how powerful ghouls apparently are going to be compared to human players. I’m hoping they balance a lot of this out by making a lot of the human perks that overlap with the ghoul perks unavailable to ghouls, and add some more human perks that match the capacities of the new ghoul perks. But just from this video it looks like human characters will be left behind in regards to pure DPS and survivability, even top-end bloodied builds.
Please tell me I don’t have to stare at my character glowing a horrible green colour as imo it completely ruins the aesthetic and apparelI. I despise corpse highlight (luckily that can be turned off) and I don’t want a bright green character! I want to be a cool looking ghoul, and I get glowing ones are green but they don’t have a cheap, childish looking effect…One of my fave decorations in camps are the glowing heads to hang on the wall. So, Are there any options with this? How often are you green? is it activated by something etc.
@@Luke-bl8zwthat’s why the only long term fun games are single players where devs and other whining players over “balance” don’t crap on your fun eventually and force you to regrind for no reason every couple months lol
My breakdown of every single ghoul perk card! Time stamps in the description for each one, let me know your thoughts!
thick skin is 10%, 20% and 30% balistic resistance (you can see it in your own last video when the perk card ISNT zoomed in (in the special overview)
@@Ulfhartthose are older versions and almost all were changed, faulty spots used to max at 30% now it’s max at 15%
PLEASE TELL ME RADIOACTIVE STRENGTH WORKS ON UNARMED
@TYRYT did a great job good information, thank you.
@@TYRYT so is he ghoul out yet cuz that could be great for my dps build sniper and smg build
A lot of these seem really cool but i feel like some of them have no reason to be tied exclusively to being a ghoul. Stuff like the increased weakpoint damage and long distance VATS accuracy should just be available for everyone
The super mutants at West Tek should start charging 50 caps for toxic goo lol
Stupid mutants. They try to fight the wastland when they only need to open a toxic goo Company and rule the appallacia the capittalist style 😂
@@Dembalak2 fr lmao
Honestly, that's all I wanted: synergies for builds that aren't bloodied.
I really hope this pops off and they also try to tackle turning into a super mutant. Because that's what I _really_ want.
Those new perks are nice but at this point they need to lower class perks from 9 down to 3 (ie 1 rank of regular, 1 rank of expert and 1 rank of master) cause theres already no room for this sadly
I agreeeee
Or atleast down a point something, and they should also use this to buff legendary effects like juggernaut, and junkies
I had to think of something to change to make those kinds of perks work without changing max perk level or doing anything too drastic. But how about they have the current perk system where you need points to equip cards. BUT once you reached the max perk points acquired, they take into account your current special stat total. So, if you had a Int of 10 but when you go to your stats page in your pipboy it tells you that you had an Int of 17. In the Special screen it will show you your perk points but then in either green or red it will show you what extra points you have to spend. That way you can throw on some normally useless cards like for hacking or lockpicking or ammo or mod crafting. And if your stat gets debuffed and you no longer have the points for those cards they turn red, and it shows you how many points you need in red to re enable those cards. That way you can still go for a certain build but if you need to lock pick or something instead of using the legendary card for them or the individual card you can just take chems slot them in and anytime you need to hack, lockpick, make ammo, or mod weapons or armor you just re take them chems for that special stat. Plus it would really flow well with the herd mentality mutation or the united ordeal perk card.
I think 2 points would still be good enough. You get 10% dmg increase from first rank, but only 5% from the other 2. Getting 10% from each rank would just be more intuitive for new players on top of stopping them from taking too much room on endgame builds. Currently 3 separate perk cards at lvl 1 is 30%, but one perk card at level 3 is only 20%.
@ yea I find it so silly they did that atp they should’ve did what they did with demo expert
I can see ghouls being very popular in rad rumble
I hope they increase the max amount of special states we can put into are characters and add another slot or 2 for legendary cards
There's no need. You shouldnt be able to have everything equipped. Adding more points and slots just means less build customization and diversity. With the recent perk adjustments, many going down in cost, you can already add more cards. We're fine on that front. Hopefully adding these new perk cards and the Ghoul race, shake up builds enough. Though they should reduce the costs of the weapon perks. Like Rifleman and Commando and the like. 9 Points for those is just dumb.
@@hoofhearted4 ya I agree, 9 points for basic damage buffs isn’t what I’d call ideal.
@@hoofhearted4 If i wanna have everything equipped in my game i should be able to, dammit. i ain't playin elden ring over here.
Things i would love to have for character customization:
Glowing one skin
Quantum glow
Marked men skin (aka flayed)
It’s absurd that brick wall is ghoul only. God I hope they change that.
yeah rad specialist could had been interesting but for one simple fact, they made every armor set since vault raids untradeable.
we're really just are left with the situation of "i want to play a human, so i need to become a ghoul, make this set, and just turn back to a smooth skin" at the moment, not to mention you're needing to just remake your whole gear set from scratch
(especially painful if RNG hasn't unlocked the effects you want/you have 4 star effects on your current armor.)
nah, noone would bother it for 100 rad protection when you have a trucks of antirad and radx
Its funny that throughout the fallout series ghouls have always been looked down upon by other wastelanders although they are superior is terms of survival , but now i can see min/maxers looking down on human players. Appalachia will now have vault dwellers who realized this and be crawling in ghouls. Interesting lore wise if we count fallout 76 and the playerbase of vault 76 as lore.
Lore wise this looks scary an entire map full of lvl 1000 ghouls who can go feral anytime RIP humans smoothskins
@@lexeleister4618 I love that the original idea behind 76 was Vault Dwellers rebuilding the wasteland. Yeah soon vault dwellers will be mutated feral ghouls. Guess we let the Responders doing that whole rebuilding part.
Thanks for the very direct showcase and time stamps.
Cheers, mate! Glad to help!
I assume we need a bunch of level ups for this... I really wish once we got a perk card, it was saved forever in some collection, and that you could rank/de-rank them whenever. Extra perk cards would of course be scrapped like usual.
thick skin is 10%, 20% and 30% balistic resistance (you can see it in your own last video when the perk card ISNT zoomed in (in the special overview)
Brick wall is 100% essential. Even if that was the only perk, it would be worth to be a ghoul for that. Staggers PISS me the FUCK off. I've gotten killed a few times in the 2nd raid stage because I just got hit by nothing, got staggered and they hit me. Hell, I've gotten staggered shopping at a player vendor with no enemies around. I really think they need to look at staggers and make them less cancerous in general. But yea, really looking forward to this, looks like a ton of fun. I already got a ton of ideas myself.
too op, should be deleted
The staggers out of nowhere have been a thing since the beta. I recently came back to fallout after 4/5 years and I’m surprised to see that this is still a thing lol
If there adding more legendary perk cards they might as well add more slots not like any of the legendary perk cards are game breaking or super OP
I need the Cyborgs and SuperMutant race into the game.
I know right need my Frank Horrigan rp
That’d be so cool , I’d have to remake fawkes
I need my Mole Miner. I'm going to be the most self hating mole miner in W.V.
Check my interview with Jon, we spoke about this hehe
And no one talks about Markus...😢
1:34 WHY DID THEY MAKE HER SO THICK
HAHAHHAA I KNOW RIGHT
GYATTT DAMN
Find god
@@VorynDagoththere is no god only settlement
@@PrestonGarvey. What a fool you are...
Cause they know what I like.
OP The Dragon builds incoming lmfao. Mega reload speed PLUS (36+18=54% auto load chance), PLUS mega vats/weakpoint damage
Dude I hope so!
Aaaaaaand Tyr is back reminding us that he’s one of the most relevant 76 TH-camrs⚔️
Tyr, Angry Turtle, Wiggle. The trifecta
It's so weird to read these perk details and think of Ghouls not as brittle as I remembered, but something closer to shorter Super Mutants. Makes me wonder what kind of playstyle being a Super Mutant would be like.
Super tanky, but you don't get to use VATS. Wouldn't that be something? 😁
@@prince_julius Can't wear power armor, but can use Stabilized and Pain Train without it
@sompret I like it. Nearby Floaters can become allies in combat. Immune to poison and energy, but vulnerable to bleed and fire damage. 😃
Youd be immune to Rads entirely. Cant wear PA. Bonuses to Full Health gameplay. Can have a Mutant Hound pet lol.
@@hoofhearted4 Almost sounds like a tanky Druid
An interesting interaction you might want to keep an eye on that I've been messing with since 4-stars came out is the Quad Assaultron head with the Electrician's effect. Each charge you stack counts as a reload and possible trigger for the effect, and when firing you get a huge burst of self-radiation.
Hope they give us a perk to cap our health in exchange for more glow capacity
Thanks for alle insight Tyr appreciate it. Personally i would consider Ghoul a side grade all ready the two most played Builds are PA Heavy Gunner (with the new raid especialy) and Bloodied Unyielding and both arnt for Ghouls, Ghoulification caters (at least form my understanding) pretty mutch for Fullhealth non Pa builds wich are kinda niche at the moment and will make them more viable come march
Great points!
Unless I've missed something I think ghouls should be able to make use of power armor just fine as long as they have a ton of toxic water/goo, especially with unyielding being out of the question. I'm planning on becoming a ghoul for my power attack pa build and hopefully war glaive or whatever else comes along can finally beat out auto axe.
@@LumiNexus PTS goes live to day so we will be able to test. Perks like breath it in can mitigate the rad resistance from powerarmor, what you cant mitigate is the inherent -90% rads PA gives you so for a PA Feral Ghoul build (max dps non auto melee dmg) PA is a hinderance yes you can work around PA with tons of toxic goo and perk cards, the question remains is...will this be feasable to farm tons of toxic goo each time you wanna go out killing bosses and spending 2-4 perk cars slots just to wear PA as a Ghoul PTS and time will tell
@@goesman81 The hidden power attack modifier from power armor already slightly beats out unyielding on most melees and since ghouls cant really use unyielding I think It'll be worth the inconvenience
brick wall seems op, the one thing that delays me from almost instantly killing something with my autoaxe is a stagger, also I love perks that insensitive helping the team like the rad crafting perk, I love doing things that support people like equipping friendly fire and healing players/friendly npcs
I like the new ideas that are being added. It makes the game have a lot more options to explore. What I don't really like though Is that I've spent the majority or my time playing as a bloodied explosive build with an unyielding armor set, and it's been enjoyable till the Gleaming Depths update. Now it feels like I'm being punished for using what I've spent so much time and effort, to make work for me up until this point. I just hope that they balance it more so It won't just be play with power armor, or be a goul.
HOLY COW! Those perks are compleatly broken
After watching entire video i Think the goul character will be for me. I like my unarmed build and i like vats commando-like builds. I don’t like the power armour and bloodied low health
Same bro same
Yes, I'm a full health no pa heavy gunner. I refuse to play low health and pa is just a bit clunky
I wonder what kind of things will be put in place to make players want to keep their humanity, besides just bloodied and power armor builds? I wonder if we will see some new perks added later on for human players or more power armor related perks. I'm curious to know what human players get to specialize in.
I could see even turning my bloodied stealth character into a ghoul just to use that intelligence perk to craft some Covert Scout armor ( maybe secret service too cause why not ) with some actual rad resistance and use the one free switch back cause it does kinda suck that it doesn’t have really any rad resistance.
Powerful Presence sounds right up my alley for a playstyle. One Shot Kills. Hopefully I can fit it in somewhere. I feel like we're already stretched on what we can fit into builds to min/max. and I dont have my Legendary Perks fleshed out yet.
My build in 76 is already very Grenade centric, with a Shotgun for Fun. That Bomb Perk is going to be Insane with Nuka Grenades or Dynamite Bundles.
Especially farming west tek😮💨
somthing that i noticed, in the battle genes perk, you can see the ghoul is holding a plasma defender, maybe an upcoming weapon?
R91 assault rifle has been on perk cards since launch and we still don't have it. Don't get your hopes up
thank you tyr for this video and i hope that Bethesda can give us more character slots i don't want to delete my 5 characters
"Ghouls cannot use unyielding"
Technically they can. The only perk bloodied builds will sometimes use that requires rads is radicool. Everything else simply requires low health. You could, in theory, damage yourself below 20%hp with explosions and use unyielding but actually staying within that threshold would be pretty difficult. The fact that rads heal you as well as teammates could use something like team medic on you could screw you over a bit. A stealth build could possibly work since you aren't being hit by enemies snd forced to heal but it would still be harder to maintain than a normal human bloodied build. Harder, but at least in theory, doable.
You also probably couldn't really use the glow mechanic which is the main reason to become a ghoul
Rejuvenators can only be used on PA atm.
Only thing im going to hate is having to level up a bunch to get all the perks im going to need.
DAMN!! I was planning on using my unused character slot I was saving for a Ghoul Shotgun build, but now I may just have to turn my existing Melee character into a Ghoul instead.
I was hoping that it was a way to possibly make a Shotgun build viable and completely go Off Meta with this build.
between arms of steel, eye of the hunter and all the glow/ranged damage perks it seems shotguns gain the most benefit
@ wasn’t there a damage reduction per projectile?
Still, it seems like Melee is getting a pretty massive buff from this.
I get a sinking feeling this is gonna break so so many things and builds. Plus make many people's builds seem pointless and underwhelming.
I thought they were just adding a customisation option, holy shit😮
They flew you out? That's dope! You're the real legend here m8!
Hehehe... positively glowing... good one XD
I wish they would add a dual weapon perk card. Could you imagine two swords and handguns in each hand as a ghoul. The deadpool of the wasteland. Yeeesss!
Bethesda watches this video: Radioactive Strength gets Nerfed. Lol
I wonder if you could take advantage of the broken state of the sentinel effect on armor and power to let the rads come in easier.
Very interesting, really makes me want to try a Ghoul build now.
I actually made a Chem Wizard 🧙♂️ build, run around throwing grenades like spells 🪄 & taking chems with a knuckles ……. Sooo definitely going to make a new Chem Wizard 😂
The only reason I have to become a ghoul is the immunity to staggers. Auto-melee is gonna become so much better since we won't be staggerable. But I know they gonna nerf that and make it either a chance thing or make it like a 50% immunity
@@The_Only_Mr_Bear yeah I feel I’ll be a ghoul watch brick wall get needed back to human
damnnn this will make the game so much more varied, now imagine playable robots, playable synths, playable super mutants. all with their own perk cards made for those playstyles. this is a exciting direction that the game can be taken in. I hope they do.
I feel like radioactive strength with auto melee is sorta fine, as youd have to be absolutely spamming radioactive fluid to even slightly keep up enough glow to maintain it
You mean toxic goo?
@ yeah i forgot the name lol
My one concern is xp grinding. They dont seem to have anything resembling unyelding.
@@bingvarstand47 they have, in Charisma, 3 + in all stats
Really cool video, really informative and it looks like that will greatly shakedown the meta, like this looks like ghoul vats commando will be doing more damage than bloodied vats commando and melee ghouls will also do more damage than bloodied melee build 🤔
Two areas of concern. First Endurance is way too stacked at the moment to be adding so many more must haves to the mix at high required attribute requirements.
Second, why have they been going through cards reducing required attributes and having them scale off the special just to add in so many more flat percent amp perks?
Yea it seems like two departments over there just sailing by each other. I thought the same, why did they start scaling with stats only to not use it at all with the new cards.
Canonically ghouls were frail and weak since they are essentially always sick. It almost seems like some of these perks should have been for a super mutant character. Regardless I’m excited for the changes for new ways to play melee.
instead of half-dead corpses they made fckin superhero without downsides, that just stupid op and not lore accurate at all
Solar armor, sawbones and battle genes…….thats a lot of passive regeneration for ghouls.
they should give the better armor rad protection to human and make the ghoul able to produce really unefective armor against rads and call it saboteur .
there is so much armor untradable that it make 0 sense rn
They cant even manage to do a proper christmas event, but they are doing a whole new class. Seem good 👌
🤣🤣🤣
The Dreadnought 4 (goul edition) when? Already has the majority of the health bar as rads. Should be able to benefit a little bit.
Man I need to get back into 76 when I get a chance. Gotta get a new Xbox though. Glad to see you growing and making such good content bud!
I think arms of steel should have been a regular perk.
Someone's going to find a way to get ghoul to work with unyielding and that'll be the new meta. As it sits, it's a valid option for high health non-PA builds, but I'm not seeing a worthwhile trade from unyielding.
Another great video Tyr I expect nothing less
Cheers, mate! Glad you enjoyed it! 💪🏻
This will sadly be when I quit playing. We need perk overhauls for existing cards. Not new ones.
…. I better not see you log in mate! That’s it you’re done - return the game get a refund fella 😆😉
@TYRYT I mean I get that you make money due to playing Fallout and they just flew you out. So you can't speak objectively. But this game needs a massive overhaul for the long-term health of the game. Not new mechanics.
You must be new here, I’m heavily critical of this game… HEAVILY.
Additionally I was joking around because you seemed to have missed the fact that what you’re asking for (overhauls to existing cards) is also happening at the same time… keep your eye on the pts and crack a smile mate
Ho ho my harpoon gun is going to have a field day with gun tricks and the other reload perk for heavy weapons.
as a player who only play melee since this game dropped, im really happy
Congrats on 30k bro
I haven't seen my fallout 76 character since launch. He's been wearing the tricentenial mask for the last 6 years
I wonder if we will get more than 15 points to use on each s.p.e.c.i.a.l. with even more to add
I hope so, either that or reducing the cost of the weapon perks. Will have to give up 2 slugger's to fit on radioactive powered and brick wall
Great vid, right to the point, convenient. Thank you.
Appreciate it! 💪🏻
melee crap locked behind a ghoul wall. I dont know if this is a better or worse idea than new gear and plans locked behind raids and the caravans.
Anyone else notice the battle gene perk has a plasma defender?
I like the idea of being a ghoul but it's gonna take forever to unlock all the cards for high level players, as it takes more xp to level up.
Might as well start a new character when this update drops.
Nothing that grinding raids couldn't solve
Some of these new perks give me Borderlands vibes
Man I would kill to have something like Brick Wall for regular players I have been hoping for so long they would add a way to not be staggered by enemies and now that they do and it's only for ghouls.
There is a chest mod for regular armor that will do it. Not sure if it's for all armor, but I'm pretty sure it's on secret service. But yea, staggers are aids
@@beastabuelos6421The chest mod is pneumatic but it only reduces staggers by 25%, which is quite pointless
I was looking for a reason to switch to melee😁
Love your content as always, cheers TYR!
I am seeing the possibility of making the nuka blaster viable
Just noticed the UI for player customisation is different.
Oh boy Bomb Specialist, West Tek farm is back and better baby.
I'm staying human till the mole miner comes out. I must torture myself to keep having fun, and that seems like a good way to do it.
So pretty much just for melle and junkies builds then, guess this is their way of making junkies relevant again.
Does anyone think playing as a ghoul completely unarmed no weapos or fist weapons would work it sounds interesting to me
shame there's no mention of the skyline valley weather machine and being a super charged 'lost' ghoul
You said you have no idea what Mad Scientist has to do with ghouls, but I think it's related to ammo that most of energy weapons use; Fusion Cores, Plasma Cores, Fusion Cells etc. all utilize nuclear power aka radiation. So as a ghoul who's to say you couldn't in this fantasy world "channel" some of your radiation to your ammo to empower your weapons?
EDIT; Also about movement speed - Idr if they mentioned it in some article, but wasn't there some discussion that if you do play as a ghoul you no longer can use mutations? You know, since radiation no longer affects you in a negative way and assuming that means no mutation chance either (Starched Genes as innate ability). If that's how it is going to be, it would make perfect sense to have movement perk card option to make up for the lost speed.
This could also explain some of the new perk cards that seem like playing as ghoul is "must have" for extra damage. They're there to balance out lost stats you otherwise could gain through mutations like higher Perception from Eagle Eyes (Eye of the Hunter perk). Compared to mutations, perks seem better which makes total sense as you'll be sacrificing easy to control mutations to limited perk cards. But by sacrificing your mutations and humanity, you'll also gain a bit more power than average human build has and more complex system (glow/feral) that will yield you even more advantage.
Aka - alternative playstyle with extra benefits, but not "must have" deal that makes every other (proper damage) build pale in comparison. Because Earle is good example what happens when they are balancing bosses against top meta builds. But we'll see what they have planned!
Thank you for the good overview of the perks!
Wait so, i mean, honestly there seems like zero reason not to play a ghoul. I dont really know if i like that
It literally is just added bemefits with zero drawbacks? Like, you just get access to more perks. You dont lose access to any?
I dont really like that, i want there to be an actual tradeoff. Since most of 76s community is old guard players at this point, we all just min max. Everyones gonna be a ghoul, i dont really want that honestly
No access to bloodied builds and no power armor min maxing.
I agree. And then what high level players have to spend an ETERNITY grinding levels again too? When they pull this crap high level players should just be GIVEN access to any new perk card, since it requires more xp to level up the higher you are.
And then they seriously lock a CRAFTING perk card behind being a ghoul? I would want that to use that just for crafting my own armor then immediately returning human but something tells me that won’t be how it works. So maybe I’ll have to create an entire new character JUST to be able to craft everything in game again but then I have to level them up all over again and…that’s not happening…I’ll quit this game before they force me to make a crafting character to keep up with all possible crafts
So you imply that ingested rads count toward glow, does this not make power armor builds viable as long as you keep a stack of toxic/irradiated water on you?
It seems like they are going in the right direction by adding possible builds
Any sign of extra character slots? I can see one maybe two of my characters could work well as ghoul but I'd prefer to start a new character with a ghoul endgame in mind.
...Ghoul + Vats Shotgunner = "Boom!"
Bomb Specialist + Granadier + Resolve Breaker = 3rd grade eyes burn 💀
The new power armor and union could still utilize that breathe it in perk I think since they both have decently low rad resistance while still maintaining high defense in the other categories
Can you turn off the visual effect of glow? I want the perks but I hate the way it looks.
So when all you got to try this no one tried a saw or auto axe?
Do we get more Special points in the update? If not it would suck a lot because you would have to throw out perks out of your build
A lot of perk cards to improve my cowboy build
12:17 but isn't Toxic Goo a food item? Wouldnt it get triple the rads?
Possibly!
This all seems very cool but it’s slightly worrying just just how powerful ghouls apparently are going to be compared to human players. I’m hoping they balance a lot of this out by making a lot of the human perks that overlap with the ghoul perks unavailable to ghouls, and add some more human perks that match the capacities of the new ghoul perks. But just from this video it looks like human characters will be left behind in regards to pure DPS and survivability, even top-end bloodied builds.
Please tell me I don’t have to stare at my character glowing a horrible green colour as imo it completely ruins the aesthetic and apparelI. I despise corpse highlight (luckily that can be turned off) and I don’t want a bright green character! I want to be a cool looking ghoul, and I get glowing ones are green but they don’t have a cheap, childish looking effect…One of my fave decorations in camps are the glowing heads to hang on the wall. So, Are there any options with this? How often are you green? is it activated by something etc.
I’m sure with all the feedback regarding this an option will be given… make sure to present this feedback on Bethesda discord pts
Thanks, and great video Tyr. Look forward to those future builds of yours :)
I just love that Ghouls cant use Unyielding. Bloodied/low health needs to be nerfed. And/or other things brought up.
One thing about bone shatterer: easily countered by adamantium skeleton at tier 3
Adamantium Skeleton doesn't have a Tier 3 anymore. It scales with Endurance.
@ damn…… why did they screw with that?
@@Luke-bl8zwbecause "fuck you" that's why. (I'm sad about it too)
@@Luke-bl8zwthat’s why the only long term fun games are single players where devs and other whining players over “balance” don’t crap on your fun eventually and force you to regrind for no reason every couple months lol