Local Leader turns into quite a useful perk as well. I mean, you can see significantly shorter travel to your home base and stockpile of crafting resources if you take over a majority of settlements, build the missing crafting resources and a bed, and call it that. Just remember to store your items in the workbench rather than in separate chests!
Another great tip is to grab the wasteland magazine from sunsides tiding settlement south from sanctuary just below lake on the map. the magazine alloes double meat from animals and bugs which is really helpful.
I've had sooo much animal meat combined with my inability to get rid of excess meat, majority of my carry weight was food I didn't want to store or sell lol
Believe me you don't need any endurance perks, because of the damage that enemies do endurance is almost useless, you dont need lead belly you just need the survival comic book from sunshine tidings which gives you twice more meat from animals
Honestly Aqua Boy/Girl Is amazing in survival. For one point you basically negate the need to carry mirelurk cakes and carry a hazmat suit. Also the best way to negate status debuffs carry a bunch of soups they restore hunger and hydration. I also think Action Boy is severally useful since you have to run EVERYWHERE.
+jordan read What I've found with medic is that yes, it is amazing, you will find yourself using stimpacks and radaway less as not only do they give you negative effects (thirst and suppressed immunity) but you will be drinking and eating much more which restores your health without negative effects (well as long as the water is purified and the food if it is meat is cooked).
MAIN SPECIAL: "Intelligence" (Reason: Need to level up fast at early levels).1. Strong Back 2. Lone Wanderer (If you always travel alone) / Or Rifleman (If travelling with a companion) 3. Sneak 4. Critical Banker5. Moving Target This is my testing build I think I may try. In addition; Build up some Gun Nut, Medic, Science & Armourer when needed.
well leveling can swapped between high intelligence or idiot savant. I tend to run a low intel start first perk going into idiot savant, then as i level i add more points in intelligence, idiot savant turns out to also yield more exp points regardless of intelligence, the closest the gap gets is at 7 intelligence, because as you have higher intelligence you gain more exp, while idiot savant may proc less often, when it does the bonus jumps are huge.
Nice, I (unknowingly) went with an HP build with heavy emphasis on regeneration and damage resistance. Seems like the transition to survival will be much smoother than I thought. I'd be nice to see some disease or degradation resistant perks added to the endurance tree for people trying to avoid things like fatigue, parasites, etc.
I like it for two main reasons. 1) Easier to move in a straight line. Especially if I am on the East part of the map. 2) Enemy avoidance. In very hard mode I looked for things to attack/loot. In survival, I try to avoid things that can kill me with little chance of getting anything good out of it.
Can you do a top 5 survival weapons list? Because with lower carry weight, weighted ammunition, and increased damage, I'd imagine the usefulness and practicality of a lot of weapons is going to change pretty drastically.
AlHoresmi Make sure to get every bit of 10mm you find in and around Vault 111. If you follow the main quest to rescue Nick Valentine, you'll end up with a lot of both .45 and 10mm from Skinny Malone's men. That should give you enough of a boost. Other than that, raiders and low level gunners often have 10mm. I've even seen synths with 10mm, which I thought was weird, though maybe they found it in the environment. I find 10mm is also a common calibre in ammo caches. I also carry a laser pistol to make use of common fusion cells when I'm no longer in stealth. I hope that helps.
Now that I have played the new Survival Mode from a new game, I have found that the single most valuable perk for me is Aquaboy/girl (particularly in the early game.) I was already a no fast travel player, but this perk allows you to travel the map rapidly and safely even at the lower levels. Before the revamped survival mod Radaway and Rad-x were so prevalent that radiation just wasn't an issue. Now any perks that reduce or eliminate radiation damage are extremely powerful.
The 5 perks I find really important in my current survival play through are as follows: 1: Chemist - When you begin the game on survival, antibiotics are extremely rare. The game gave me 2 and I haven't found anymore in loot or to buy in the 15 hours I have played/explored so far. Illness however, has found me a lot. 2: Gunslinger - Pistols are very low weight compared to rifles and the like. Not to mention if you pair this with Gun Nut you can build a very powerful weapon fairly early into the game all the while saving on carry weight. Gun Nut rank 2 at level 13 allows you to build all mods for the 10 mm pistol if I remember correctly. 3: Adamantium Skeleton - This is extremely useful as I cannot count the amount of times I have been hit with a bullet that has crippled me, in fact this usually happens multiple times in a fire fight. Spamming stimpaks can expend that water supply fast. Not to mention 9 times out of 10 if someone runs at me that I don't kill and melee's me, it ends with me dead. Looking at you random melee raider in power armor... bastard. 4: Strong Back/Lone Wanderer/Grilled Radstag - The carry weight is extremely low in survival and everything, aside from 99% of misc items, has weight.(overdue books in misc are 0.5) So the more you have the more you can carry obviously. 5: Armorer - This is very useful for many reasons including increasing carry weight, may allow you to survive that stray grenade, may not instantly die by a melee weapon to the face cause that's a thing, and more. Now there are definitely more perks that are super useful in the new survival, these are just the ones that I think have helped me the most.
strong back is OP to me, I rock both the destroyers leg pieces and gain 20% movement speed which is just under sprinting speed, I'm consistently carrying too much and i don't care, my AP drains so slowly and if it did ever get low, i stop and it recharges so quick with action boy / girl. Carry weight means absolutely nothing to me anymore lol and i play on survival, which i s why i get those destroyers legs right away, having to manually travel everywhere gets tedious.
Don't forget Lone Wanderer. Not only does it raise your carry capacity by 50 (the same amount as strong back), but it also reduces the amount of damage you receive by 15% per point, for the first two points. At rank 3, you also do 25% more damage. At least, if you're willing to forego any companion other than Dogmeat.
For me, being able to sprint more is important since we're running most of the time, so Action Boy is really helpful, along with High Endurance, High Agility and Chemist to make Jet Fuel, which also increases action point regeneration. My top survival perks: Lead Belly, Aquaboy & Action Boy. Also, Sneak-based characters (Sneak, Ninja, Sandman) are even more of an attractive option now.
For me, as a professional settlement creator, the reducing by the maximum carry capacity is a real problem for me. Because I collect a lot of scrap. Currently I am Lv 163 and play the game from day one on survival mode. It is very important to building a very good settlement for survival mode 2.0, these are my 5 favorite here. 1. Adamantium skeletal Rank 3 - You'll crippled if you overweight and this Perk fits this problem. 2. Strong back Rank 3 - If you are overweighted of your capacity you can still run normally and you are not extremely slow. 3. Action Boy Rank 2 - Action Points regenerate faster. illness reduce action points, so this perk is a must have. 4. drugs Resistant Rank 2 - You have to take a lot of drugs in survival mode 2.0, so this is really very helpful not to become dependent on drugs. 5. Lone wanderer Rank 2. Or: Inspirational rank 3. The first is very useful when one is alone in collecting stuff. The second is good if you traveling with a sentry bot which may have a capacity of 550 or more The remaining perks are the same, you mentioned in your video.
I have been using bloody mess and black widow together with demolition to up my explosive damage. I also like the buff these perks give to any damage you do. Early in the game you never know what kind of weapons you will have ammo for. It gives me lots of options.
The DLC and big updates all seem to have a special stat focus. Automation seemed to cater to intelligence more, survival mode seems to be quite endurance based while Wasteland Workshop seems to be based on a lot of charisma perks. If this is an underlying theme, what would this mean for Far Harbour?
Hopefully in the Wasteland workshop DLC the decontamination thing won't cost too many recourses or have high special stat requirements so we won't have to worry about radiation as much
I think while not very important awareness might become more valuable because in survival you will have to pick your fights carefully and being able to check in vats will make that a lot easier.
I’ve only played Survival. 2 files, each level 90+. My favorite perks: 1. Aquaboy/girl. With no fast travel, navigating waterways cuts travel times in half, especially since you’re avoiding combat. Get the magazine in drainage ditch for 25% faster swimming. 2. Local Leader, Supply Lines. Meat can be deposited at any settlement, and cooked at any other. Same with mods. Or when building settlements. Saving you so much time. 3. Moving Target, Rank 3. Seeing a pattern? You literally run everywhere, so how about a perk that lets you do it longer? It’s not just a time saver, it’s a life saver, because if you’re ambushed, you’re far likelier to have AP to act in VATS. The +50 DR is gravy, bc in survival, you’ll often retreat to survive, exactly when you’ll need the DR. 4. Action boy/girl. Running everywhere, faster AP regen, you get the picture. It’s so much faster, it’s also a game changer for combat. 5. Medic. This one was a sleeper hit. The hp increase is % based, whereas food is fixed. Eventually you’ll need to eat 5-10 things to recover. That’s a lot of stock from your limited backpack. Plus, stimpacks increase thirst, so taking only 1 needs 1 water to counteract, saving more stock. And hp recovery is very slow in survival, so the extra speed gets you back in the fight fast. Honorable Mentions. Solar powered, Lifegiver. Topping off your hp after a fight for free, saves tons of resources, and therefore weight. Keeping radiation managed is a huge convenience. Strong Back isn’t necessary. It’s convenience. The 2 points invested gives +50 carry weight. But you could have +20 if you invested them in the strength special, and have access to other good perks. I do love Rank 3, letting you run while over encumbered.
I’m back. Many months later. Many more builds later. I have to say, I nailed it with that list. If I were to add to it, I’d say Armorer 4 is worth it. Unless your roleplaying hatred of the Railroad, you definitely want Ballistic Weave. Another top tier perk is Admantium Skeleton 2. It’s so good to not have an emergency crippled limb. This build is solid. Just add whatever weapon focus you want. Currently, I’m Blacksmith 3, Big Leagues 5, Blitz 2 and Rooted 3. Plus the ones mention in the two comments. Solid
BTW: a good way to spot if a ghoul lying on the ground is going to get up or not, is to hit your VATS button, if they're alive they'll show up as a target. Also a good way to spot mines.
Cannibal might also become more useful. Toughness and Refractor become more useful as they weigh nothing. Ballistic weave becomes crucial as it is light weight and very effective with or without armor on top of it. Also lighter armor becomes more important due to limited carry weight. Companions may become more important and as such Inspiration does too. One may need to choose to invest in either lock picking or hacking as opposed to both because those perk points will be needed elsewhere making Nick and Cait more useful. Even lifegiver could become essential. In customizing weapons light barrels will become a bigger deal, light weight or deep pocket armor mods, etc.
How is at least one point of local leader not on this list? Spider-webbing your settlements is unbelievably more useful now, instead of having just one or two settlements, its wise to get as many as possible. The second point lets you build crafting stations, and I don't know if you've noticed, but there are only 2 settlements that start with every crafting station, both of which are in the northwest corner.
Commando Perk. Ammo is heavy so you want to get rid of it faster. And its easier to find automatic weapons that just pistols. Not any point carrying around one heavy rifle and you need to kill anything at any moment. Never used it otherwise.
I don't know if anyone knows this, but I think it's worth noting for those who don't: While playing in Survival Mode, and WITHOUT Strong Back, if you're over encumbered, you take periodic damage, and can possibly cripple your legs if you ignore it. The "Strong Back" perk, I've just recently found out, *completely negates* that periodic damage, *as well as* the chance to cripple your legs. You can take that to the bank. But you need Rank 3 for this little bonus, since the first two ranks only grant +25 to Carry Weight, each. Rank 3 allows you to use Action Points (AP) to run (not sprint) while over encumbered. Rank 4 is completely useless, since there is no Fast Travel in Survival Mode. Anyway, just thought I would share that. Stay alive out there, and don't wreck your legs just because you're a weakling! :D
You should of put ghoulish and solar powered together, ghoulish heals health with rads and solar powered heals radiation and health with sunlight so you'd only really have to use stimpaks in combat if not go find some nice radiation to swim in and let the sun heal the rads and what ever health is left!
Leadbelly for sure. We don't need all that garbage like sugarbombs, Pork and beans now but it will be handy in new survival. With the slower return rate on health, having something that adds 40 or 50 health active at all times, essentially munching at all times is going to work better than mass doses of health gain food. That and it caps off at 17 so it's not an 'end game' perk. VATS based melee sneak builds will become a fashion too I predict.
Great list, but my vote is on a combo of perks; local leader and medic. You can get both these with low charisma and intelligence stats and only 3 total ranks are needed, so they're relatively easy to get at low levels. From there you just build up your settlements, add the supply lines, build clinics, and you'll have a huge leg up on the re-vamped survival mode. You'll be able to store supplies at the settlements, share raw materials between them, and have a warm bed at locations across the map to save at, and clinics to get rads and damage treated which saves stimpacks. What's not to love?
True enough, but given that intelligence and charisma are both special stats that are going to be even more essential in this mode than ever, it shouldn't take too long to get to a 6 charisma. I can explain the heightened necessity for both stats fairly easily. Seeing as carrying capacities are being greatly diminished you will need maximum bottlecaps from your trades. Plus, without a high charisma, your dialogue options and cap/exp rewards from quests are much lower. Intelligence further boosts all earned experience rewards dramatically making a character level much faster, so outside of endurance, I honestly can't think of two higher priority stats to raise than charisma and intelligence. All that, and you gain the options at settlements I already listed which will make it much, much easier to deal with the carry weight and fast travel restrictions. I'm already working on this strategy in my game and it's amazingly good stuff.
5:00 Don't worry. When you unlock Automatron Ada and upgrade her fully, she can get a maximum of 520 Carry weight or higher I think. Which will prob go down to about 270 in Survival my guess. :P
+John Manzuki Yeah but you can now trigger your own mines and with Demolition Expert you'll have a higher chance of blowing yourself up because of the blast radius
Unelson23 you dont get infected anywhere near enough to need chemist on survival. i've been playing it and im almost done with it. trust me chemist is not needed.....
Lead Belly is still pointless. Cooked meat lacks any radiation and is not difficult to stockpile when you have the 2x meat magazine. Purified Water is also easy to come by with water purifiers.
Well I had no problem with food/water... So I went for a sneak 1shot build... My pick is 1. Lone wanderer (no need for high strenght or Strongback if you are "alone") and it works with dogmeat as companion which is pretty cool.., but make sure to max out the buddy level with piper for 'Gift of Gub' first... 2. Gunslinger (with the Deliverer from Deacon) 3-4. Ninja+Mister sandman (also for Deliverer or fast melee) 5. idiot savant, for a ton of xp 6. Bloody mess. 7. Better criticals 8-9. Grim reaper+Critical banker 10. Gun-Fu Ps.: you can upgrade the Deliverer to pretty powerful even without the Gun Nut that's why I personally love it... Edit: forgot to mention Black Widow/Lady Killer (the opposite sex is easier to persuade and take more dmg) whilst most of the enemies are male (every supermutant for instance), a female character has a great advantage.. And honorable mention is Ghoulish, you can just eat/drink every sh!t you found, and the radiation heals you back to full..(or just have fun at Glowing Sea xd)
Definitely gonna take Lone Wanderer, one of the best perks in my opinion, especially in Survival mode, where you gotta take much better care of your companions!
What a difference between the new survival mode and the old survival mode. The previous version was like a walk in the park especially after level 50 or so. I wonder how Bethesda will finalize the final Survival mode.
see now i try my very hardest to never use stimpacks in survival... and mainly rely on food healing, mainly because one.. you get buffs from cooked food with more HP than a Stim can give you, and two you get negative effects from taking just one stimpack.
it just goes to show how 2 years of experience plays into this. i feel like combat is the easiest way to die and becoming adept at it through various perks and buffs is key. i found his first 5 points rather counter intuitive from my experience. im a sneaker tho. so i use crits and sneak attacks
My Top survival perks: 1. Sneak "The greatest armor of all is NOT being hit" + mine immunity 2. Ninja "mad scaling damage" 3. Rifle damage "sniper long range with a shottie for up close" 4. armorer Shadow gear + Power armor mods to deal with radiation 5. Science Scales well into mid and late game with energy weapons and power armor mods 6. lock-picking only rank 2 most lock checks that presents decent opportunities only need a rank 2 perk. 7. demolitions only rank 2 Need an arc to help prevent early game-overs 8. Big Sale Less stuff means that one needs the biggest bang for the buck for buying and selling 9. Scrapper helps the most mid game when building the good stuff 10. local leader (max rank) I needs mah safe place to be useful
i tried a dogmeat playthrough where i click on him walk around and sixk him on any opponent and its a pretty fun way to play, the first time i seen my vats accuracy go up after getting his perk got me super hype for a tag team between him and i lol plus your still out kind of out of the line of fire but close enough for VATS to put in really good work even if its subpar level
There are loads of hints in Fallout 4's game files that indicate that there was meant to be an underwater vault. There is even an harpune in the game. You should look at dropped content and made a video on it or something :D
Hey JV, I've started a new character in new survival beta and apart from the perception bobblehead at the Concord I found a "You're special" book at your old house in the Sanctuary below all the junk in the room near the Shauns crib. It allows adding a +1 to any SPECIAL stat of your choice. I never saw you mention it in any of your build videos (unlike the bobblehead), so was wondering if that might be a useful info for build videos.
I think they have to empower some of perks or endurance itself the way they affects some of survival features like thirst, famine and illnesses. It's so painful to watch when your 10 END charactcer suffers from every chem or medicine it takes.
They balanced the need for food and water a bit more with the latest patch. It's better than it was before. Looking forward to playing Survival on PS4 :)
Lone Wanderer is better because companions are more high maintenance now. I started off with Intelligence 1 and idiot savant for fast leveling, but now I'm increasing int for gun nut and science. I'm like level 29 or 30, and I want those mods. I'm going to get Robotics Expert as well before I take on Automotron.
In case other commenters haven't mentioned it, Lone Wanderer. How does + 100 carry weight and 30% damage resistance sound? And you can still have Dogmeat, he still doesn't count as a full companion. Especially since the new iteration has nerfed carry weight even further. A one str character now has 90 carry capacity instead of 110.
This time, i cannot agree with you. Well, they are *more* useful, but still not that important, except strong back. lone wanderer + idiot, or maximum intelligence were the primary target for me. Because you have to loot excessively, u need all weight. To have good chances, you have to level fast and you need Settlements (Spam wooden floors, carpets and signs for lvl 10 before leaving sanctuary). Thats why Leader is important as well (later a bit int to built a medic, but at least for making cash). So u need 5-7Luck, 6 Str, 4 Per (Lockpick), 3-6Charisma and later 2 Int. Adamant became very interesting as well but u need 7 endurance. I spent all the rest on endurance for some hp. Alternately u can leave luck and perception but try to reach max Int, for chemist and hacking. So there is few left for agility and few for endurance. If you agree with that, you cannot realy choose these agility skills b4 lvl 20 and because you need some damage (that i raised with luck-skills), maybe not even before lvl 30. As well 3 points for Leadbelly is too much. As long as you don't go too south, there is enough meat. I'd rather spend it for that Trader skills and buy foot cheap as i get more money for all stuff.
did any of the perks change? strong back seems like it would be more useful now, but it's 4th star would be useless since you can't fast travel. I currently don't have Internet for my Xbox so I haven't seen the new stuff yet.
I use rad scrubbers power armor helmet mod so i don't have to waste 3 points to lead belly (well don't really need to since i have 40 bottles of water stashed in mah workshops and meat is so plentiful, that no use to eat radiated food, but they have weight and I'm a bit of junk collector addict, so I want to have lots of inventory space for crap). Lone wanderer and local leader are really nice for survival (nice to have power armor repair points around the map). Liked lifegiver rank 3 perk too since it restores health and don't need to use stimpaks so much (drugs are bad m'kay).
Thanks to rad scrubbers I can drink from anywhere without rads. Got 10 bottles of pure water with me, but rarely use them. Got couple of hundred empty bottles in my workstation net tho.
They haven't changed it in the perk chart, I'm not sure why but if you look in the help section it stops being over encumbered from damaging your health instead of letting you fast travel.
Did they change certain perks for survival? Such as rank 4 of strong back is now completely useless. Or life giver last rank which slowly regen health. Which could be OP. Did they change anything?
Rank 4 of Strong Back lets you walk while over your carrying capacity without hurting and crippling your legs. No idea about Life Giver. I assume it heals much slower.
Hey JV. Are vertibirds going to still act like they do on normal modes? Because if so they will be the new way to get around the map fast with little conflict.
+JV2017gameplay I think Local Leader would be a great perk to have in the new survival mode, as you can't fast travel to your main settlement/home that contain the majority of your supplies. Your thoughts?
Using a companion pack mule should enable you to store considerably more than the 100 carry weight lone wanderer does, never mind that in this difficulty both more damage dealing or less damage taken matter much much less.
+Alien Platypus Dogmeat on my last play could only carry 4 10 mm (two default and two default automatic) and a standard no mod double barrelled shotgun. But I've seen him carry a bit more other times
Yah I agree maybe make it so you can only sleep for a hour and can only use it once a game day or something so you can't spam it. I wish they just reduced fast travel also instead of removing it completely, I would of been happy with fast travelling only between settlements you have located or something because some quests will just be tedious instead of a fun challenge especially some of the railroad quests.
I notice you took all 3 ranks of strong back, the final rank only allows fast travel while encumbered, but since fast travel is disabled doesn't that make rank 3 pointless, or is there some other bonus in survival?
seems like Strength, Endurance, and possibly Agility perks are going to be much more useful, while Charisma builds are going to be less useful. Mostly agree with your list, but will say that Toughness and refractor may be up there in usefulness, what with damage changes. Speaking of Charisma, Perhaps a 5 less/least useful perks in the new survival mode is in order.
+Jay Ray (JStorm321) Charisma is still going to be a consideration at lvl 3 (Lone wanderer) and lvl 6 (Local Leader). LW is a pretty big carry spike along with reduced damage intake. Local Leader to get caravans to all your settlements. A huge inconvenience to run back to Sanctuary every time. And while you can do this next one in the standard modes instead, getting wasteland whisperer will be almost necessary for the new dlc coming out
+James Brooks Lone wanderer maybe, but Local leader, not so much, due to the lower carrying capacity. the lowered carrying capacity, especially for a ranged build, lowers the amount of junk you can carry, so you likely will not be able to build anything settlement-wise, or crafting-wise until you max out both strong back, solar powered, lone wanderer, party boy/girl with tons of alcohol, and with the deep pockteted mods.
Jay Ray I haven't had a massive drop in carry capacity for junk. But I only carry 3 guns, limited ammo for each, (100 10mm, 100 fusion cells and 50 .308), 10 water and some food. Plus I've got pocketed on all my armour. And you can scrap everything at a new settlement, put up a beacon and assign the first person to show up as a caravan to the nearest settlement and bam! Problem solved
James Brooks It all adds up, Lowered carry capacity reduces the effectiveness of guns because you need ammo for those guns, plus armor, healing items, which all takes carrying capacity. with perks and items, you can feel only minor issues. without building specifically for the mode, the mode overpowers the usefulness of some perks.
Jay Ray I have 185 carry capacity at the moment. 3 strength, lone wanderer and 5 pocketed armour. When I set out I need 85-95 reserved for what I'm taking out. That's pretty standard for me. That leaves a little under 100 lb. I get plenty of stuff while I'm out
Honestly, after playing survival for a while, I'd still say all these perks are meh... aquaboy/girl has some serious usefulness for safe and quick travel. But the rest... meh.
+Paul Burkum well, taking your radiation damage away with the sunlight is very useful, unless your character is very charismatic and has doctors in every settlement, who will cure him from rads. Because Radaway has too many side effects.
+Kevin Markham they probably would give a replacement for that exact reason once the survival mode drops.I believe its in beta on Steam right now without that change (at least I think so), but beta means changes can, and probably will, happen, even if its not there right now.
Dont bother with lead belly, i tried it in the beta, but the desieses are still there and if you pickup the meat from all the shit you kill, and cook it when you have the chance, you will be fine on food.
+Alien Platypus Not really, unless you don't plan on getting that decontamination arch from the DLC or no plan from going to a doctor in Diamond City or in your settlements dotted in the map to remove radiation (which only costs 40 caps) is a nice way to remove radiation rather than radaway dependency. You just gotta have alot of money. Use that damn water purifier business.
+EpicGamerzFail It says in the help menu that it eliminates the leg and hp damage due to being overencumbered. Still no fast travel, but fastER than everyone else
+James Brooks that seems to be quite useful, actually. given how I'm basically a hoarder and I'm always over encumbered, I was really worried about all the penalties survival mode had. But it's nice to know I have this to keep me safe
Lone wanderer is the most useful perk. Adds 100 carry weight and at level three you do 25% more damage. Plus you can use it with dogmeat.
Does it still work?
You really can use it with dogmeat?
@@nourbak3435 yes u can. Dogmeat its the only companion who doesnt disable it
Local Leader turns into quite a useful perk as well. I mean, you can see significantly shorter travel to your home base and stockpile of crafting resources if you take over a majority of settlements, build the missing crafting resources and a bed, and call it that. Just remember to store your items in the workbench rather than in separate chests!
Or have strong back and you can carry everything with you
Another great tip is to grab the wasteland magazine from sunsides tiding settlement south from sanctuary just below lake on the map. the magazine alloes double meat from animals and bugs which is really helpful.
I've had sooo much animal meat combined with my inability to get rid of excess meat, majority of my carry weight was food I didn't want to store or sell lol
@@Carlos-b4p4k holy damn... 7 years!
@@Alistr2001 🥰🥰🥰😝what can I say? I've been playing Falloout 4 for the first time recently hahahaha so every ten year old video and post is new to me
@@Carlos-b4p4k if you like a good series Many a True Nerd has some good Fallout4 series
Believe me you don't need any endurance perks, because of the damage that enemies do endurance is almost useless, you dont need lead belly you just need the survival comic book from sunshine tidings which gives you twice more meat from animals
Honestly Aqua Boy/Girl Is amazing in survival. For one point you basically negate the need to carry mirelurk cakes and carry a hazmat suit. Also the best way to negate status debuffs carry a bunch of soups they restore hunger and hydration. I also think Action Boy is severally useful since you have to run EVERYWHERE.
Not sure if you mentioned this sonewhere else JV but Chemist is amazing because it allows you to make antibiotics.
+Jason Toskov Chemist is a real lifesaver now. My character has a constant addiction to Jet Fuel.
+JV2017gameplay also the last rank of medic might be good as radaway and stimpacks take effect twice as fast
+jordan read What I've found with medic is that yes, it is amazing, you will find yourself using stimpacks and radaway less as not only do they give you negative effects (thirst and suppressed immunity) but you will be drinking and eating much more which restores your health without negative effects (well as long as the water is purified and the food if it is meat is cooked).
+Lawrence Gillespie it can melt steel beams
Good ol' Toughness and Life Giver, too
If you plan to do a survival power armor walkthrough dont take lead belly. You can mod your head piece with rad scrubber which remove all food rad.
Starting from scratch in Survival mode is no joke. Love the challenge
MAIN SPECIAL: "Intelligence" (Reason: Need to level up fast at early levels).1. Strong Back 2. Lone Wanderer (If you always travel alone) / Or Rifleman (If travelling with a companion) 3. Sneak 4. Critical Banker5. Moving Target This is my testing build I think I may try. In addition; Build up some Gun Nut, Medic, Science & Armourer when needed.
well leveling can swapped between high intelligence or idiot savant. I tend to run a low intel start first perk going into idiot savant, then as i level i add more points in intelligence, idiot savant turns out to also yield more exp points regardless of intelligence, the closest the gap gets is at 7 intelligence, because as you have higher intelligence you gain more exp, while idiot savant may proc less often, when it does the bonus jumps are huge.
Nice, I (unknowingly) went with an HP build with heavy emphasis on regeneration and damage resistance. Seems like the transition to survival will be much smoother than I thought. I'd be nice to see some disease or degradation resistant perks added to the endurance tree for people trying to avoid things like fatigue, parasites, etc.
Aquaboy is great. Not having to worry about swimming radiation opens up easier travel routes.
I like it for two main reasons.
1) Easier to move in a straight line. Especially if I am on the East part of the map.
2) Enemy avoidance. In very hard mode I looked for things to attack/loot. In survival, I try to avoid things that can kill me with little chance of getting anything good out of it.
Can you do a top 5 survival weapons list? Because with lower carry weight, weighted ammunition, and increased damage, I'd imagine the usefulness and practicality of a lot of weapons is going to change pretty drastically.
Any heavy guns is useless. Except gatling lazer. Combat rifle is good and so is sniper rifles.
Dat pickman's blade though...
I've been using Deliverer and it's really good - stealthy, both the gun and ammo are light, and it's easy to get early.
+Lawrence Gillespie where the fuck do you people get lots of 10mm ammo early btw? Can't seem to find any.
AlHoresmi
Make sure to get every bit of 10mm you find in and around Vault 111. If you follow the main quest to rescue Nick Valentine, you'll end up with a lot of both .45 and 10mm from Skinny Malone's men. That should give you enough of a boost. Other than that, raiders and low level gunners often have 10mm. I've even seen synths with 10mm, which I thought was weird, though maybe they found it in the environment. I find 10mm is also a common calibre in ammo caches. I also carry a laser pistol to make use of common fusion cells when I'm no longer in stealth. I hope that helps.
aqua boy is a great help for traveling around now. before I had it in this new mode I kept having to avoid water.
My Top 5 1. Lone Wanderer 2. demolitions expert 3. local leader 4. Chemist 5. Solar Powered
Now that I have played the new Survival Mode from a new game, I have found that the single most valuable perk for me is Aquaboy/girl (particularly in the early game.) I was already a no fast travel player, but this perk allows you to travel the map rapidly and safely even at the lower levels. Before the revamped survival mod Radaway and Rad-x were so prevalent that radiation just wasn't an issue. Now any perks that reduce or eliminate radiation damage are extremely powerful.
In surival mode, Sneak damage with suppressed 10m and sniper will carry you through the entire game. Also Spray n Pray for bosses is god tier.
Also the nuclear physicist perk fusion cores will last longer
Medic might me helpful because you take more damage and getting the 40%+ heal over 30 is really good
The 5 perks I find really important in my current survival play through are as follows:
1: Chemist - When you begin the game on survival, antibiotics are extremely rare. The game gave me 2 and I haven't found anymore in loot or to buy in the 15 hours I have played/explored so far. Illness however, has found me a lot.
2: Gunslinger - Pistols are very low weight compared to rifles and the like. Not to mention if you pair this with Gun Nut you can build a very powerful weapon fairly early into the game all the while saving on carry weight. Gun Nut rank 2 at level 13 allows you to build all mods for the 10 mm pistol if I remember correctly.
3: Adamantium Skeleton - This is extremely useful as I cannot count the amount of times I have been hit with a bullet that has crippled me, in fact this usually happens multiple times in a fire fight. Spamming stimpaks can expend that water supply fast. Not to mention 9 times out of 10 if someone runs at me that I don't kill and melee's me, it ends with me dead. Looking at you random melee raider in power armor... bastard.
4: Strong Back/Lone Wanderer/Grilled Radstag - The carry weight is extremely low in survival and everything, aside from 99% of misc items, has weight.(overdue books in misc are 0.5) So the more you have the more you can carry obviously.
5: Armorer - This is very useful for many reasons including increasing carry weight, may allow you to survive that stray grenade, may not instantly die by a melee weapon to the face cause that's a thing, and more.
Now there are definitely more perks that are super useful in the new survival, these are just the ones that I think have helped me the most.
strong back is OP to me, I rock both the destroyers leg pieces and gain 20% movement speed which is just under sprinting speed, I'm consistently carrying too much and i don't care, my AP drains so slowly and if it did ever get low, i stop and it recharges so quick with action boy / girl. Carry weight means absolutely nothing to me anymore lol and i play on survival, which i s why i get those destroyers legs right away, having to manually travel everywhere gets tedious.
Don't forget Lone Wanderer. Not only does it raise your carry capacity by 50 (the same amount as strong back), but it also reduces the amount of damage you receive by 15% per point, for the first two points. At rank 3, you also do 25% more damage. At least, if you're willing to forego any companion other than Dogmeat.
For me, being able to sprint more is important since we're running most of the time, so Action Boy is really helpful, along with High Endurance, High Agility and Chemist to make Jet Fuel, which also increases action point regeneration.
My top survival perks: Lead Belly, Aquaboy & Action Boy. Also, Sneak-based characters (Sneak, Ninja, Sandman) are even more of an attractive option now.
For me, as a professional settlement creator, the reducing by the maximum carry capacity is a real problem for me. Because I collect a lot of scrap. Currently I am Lv 163 and play the game from day one on survival mode. It is very important to building a very good settlement for survival mode 2.0, these are my 5 favorite here.
1. Adamantium skeletal Rank 3 - You'll crippled if you overweight and this Perk fits this problem.
2. Strong back Rank 3 - If you are overweighted of your capacity you can still run normally and you are not extremely slow.
3. Action Boy Rank 2 - Action Points regenerate faster. illness reduce action points, so this perk is a must have.
4. drugs Resistant Rank 2 - You have to take a lot of drugs in survival mode 2.0, so this is really very helpful not to become dependent on drugs.
5. Lone wanderer Rank 2. Or: Inspirational rank 3. The first is very useful when one is alone in collecting stuff. The second is good if you traveling with a sentry bot which may have a capacity of 550 or more
The remaining perks are the same, you mentioned in your video.
I have been using bloody mess and black widow together with demolition to up my explosive damage. I also like the buff these perks give to any damage you do. Early in the game you never know what kind of weapons you will have ammo for. It gives me lots of options.
The DLC and big updates all seem to have a special stat focus. Automation seemed to cater to intelligence more, survival mode seems to be quite endurance based while Wasteland Workshop seems to be based on a lot of charisma perks. If this is an underlying theme, what would this mean for Far Harbour?
all of the above I'd assume since its pretty much a smaller version of the base game
+e for epicness ya i can see that, maybe new perks or porno mags?
Hopefully in the Wasteland workshop DLC the decontamination thing won't cost too many recourses or have high special stat requirements so we won't have to worry about radiation as much
I think while not very important awareness might become more valuable because in survival you will have to pick your fights carefully and being able to check in vats will make that a lot easier.
I’ve only played Survival. 2 files, each level 90+. My favorite perks:
1. Aquaboy/girl. With no fast travel, navigating waterways cuts travel times in half, especially since you’re avoiding combat. Get the magazine in drainage ditch for 25% faster swimming.
2. Local Leader, Supply Lines. Meat can be deposited at any settlement, and cooked at any other. Same with mods. Or when building settlements. Saving you so much time.
3. Moving Target, Rank 3. Seeing a pattern? You literally run everywhere, so how about a perk that lets you do it longer? It’s not just a time saver, it’s a life saver, because if you’re ambushed, you’re far likelier to have AP to act in VATS. The +50 DR is gravy, bc in survival, you’ll often retreat to survive, exactly when you’ll need the DR.
4. Action boy/girl. Running everywhere, faster AP regen, you get the picture. It’s so much faster, it’s also a game changer for combat.
5. Medic. This one was a sleeper hit. The hp increase is % based, whereas food is fixed. Eventually you’ll need to eat 5-10 things to recover. That’s a lot of stock from your limited backpack. Plus, stimpacks increase thirst, so taking only 1 needs 1 water to counteract, saving more stock. And hp recovery is very slow in survival, so the extra speed gets you back in the fight fast.
Honorable Mentions. Solar powered, Lifegiver. Topping off your hp after a fight for free, saves tons of resources, and therefore weight. Keeping radiation managed is a huge convenience.
Strong Back isn’t necessary. It’s convenience. The 2 points invested gives +50 carry weight. But you could have +20 if you invested them in the strength special, and have access to other good perks. I do love Rank 3, letting you run while over encumbered.
I’m back. Many months later. Many more builds later. I have to say, I nailed it with that list. If I were to add to it, I’d say Armorer 4 is worth it. Unless your roleplaying hatred of the Railroad, you definitely want Ballistic Weave. Another top tier perk is Admantium Skeleton 2. It’s so good to not have an emergency crippled limb. This build is solid. Just add whatever weapon focus you want. Currently, I’m Blacksmith 3, Big Leagues 5, Blitz 2 and Rooted 3. Plus the ones mention in the two comments. Solid
BTW: a good way to spot if a ghoul lying on the ground is going to get up or not, is to hit your VATS button, if they're alive they'll show up as a target. Also a good way to spot mines.
Cannibal might also become more useful. Toughness and Refractor become more useful as they weigh nothing. Ballistic weave becomes crucial as it is light weight and very effective with or without armor on top of it. Also lighter armor becomes more important due to limited carry weight. Companions may become more important and as such Inspiration does too. One may need to choose to invest in either lock picking or hacking as opposed to both because those perk points will be needed elsewhere making Nick and Cait more useful. Even lifegiver could become essential. In customizing weapons light barrels will become a bigger deal, light weight or deep pocket armor mods, etc.
How is at least one point of local leader not on this list? Spider-webbing your settlements is unbelievably more useful now, instead of having just one or two settlements, its wise to get as many as possible. The second point lets you build crafting stations, and I don't know if you've noticed, but there are only 2 settlements that start with every crafting station, both of which are in the northwest corner.
Solar powered also encourages you to sleep at night, subconsciously, giving you more opportunities to save, and better wellness (and xp)
Commando Perk. Ammo is heavy so you want to get rid of it faster. And its easier to find automatic weapons that just pistols. Not any point carrying around one heavy rifle and you need to kill anything at any moment. Never used it otherwise.
I don't know if anyone knows this, but I think it's worth noting for those who don't: While playing in Survival Mode, and WITHOUT Strong Back, if you're over encumbered, you take periodic damage, and can possibly cripple your legs if you ignore it. The "Strong Back" perk, I've just recently found out, *completely negates* that periodic damage, *as well as* the chance to cripple your legs. You can take that to the bank. But you need Rank 3 for this little bonus, since the first two ranks only grant +25 to Carry Weight, each. Rank 3 allows you to use Action Points (AP) to run (not sprint) while over encumbered. Rank 4 is completely useless, since there is no Fast Travel in Survival Mode.
Anyway, just thought I would share that. Stay alive out there, and don't wreck your legs just because you're a weakling! :D
You should of put ghoulish and solar powered together, ghoulish heals health with rads and solar powered heals radiation and health with sunlight so you'd only really have to use stimpaks in combat if not go find some nice radiation to swim in and let the sun heal the rads and what ever health is left!
Leadbelly for sure. We don't need all that garbage like sugarbombs, Pork and beans now but it will be handy in new survival. With the slower return rate on health, having something that adds 40 or 50 health active at all times, essentially munching at all times is going to work better than mass doses of health gain food. That and it caps off at 17 so it's not an 'end game' perk.
VATS based melee sneak builds will become a fashion too I predict.
1. Medic
2. Local Leader
3. Aquaboy
4.Aluminum Skeleton
5. Strong Back
Adamantium skeleton is going to be very useful! :D
Great list, but my vote is on a combo of perks; local leader and medic. You can get both these with low charisma and intelligence stats and only 3 total ranks are needed, so they're relatively easy to get at low levels. From there you just build up your settlements, add the supply lines, build clinics, and you'll have a huge leg up on the re-vamped survival mode.
You'll be able to store supplies at the settlements, share raw materials between them, and have a warm bed at locations across the map to save at, and clinics to get rads and damage treated which saves stimpacks.
What's not to love?
You need 6 charisma for lokal leader,thats not low charisma
+Emil Jörgensen local
True enough, but given that intelligence and charisma are both special stats that are going to be even more essential in this mode than ever, it shouldn't take too long to get to a 6 charisma. I can explain the heightened necessity for both stats fairly easily.
Seeing as carrying capacities are being greatly diminished you will need maximum bottlecaps from your trades. Plus, without a high charisma, your dialogue options and cap/exp rewards from quests are much lower. Intelligence further boosts all earned experience rewards dramatically making a character level much faster, so outside of endurance, I honestly can't think of two higher priority stats to raise than charisma and intelligence.
All that, and you gain the options at settlements I already listed which will make it much, much easier to deal with the carry weight and fast travel restrictions. I'm already working on this strategy in my game and it's amazingly good stuff.
5:00 Don't worry. When you unlock Automatron Ada and upgrade her fully, she can get a maximum of 520 Carry weight or higher I think. Which will prob go down to about 270 in Survival my guess. :P
Explosives expert is really useful. Using and crafting mines is truly a life saver.
+John Manzuki
Yeah but you can now trigger your own mines and with Demolition Expert you'll have a higher chance of blowing yourself up because of the blast radius
CHEMIST - (Intelligence 7) A must have! Certain chems are now walled behind this perk & you need it for anti-biotics.
+Jimboola not worth it
+CountChokcula on this new survival mode it most definitely is.
Unelson23 you dont get infected anywhere near enough to need chemist on survival. i've been playing it and im almost done with it. trust me chemist is not needed.....
Lead Belly is still pointless. Cooked meat lacks any radiation and is not difficult to stockpile when you have the 2x meat magazine. Purified Water is also easy to come by with water purifiers.
Well I had no problem with food/water... So I went for a sneak 1shot build...
My pick is 1. Lone wanderer (no need for high strenght or Strongback if you are "alone") and it works with dogmeat as companion which is pretty cool.., but make sure to max out the buddy level with piper for 'Gift of Gub' first... 2. Gunslinger (with the Deliverer from Deacon) 3-4. Ninja+Mister sandman (also for Deliverer or fast melee) 5. idiot savant, for a ton of xp 6. Bloody mess. 7. Better criticals 8-9. Grim reaper+Critical banker 10. Gun-Fu
Ps.: you can upgrade the Deliverer to pretty powerful even without the Gun Nut that's why I personally love it...
Edit: forgot to mention Black Widow/Lady Killer (the opposite sex is easier to persuade and take more dmg) whilst most of the enemies are male (every supermutant for instance), a female character has a great advantage..
And honorable mention is Ghoulish, you can just eat/drink every sh!t you found, and the radiation heals you back to full..(or just have fun at Glowing Sea xd)
Off topic question: In your main save path, what build are you using for your robot companion? Do you prefer range, melee, or a combination of both?
Definitely gonna take Lone Wanderer, one of the best perks in my opinion, especially in Survival mode, where you gotta take much better care of your companions!
Amazing. Thanks for posting this. I cannot wait.
Medic seems a lot better in survival considering every stimpak makes you thirstier. you want to be able to full heal from 1 stim.
What a difference between the new survival mode and the old survival mode. The previous version was like a walk in the park especially after level 50 or so. I wonder how Bethesda will finalize the final Survival mode.
see now i try my very hardest to never use stimpacks in survival... and mainly rely on food healing, mainly because one.. you get buffs from cooked food with more HP than a Stim can give you, and two you get negative effects from taking just one stimpack.
it just goes to show how 2 years of experience plays into this. i feel like combat is the easiest way to die and becoming adept at it through various perks and buffs is key. i found his first 5 points rather counter intuitive from my experience. im a sneaker tho. so i use crits and sneak attacks
My Top survival perks:
1. Sneak "The greatest armor of all is NOT being hit" + mine immunity
2. Ninja "mad scaling damage"
3. Rifle damage "sniper long range with a shottie for up close"
4. armorer Shadow gear + Power armor mods to deal with radiation
5. Science Scales well into mid and late game with energy weapons and power armor mods
6. lock-picking only rank 2 most lock checks that presents decent opportunities only need a rank 2 perk.
7. demolitions only rank 2 Need an arc to help prevent early game-overs
8. Big Sale Less stuff means that one needs the biggest bang for the buck for buying and selling
9. Scrapper helps the most mid game when building the good stuff
10. local leader (max rank) I needs mah safe place to be useful
+muramesa21 With wasteland worktop DLC you can build a Radiation removal device at the cost of 2 power and one perk in science in the misc power tab.
List:
Scrapper
Adamantium skeleton
Scrounger
Lead belly
Cannibal
Toughness
The lone wanderer perk is pretty useful when combined with the dogmeat perk. (Dogmeat doesn't count as a follower so lone wanderer will still work.)
i tried a dogmeat playthrough where i click on him walk around and sixk him on any opponent and its a pretty fun way to play, the first time i seen my vats accuracy go up after getting his perk got me super hype for a tag team between him and i lol plus your still out kind of out of the line of fire but close enough for VATS to put in really good work even if its subpar level
There are loads of hints in Fallout 4's game files that indicate that there was meant to be an underwater vault. There is even an harpune in the game. You should look at dropped content and made a video on it or something :D
I'll be eating potatos all day every day, I covered my sanctuary with potatos and I'm going to use them
+Ryan Alters Like in real life, it's healthier to be a veggie. Survival mode....better stay at home and eat potatos.
Apu Calypso exactly
+Ryan Alters potatoes are heavy, use mutfruit instead.
Евгений Резепов THE POWER OF ROBOTS WITH 530 CARRY WEIGHT AND STRONG BACK! YEAH
Ryan Alters companions for suckers.
Hey JV, I've started a new character in new survival beta and apart from the perception bobblehead at the Concord I found a "You're special" book at your old house in the Sanctuary below all the junk in the room near the Shauns crib. It allows adding a +1 to any SPECIAL stat of your choice. I never saw you mention it in any of your build videos (unlike the bobblehead), so was wondering if that might be a useful info for build videos.
+Alexander Osmanov he knows that already.
It is a extremly well known thing, there is no way he dont know about it.
+Emil Jörgensen ok... it's just never mentioned in build videos. he always points out the perception bobblehead, but never this thing
I haven't tried it in the new survival mode but as far as I know in order to heal from radiation you need to take radiation damage.
I think they have to empower some of perks or endurance itself the way they affects some of survival features like thirst, famine and illnesses. It's so painful to watch when your 10 END charactcer suffers from every chem or medicine it takes.
Good video, I had an update yesterday was there anything for it?
They balanced the need for food and water a bit more with the latest patch. It's better than it was before. Looking forward to playing Survival on PS4 :)
Lone Wanderer is better because companions are more high maintenance now.
I started off with Intelligence 1 and idiot savant for fast leveling, but now I'm increasing int for gun nut and science. I'm like level 29 or 30, and I want those mods. I'm going to get Robotics Expert as well before I take on Automotron.
In case other commenters haven't mentioned it, Lone Wanderer. How does + 100 carry weight and 30% damage resistance sound? And you can still have Dogmeat, he still doesn't count as a full companion. Especially since the new iteration has nerfed carry weight even further. A one str character now has 90 carry capacity instead of 110.
Isn't carry weight 100 + (str x 10)?
+benedictify not anymore, they released a new version at around 4 central. I'd guess (but haven't tested yet) that it's 80 + 10 per now.
+Balthazar21 Unless Robots are unaffected I'd pass ^^ having a tank with gattling lasers and passive healing is a lot of fun.
This time, i cannot agree with you. Well, they are *more* useful, but still not that important, except strong back. lone wanderer + idiot, or maximum intelligence were the primary target for me. Because you have to loot excessively, u need all weight. To have good chances, you have to level fast and you need Settlements (Spam wooden floors, carpets and signs for lvl 10 before leaving sanctuary). Thats why Leader is important as well (later a bit int to built a medic, but at least for making cash).
So u need 5-7Luck, 6 Str, 4 Per (Lockpick), 3-6Charisma and later 2 Int. Adamant became very interesting as well but u need 7 endurance. I spent all the rest on endurance for some hp. Alternately u can leave luck and perception but try to reach max Int, for chemist and hacking. So there is few left for agility and few for endurance.
If you agree with that, you cannot realy choose these agility skills b4 lvl 20 and because you need some damage (that i raised with luck-skills), maybe not even before lvl 30. As well 3 points for Leadbelly is too much. As long as you don't go too south, there is enough meat. I'd rather spend it for that Trader skills and buy foot cheap as i get more money for all stuff.
did any of the perks change? strong back seems like it would be more useful now, but it's 4th star would be useless since you can't fast travel. I currently don't have Internet for my Xbox so I haven't seen the new stuff yet.
I will be taking hands down lone wanderer, strong back, toughness, sneak, and lead belly.
I use rad scrubbers power armor helmet mod so i don't have to waste 3 points to lead belly (well don't really need to since i have 40 bottles of water stashed in mah workshops and meat is so plentiful, that no use to eat radiated food, but they have weight and I'm a bit of junk collector addict, so I want to have lots of inventory space for crap). Lone wanderer and local leader are really nice for survival (nice to have power armor repair points around the map). Liked lifegiver rank 3 perk too since it restores health and don't need to use stimpaks so much (drugs are bad m'kay).
+Wesuwius lol only 40 bottles of water? thats not enuff on this new mode dude i can assure you.
Thanks to rad scrubbers I can drink from anywhere without rads. Got 10 bottles of pure water with me, but rarely use them. Got couple of hundred empty bottles in my workstation net tho.
Seems can't drink from lakes and rivers while wearing power armor. Oh well.
Even on survival, leadbelly and rad resistance are useless.
Solar powered and strong back are actually useful.
Chemist is almost needed now.
adamantium skeleton,
max rank gives immunity to limb damage, aka no more headshot bonuses on you
life giver at rank 3. that passive healing factor has saved my skin more times than I care to count.
Remember, the final rank of strong back is the most useless one in survival mode, unless they change it.
They haven't changed it in the perk chart, I'm not sure why but if you look in the help section it stops being over encumbered from damaging your health instead of letting you fast travel.
Doggald Autism
Yeah, saw it in the beta today. It's something.
fun fact, bullets ae physical damage is stronger than energy damage against ghoulz
Love these Top 5's!
Did they change certain perks for survival? Such as rank 4 of strong back is now completely useless. Or life giver last rank which slowly regen health. Which could be OP. Did they change anything?
Rank 4 of Strong Back lets you walk while over your carrying capacity without hurting and crippling your legs. No idea about Life Giver. I assume it heals much slower.
My five I'm looking at on my new play though starting over are.... Lone Wanderer, Local Leader, Life Giver, Rad Resistance, Strong Back.
Hey JV. Are vertibirds going to still act like they do on normal modes? Because if so they will be the new way to get around the map fast with little conflict.
+Tiki Torchs they work the same
chazdoit Hell yea!
Which perks should we have for the Wasteland Workshop DLC??? Besides "Animal Friend" and "Wasteland Whisperer"
+AMG TV Insperation, local leader, and probably hacker.
And Science, Gun Nut Armorer and Blacksmith, any crafting perks really.
Builds are going to be impossible on this because the perfect build needs like 2 or 3 perks from every special stat!
+Dareghost Makes you prioritize upping your special
+JV2017gameplay I think Local Leader would be a great perk to have in the new survival mode, as you can't fast travel to your main settlement/home that contain the majority of your supplies. Your thoughts?
+Mak Bell local leader was allrdy a good perk tho. unless you didn't do anything at settlements and you just ran thru story mode.
+Righteous Kung Fu Oh ya, you're right, I forgot about the "More" useful part lol
I would definitely go for alot of damage residence and taking less rads from food and water
Strong back is the only perk in this video that is actually worthwhile.
I've put a focus on carry weight with the strong back and lone wanderer perks.
Using a companion pack mule should enable you to store considerably more than the 100 carry weight lone wanderer does, never mind that in this difficulty both more damage dealing or less damage taken matter much much less.
+Alien Platypus Dogmeat on my last play could only carry 4 10 mm (two default and two default automatic) and a standard no mod double barrelled shotgun. But I've seen him carry a bit more other times
I chose lone wanderer because I'm not going to be using companions.
Scarce Hyperion dogmeat still doesn't count against lone wanderer. It's supposed to work that way
The best Perk in this mode haft to be strong back level 4 Cuz then you can fast travel When being overweighted 😂😂
In Survival Mode, you cannot fast travel even if you got the perk
+Ian Desjardins i was joking
+Ian Desjardins i was joking
Hugo Lännholm I know this is 3 years old but that part of the perk removes the damage from being over encumbered in survival.
Koxden dude thank you
sneak blitz strength and pickpocket to get people in power armor just run melee and teleport kill everyone with a stealth cloack from chamelion gear
But what about when you make it to the Institute? Can't you just then teleport there and then to your desired location?
They should add a bedroll to fallout so you can save wherever but it has a high carry weight
Yah I agree maybe make it so you can only sleep for a hour and can only use it once a game day or something so you can't spam it. I wish they just reduced fast travel also instead of removing it completely, I would of been happy with fast travelling only between settlements you have located or something because some quests will just be tedious instead of a fun challenge especially some of the railroad quests.
good vid keep up the good work
I notice you took all 3 ranks of strong back, the final rank only allows fast travel while encumbered, but since fast travel is disabled doesn't that make rank 3 pointless, or is there some other bonus in survival?
*4 ranks
+Marc83Aus There is another bonus! No leg damage from carrying too much, a great thing!
High Endurance builds will finally be worth it
no shit
+John Lipski they are always worth it since endurance adds health
but won't the perks in survival mode change because with 'strong back' rank 4 it says you can fast travel while overburdend?
Science is now even more useful becouse Then you can built water purifiers. This counters need for drinking and less stimpacks.
seems like Strength, Endurance, and possibly Agility perks are going to be much more useful, while Charisma builds are going to be less useful. Mostly agree with your list, but will say that Toughness and refractor may be up there in usefulness, what with damage changes.
Speaking of Charisma, Perhaps a 5 less/least useful perks in the new survival mode is in order.
+Jay Ray (JStorm321) Charisma is still going to be a consideration at lvl 3 (Lone wanderer) and lvl 6 (Local Leader). LW is a pretty big carry spike along with reduced damage intake. Local Leader to get caravans to all your settlements. A huge inconvenience to run back to Sanctuary every time. And while you can do this next one in the standard modes instead, getting wasteland whisperer will be almost necessary for the new dlc coming out
+James Brooks Lone wanderer maybe, but Local leader, not so much, due to the lower carrying capacity. the lowered carrying capacity, especially for a ranged build, lowers the amount of junk you can carry, so you likely will not be able to build anything settlement-wise, or crafting-wise until you max out both strong back, solar powered, lone wanderer, party boy/girl with tons of alcohol, and with the deep pockteted mods.
Jay Ray I haven't had a massive drop in carry capacity for junk. But I only carry 3 guns, limited ammo for each, (100 10mm, 100 fusion cells and 50 .308), 10 water and some food. Plus I've got pocketed on all my armour. And you can scrap everything at a new settlement, put up a beacon and assign the first person to show up as a caravan to the nearest settlement and bam! Problem solved
James Brooks It all adds up, Lowered carry capacity reduces the effectiveness of guns because you need ammo for those guns, plus armor, healing items, which all takes carrying capacity. with perks and items, you can feel only minor issues. without building specifically for the mode, the mode overpowers the usefulness of some perks.
Jay Ray I have 185 carry capacity at the moment. 3 strength, lone wanderer and 5 pocketed armour. When I set out I need 85-95 reserved for what I'm taking out. That's pretty standard for me. That leaves a little under 100 lb. I get plenty of stuff while I'm out
Honestly, after playing survival for a while, I'd still say all these perks are meh... aquaboy/girl has some serious usefulness for safe and quick travel. But the rest... meh.
+Paul Burkum well, taking your radiation damage away with the sunlight is very useful, unless your character is very charismatic and has doctors in every settlement, who will cure him from rads.
Because Radaway has too many side effects.
But now with Wasteland Workshop we have the archways that are free rad scrubs... They are super overpowered. Make radiation almost a non-issue
+Paul Burkum yes we have(
Meh
What about the damage reduction perks? Do they still work?
Really love that Arc gun, dont you?
It sucks
Tesla rifle*
I cant run FO4 I dont know all the names D= I just know he uses it in every video lol
the perk that increases your max health, at rank 3 you regenerate lost health
Unfortunately the last rank of strong-back, which I have, is now completely useless
+Kevin Markham It's been changed to remove the penalty of being of encumbered damage wise
+Kevin Markham they probably would give a replacement for that exact reason once the survival mode drops.I believe its in beta on Steam right now without that change (at least I think so), but beta means changes can, and probably will, happen, even if its not there right now.
When do you think the survival mode come out on console
Survival Achievements need to add it in :)
Dont bother with lead belly, i tried it in the beta, but the desieses are still there and if you pickup the meat from all the shit you kill, and cook it when you have the chance, you will be fine on food.
It is more useful than you'd think, radiation treatments properly mess you up now.
+Alien Platypus Not really, unless you don't plan on getting that decontamination arch from the DLC or no plan from going to a doctor in Diamond City or in your settlements dotted in the map to remove radiation (which only costs 40 caps) is a nice way to remove radiation rather than radaway dependency. You just gotta have alot of money. Use that damn water purifier business.
i found the first perk of the endurance, Physical Resistance, to be quite usefull, +10 PR per level is good enogh i won't take it to lvl 5 tho.
+Francisco Assis yep that one
What good is it though if you already have 200 or 300 armor from ballistic weave?
it's a good early option, the lvl 1 and 2 perk to figth the deathclaw early
later on it's useless
what does strongback 4 do since fast travel is disabled? is it just an oversight by Bethesda, or does it do something different?
I asked this in an earlier vid, I believe that it reduces the damage/debuffs you receive when overencumbered instead of the fast travel part
+EpicGamerzFail It says in the help menu that it eliminates the leg and hp damage due to being overencumbered. Still no fast travel, but fastER than everyone else
+James Brooks that seems to be quite useful, actually. given how I'm basically a hoarder and I'm always over encumbered, I was really worried about all the penalties survival mode had. But it's nice to know I have this to keep me safe