The most useless and stupid perks

Magnus

Water Chip? Been There, Done That
Modder
It's always a crapshoot what character development options Bethesda give us whenever they decide they want to have another go at this "RPG" thing. Most of the perks in the game are genuinely useful, but here is a short list of what I find to be the most utterly stupid ones.

6. Quick Hands (level 2)
Wouldn't it be nice and logical if the AP cost of your actions in VATS mirrored the time it took to perform them in realtime? Well, you can forget about that, because in order to gain the full benefits of Quick Hands you also need to saddle yourself with this deadweight here. Oddly enough, reloading in VATS is almost instantaneous already. It's almost as if they included the perk specifically to benefit a new weapon introduced in this title, one that heavily relies on reload speed. Almost, because since there's no way to manually reload in VATS you cannot charge the Laser Musket beyond the first crank, so that weapon is just slightly more useless in VATS than this perk.

5. Lead Belly
The Sole Survivor solely survives on a healthy, balanced diet of Stimpaks, Rad-Away and Rad-X. At the time of writing I have over 100 Stimpaks, 20 Rad-Away and 23 Rad-X. When I do eat food it's radiation-free and homecooked, and I only do so in order to gain the auxiliary effects. There is simply no way you can run out of healing items in this game, and even so the radiation effects from binging on irradiated food only equate to standing near a radioactive barrel for a couple of seconds. If the first level of the perk made you completely immune, and the next two increased the healing and auxiliary effects of the food, it would have made the perk slightly less redundant. And if I had some ham I could make myself some ham and eggs, if I had eggs.

4. Idiot Savant (level 3)
Spending one perk early on for a fair increase in XP throughout the rest of the game isn't bad, especially if your Intelligence is low and you plan on doing a lot of settlement building. Spending another one at level 11 is probably pushing it, but then we get this glistening gem of stupidity at the third level. With this perk, every time you gain XP there is a slight chance of getting another slight chance of getting more combat XP for a short amount of time. If you play the game for long enough with Intelligence at rock bottom, you may encounter a situation where this effect actually triggers and you manage to kill enough enemies that this perk pays for itself, by which time you will be FIVE HUNDRED AND TEN YEARS OLD.

3. Awareness
This would have made sense in a game where A: there were more than five types of enemies, B: there were more than two types of damage, and C: damage resistance made a significant difference in damage taken. Fallout 4 is not such a game. The only time you're up against enemies with serious armor is if you put the difficulty slider to max, and even so, neither "Ballistic" nor "Energy" is effective against "Sponge". And even if you did find out that an opponent had a surprise weakness, you wouldn't be able to exploit it right away because you can't switch weapons in VATS. Here's a tip for you: Use your laser pistol against metal armored Raiders and machines, they'll die slightly faster. Actually, use it against everything. But don't waste a perk on making the game spell out inconsequential details that you can figure out yourself anyway, you fucking ding-dong.

2. Hacker (level 4)
The first three perks are just utilitarian access-granting ones, albeit less useful than Locksmith because for some mysterious reason there is almost always a secondary option to hacking a terminal, and one of your companions can do it for you anyway. But what's this? A fourth perk! What could it possibly do? It seems Bethesda asked themselves the same question and failed to find a proper answer, because what it does is simply mindblowingly moronic. Congratulations, moron. You finally don't have to play that horribly difficult children's game called Mastermind anymore. Now you can just hit all the funny words until the computer goes PING and you can get back to shooting things. Know what else you could have done all along? Exit the terminal after three tries and re-open it, for an unlimited amount of retries. Get Awareness if you want a better perk than this. Also, get a life.

1. V.A.N.S.
In the same category as Hacker level 4, but on a whole different, vastly more useless level of uselessness, is where you will find this festering turd of a perk. As if a map with quest markers that show you exactly where to go, and a HUD compass with those same quest markers on it, and a floating quest marker on the screen weren't enough, now you can waste a level on getting a perk that delivers even more hand-holding bullshit straight to your face. The most useless spell in Skyrim, copypasted and jammed into a setting where it makes no sense. If it isn't blitheringly obvious to you where your quest target is without this perk, then you are officially the dumbest waste of breath alive and should be strapped inside a rocket and launched directly into the sun.
 
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Lockpicking level 4 is on the same boat as hacking, at least in my opinion. I never ever run out of lockpicks.
 
so much wasted potential in this game. I play on xbox, I would be highly disappointed in the game (not that I am not already) if I didn't know that they were bringing mods to consoles. I miss the perks like sneering imperialist and all that type of stuff that opens up cool dialog. also the radiation perks all kinda seem related ie: rad resistant, ghoulish, and lead belly. a lot of the stuff in the game seems like they put it in just so they could say we have a lot of stuff in our game...
 
I find most of the perks useless as I have a perk point I haven't bothered spending because something like gun nut or rifleman requires I get to a higher level. That last lockpicking perk is useless as I have over 100 lockpicks, has anyone bothered to invest perks in terminal hacking because I didn't bother with it.
 
I think you're off about Idiot Savant Rank 2. Rank 3 I can kinda agree with, just because there's never a large enough enemy pool to justify it when you're on a murder streak, but despite having an Int of 9, it seems like IS triggers every 5 minutes or so.

I wouldn't incorporate IS into a primary build, but it was one of those things I added after I was done running/gunning and before I started questing, and so far I've probably gotten a level and a half extra xp out of it. (It's also nice when building).
 
I think you're off about Idiot Savant Rank 2. Rank 3 I can kinda agree with, just because there's never a large enough enemy pool to justify it when you're on a murder streak, but despite having an Int of 9, it seems like IS triggers every 5 minutes or so.

I wouldn't incorporate IS into a primary build, but it was one of those things I added after I was done running/gunning and before I started questing, and so far I've probably gotten a level and a half extra xp out of it. (It's also nice when building).
Yes, the two first ranks are very good for an IN 1 char, on average they give you +20% experience per rank, so with both of them in place you will have earned roughly 4-5 extra levels by the time you normally would have been level 20, although the actual number varies wildly (if you're lucky and it procs on a quest reward you will get way more). Most characters have at least IN 3 or 4 for Gun Nut and Hacker, but you can lower IN with alcohol and/or getting addicted to Mentats for the purpose of triggering the perk, if you're really that crazy about extra XP. The third rank is astonishingly stupid however. Another reason why I put it on the list is that ultimately you would have gained all this XP anyway, just by playing the game.
 
im curious to know whats the most useful. because honestly, i dont see much.
I never used high luck, but given my understanding of this game, investing in luck is the way to go.
 
im curious to know whats the most useful. because honestly, i dont see much.
I never used high luck, but given my understanding of this game, investing in luck is the way to go.
Depends on how you play, but unless you're playing a "theme character" of sorts I would suggest picking these stats and maxing out the following perks:
ST 3
PE 4
EN 1
CH 1
IN 6
AG 5
LK 9
Locksmith (not rank 4)
Hacker (not rank 4)
Gun Nut
Scrapper
Rifleman
Science!
Armorer
Sneak
Action Boy
Grim Reaper's Sprint
Critical Banker
Four-Leaf Clover
Better Criticals

This is a well-rounded character who can unlock all doors and safes, craft all (energy) gun and (power) armor mods, and relies on stealthily picking off enemies with a near constant supply of boosted critical hits in VATS, using powerful one-shot weapons such as the Gauss or Plasma Rifle. The high damage per shot makes ammo not an issue, Scrapper means you won't have to scavenge so much, and since you're sticking to rifles your attacks will be armor-piercing. I can't think of any better builds at the moment.
 
im curious to know whats the most useful. because honestly, i dont see much.
I never used high luck, but given my understanding of this game, investing in luck is the way to go.

Staple (You want these on almost any character (unless you're really into roleplaying), trust me): Scrapper(5 INT), Scrounger(2 LCK), Gun Nut(3 INT), Science!(6 INT), Locksmith(4 PER), Hacker(4 INT) (first 3 points for locksmith and hacker).

Damage: Heavy Gunner(5 STR), Rifleman(2 PER), Gunslinger(1 AGI), Commando(2 AGI) (pick one).
(I don't personally like melee characters as you can see)
Optional damage (and other combat goodies): Sniper(8 PER), Concentrated Fire(10 PER), Lady Killer/Black Widow(2 CHA), Lone Wanderer(3 CHA), Mister Sandman(4 AGI), Gun Fu(10 AGI) (a little iffy on this one), Bloody Mess(3 LCK), Better Criticals(6 LCK).

Pretty damn good: Medic(2 INT), Pickpocket(1 PER) (especially the last one if you're a collector of cool outfits), Strong Back(6 STR) (just the first 2 points), Sneak(3 AGI), Nuclear Physicist(9 INT) (if you enjoy time in your power armor. Also don't sprint in it or use the jetpack unless you're really, really serious about it), Local Leader(6 CHA).

I suppose you can experiment with explosive/melee stuff in the damage tab if you're into that.
 
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