Just want to say you're a GOAT for including an image of what the perk actually does on screen. Not everyone just automatically knows them and it's really handy to have them on screen.
If anyone was wondering why the In Shining Armor perk doesn't work, the perk looks for the "Energy" weapon type, but the ID is "EnergyWeapons" so there are technically 0 weapons in the game that match the type of damage you'd get the resistance against
@@cleanerben9636 All the vanilla power armor is on the list for in shining armor it's the non-existent damage type the perk is set to defend you against that's the real problem. If it worked as intended it would actually have pretty good coverage as far as apparel options I think it covers basically every vanilla set of heavy armor though it's not coated that way specifically.
17:10 Quick draw is actually pretty nice because it can work as a faster reload. Unequipping and reequipping a weapon will reload it, so if you're using something with a long reload animation like the medicine stick, you can completely bypass it by assigning it to a hotkey (usually 1 for me) and double tapping it. It is cheaty jank? Yes. Will that stop me? No.
Changing weapons is inevitable in combat - ie throwing a grenade and switching to your regular gun. It's useful for that. Far more useful than he characterizes it.
B tier from my point of view as it is entirely a QoL perk and doesn't affect the combative abilities of your character overall. You just have to complete Dead Money and loot it properly to get unlimited Weapon Repair kits if you want to and like 500k caps in treasures if you manage to escape with all the gold and get banned from the casino (like 100k+ from the pre-war money alone). It's fairly easy to do at like level 10 if you know what you're doing (you'll be out close to 19). Else Caravan is a really good cap maker especially with Dale Barton, the Dennis Crocker and No-Bark (around 10k+ caps per 3 days). Repair kits take care of all weapons and you can just repair armors at the many 100% NPCs, and it really doesn't degrade fast unlike you get hit a lot really often. Condition is even less of an issue if you get Raul's perk. If you don't have any DLC then I'd say borderline A tier as repair kits are harder to craft in the base game, but still not S as caps have litterally never been an issue to me.
@@XDarkStrikerXdude its the best perk even in dead money you can fix those god tier light armors with normal clothing so you get more of then with you when you leave Sierra Madre
You mention Heavyweight being good for kleptos, but long haul is the best for that kind of play style. Being able to fast travel straight to Gun Runners with an obscene amount of loot is very useful imo.
Yeah but it's better to just not get overencumbered. Because if you get to heavy while inside a building or really any interior then u gotta slow walk outside then you can fast travel once outside.
@@theironfox2756 something I've noticed is that many things stop being worth repairing. For example, two medium to high condition 10mm pistols will net you more than one fully repaired one, so condensing might not necessarily be worth more caps.
Just a note that Animal Friend DOES work on Nightstalkers, even the Legendary Nightstalker and the ones in Old World Blues. Absolutely great for picking them off at your leisure.
Indeed. I honestly always pick the first level of Animal Friend because of the DLCs like the Yao Gaui cave in HH and the Nightstalkers of Old World Blues.
Rad child is a busted perk on hardcore. It’s 2HP/sec per every 200 rads you have. 8HP a second is basically a constant stimpack (with low medicine), and even 6HP/sec is great as it is constant and noticeable. Stack it with healing items and you can face-tank a LOT of the tougher enemies; radiation sickness isn’t all that detrimental anyway, and with the ATOMIC perk later on, there’s some real synergy to be had.
Its busted even out of hard-core. Especially if you consider the potential of stacking all of the regeneration perks like solar power, and the implant. if you're running a high endurance build even in mid armor you are rarely if ever dipping below 50% health.
I often play melee builds with high endurance/survival and I come to conclusion that its not so powerful. Rads lower your max HP and later on carry weight, so most sense makes having 400 rads for 4hp/s. And its not alot compared to stacked gecko steak + cola + stimpack. And you only need that regen in above-average combat encounter, while you carrying those rads penalty all the time.
@@TURBOSLAYERPWNZ It still turns the player into Wolverine I literally end up stockpiling hundreds of stimpaks on melee/unarmed builds because of it, due to barely using any.
there's a negative to bloody mess, and its the fact you can take physics damage from the blood explosion, as well as from the flying limbs. seriously, i've genuinely almost died on several occasions because some eyeball hit me for 60 damage.
I had no idea physics damage was a thing in fnv, I know in fo3 when you run over skeletons sometimes the bones will sometimes cause like 10 damage but 60?? That's bananas
@@abrahamemmanuel2401 it has to do with the way all the giblets launch out, i think the blood explosion isnt supposed to do damage, but it definitely does the giblets themselves can hurt you if they go fast enough too but its very inconsistent
@@abrahamemmanuel2401 Its the exact same reason that sometimes stepping on a skeleton in skyrim will hit you for like 10-20 damage (rarely, but sometimes, it even instantly kills you) Edit: Im stupid and didnt finish reading your comment, but yeah, FO3 and Skyrim skeletons are exactly the same bug
One thing you forgot to mention with comprehension is the double skill points which is pretty gosh darn useful, especially with lockpick, science, and crit magazines
its by far the best part of the perk, with it you only need to get your stats up to around 80 and use magazines to max them out for speech checks leaving you with extra skill points to put into other stats
Yeah Jsawyer mod really increases the value of pack rat but even the trait hoarder. I also play with that modlist and i feel like at least one is mandatory if u plan on using something bigger than a handgun basically
@@RandomWitcherabsolutely I have I think 6 strength and my max carry weight is 135 WITH the carry weight perk. If you plan on using any kind of heavy armor, or heavier weapons (shoulder mounted launchers) Heavy snipers etc. it’s a necessity.
I believe "Heave, Ho" perk affects all non-hitscan projectiles. Meaning it will boost velocity of ANYTHING that is not hitscan, including plasma and missile/grenade launchers. You're basically getting WAY more of a benefit from it if you're planning to use explosives. I only know about it because I made a mod for myself that made all projectiles have weight and turned them non-hitscan. I used the same "effect" as "Heave, Ho" to boost velocity of projectiles when I use rifles.
12:45 Handloaded 9mm ammo in the base 9mm smg will chew through a cazador faster than you can spit even in Very Hard difficulty, this games crafted gear is honestly 10/10
@@jeremiahbaugh8195 yeah, not only for the 9mm but with 10mm and 12mm too, it's reaaaaaally good for not only cazador but anything unarmed which a lot of enemies are. If you know they dont have DT, it's just so good
Miss Fortune being better than Mysterious Stranger is a baffling take. She does something completely random and potentially detrimental in some cases while Mysterious Stranger just kills the guy.
Does having them both cancel each other out? I bought both I believe thinking they'd alternate and i saw less of either of them if having them activate at all.
@@jakethesnake4040 Mysterious Stranger has a 10% chance of showing up if the enemy has 150 HP or lower. Miss Fortune just has a flat 10% chance of showing up whenever to shoot the enemies weapon, cripple a limb, knock them down, or detonate any explosives on them. In hindsight I realize she's probably situationally useful. Knocking down enemies might be preferable if they have huge health pools, and since ghost people instantly die when their limbs get crippled she might be clutch for Dead Money.
Pretty solid Tier list throughout. I would probably move Comprehension and Educated higher. Just having extra skill points is never a bad choice. This also allows you to choose more perks as they are unlocked earlier. And overall you can make a better well rounded character earlier in the game.
Since the DLCs' higher level cap and more skill books, it's doable to max all your skills. But a single perk to guarantee it with no effort is a good trade-off. Especially Comprehension, which can net you more points than Educated and has the extra bonus on the magazines.
@@juicyjayyz4553 That is the reason I take it; the extra point from books is just a bonus, but with the magazine boost you can get Lucky on your first visit to Primm at low level without having to focus on Lockpicking with every level up. It lets you leave skills 20 points lower than they'd otherwise have to be for so many early game obstacles, which significantly expands your options. Educated is also great but I invariably take Comprehension anymore.
@Eggbutts You really only need 4 intelligence (5 with implant) and you'll have plenty of skill points to go around. Comprehension helps fill in the gaps (presuming you collect all the skill books). It also frees up more points for your SPECIAL.
Rad child is very underated. If you have like 3 stacks of rads its like the equivalent of having a constant stimpack for very minimal downsides. I usually dont take it because its too strong.
@@BigBoss-mt7hb Rad child increases for every 200 points of radiation. At 800 you're invincible to most enemies. If you eat some food, you're invincible to cazadors. If you combine this with chems and heavy armor you become invincible to Alpha deathclaws. Rad Child's healing is insanely fast.
Comprehension is at least an A tier perk. I would personally put it in S tier. Not for the +1 in skill books, although that is nice, the really crazy part about this perk is the +20 to any skill with the right skill magazine. That is massive for passing skill checks, lockpicking, and hacking, which are abundant in FNV. I like using it for completing missions I have no right to that early in the run, it's such a good perk.
Effectively 70 free skill points just in the magazine effect (the 7 skills you don't actually benefit from having at max all the time, and instead only need them maxed in short bursts).
Also completely agree. Extremely high healing item, sells for a ton, and since it's based off killing anything, that means anything respectable (i.e. Bighorner fields become gold mines). Easy S
1 situation where quickdraw is more useful than normal would be when dialogue has a hostile conclusion; when you're talking to someone, your weapons tend to automatically holster. With this, as soon as the dialogue ends you can pop VATS and dome them.
@@ReapeeRon Or even if you do. It's kinda fun to pop from dialogue to queueing up a bunch of headshots on a bunch of Legionaries/NCR Hitmen/Enclave goons/Brotherhood Outcasts.
I find it useful when it's used for swapping between weapons. Like, if you don't have a grenade key mod installed you can get one out there faster, giving you more time to aim. I find this particularly useful because occasionally NPCs bunch up themselves but didn't exactly start that way, and you wanna take advantage of it. It's basically like having a rifle mounted grenade launcher. Alternatively, you can use it to be a more effective "switch-hitter," where you are playing a character who is generally better at melee, but you start combat by shooting at enemies in the distance before you swap into melee weapons. If they're ranged, you close the distance with them while shooting. If they're melee, let them close the distance with you while you hit them with as many shots as you can. Generally though people find just taking perks and skills to be better at ranged combat to be better, so this fighting style isn't much of one.
It’s main use is switching between weapons midcombat. From your sniper to your normal rifle/carbine to your handgun/shotgun to a frag grenade then over to your SMG for those last three enemies with no armor. That’s it’s real value
I am so happy to hear that, I thought I was having some kind of crisis when he said it didn't affect nightstalkers. I remembered distinctly that the silly snake dogs were friendly with that perk. XD
Silent running has an effect on sneaking - You have sneak-running and sneak-walking (Depending on run/walk toggle) It's highly recommended for sneak builds, and straight up mandatory if you are also going melee
Even more than that it has an effect on sneaking in general. Your regular sneaking has loud footsteps meaning enemies really notice you when sneaking anyway. This perk is required for any type of sneak build
extra note about Explorer, there is 1 unique dialogue option for taking it with the final speach confrontation with Ulysses. that is it. I think it also gives you every location on the map in each area, but that might just be a bad recollection.
It shows every location you can go to on the map. It's useful if you don't know the map of New Vegas like the back of your hand or you just want to speedrun affinity quests. Helps in Old World Blues a lot as well to get the personality tapes and all the interesting gear you can find.
You also get a speech check, midway through the DLC on the highway. Your courier remarks having gone to Denver Colorado which is cool. He remarks that it’s legion territory
In regards to Rad Child, it's 2 hp a second per 200 rads you have, not just 2hp/s after 200 rads. So you get up to 8hp/s if you're fine with losing some special. With that much healing you are basically invincible. I take it all the time because I like to use light armor and the regen offsets my low armor. Plus it works well with the Atomic! perk, which gives more AP regen based on your rad level up to 1.5x at 800 rads, not just when you are in an irradiated area unlike the rest of its effects. Nice thing about Bloody mess is that it can proc on ghost people making it easier to kill them, which makes Dead Money a little bit easier. Quickdraw has some use since when you switch to a weapon it is fully loaded, so you can switch away and back with hot keys to reload. For some weapons this can be faster than reloading, it's also useful if you switch weapons in battle a lot. Also having a weapon out slows you down a bit so some people might put theirs away just to get around a bit quicker. I agree overall that it's not that useful but it's not worthless. The problem I have with meltdown is that it can hurt you and you are more likely to face enemies that charge at you than you are to fight ones that cluster up. I just find it's somewhat of a liability and it means you have to switch weapons against melee enemies. It just feels like a counterproductive perk most of the time. Implant GRX is affected by the chemist perk and the day tripper challenge perk (but not fast times) for a total time of 8 seconds before slow down per dose. Also, the Logan's loophole trait but you can only get one rank of GRX with that so the total time comes out to be the same. Tunnel runner is more useful for melee as being able to close in on people quickly while sneaking is a huge help. The agility requirement is also a bit high but it's only one higher than slayer so again, it's best for melee.
regarding radchild important thing to note is that special stats are generaly not affecting much, besides STR for melee and checking weapon reqs and luck which is unnafected by rads you dont really lose anything.
@@tomaszpawlik5091 With the reinforced spine perk you can get from Old World Blues you can counter the strength loss just fine. There's also the implant and power armor if you want to use that. I think strength is probably one of the easier stats to boost. The main issue I have with radiation is that it affects agility, which can make reloading a bit longer than I like, and also AP if you care for that. However between rapid reload, the implant, and small frame (which I tend to take) you can counter the loss of that just fine. Probably not even that big of a concern in the first place, but slow reloads just feel awkward to me. Radiation also affects endurance but we are talking about Rad Child Here, so that's kind moot. The effects of radiation can be compensated for pretty easily by stuff you're likely to get anyway and are barely there to begin with. It's hardly a bother, but still something that you might want to keep in mind if you want to use rad child to its full extent.
@@Streptovarius AGI barely affects AP, it gives you what? 3 points per point? Jet gives you 20 for comparison sake, and as for reload speed then im a big fan of eneegy rifles, and those never need to reload.
@@tomaszpawlik5091 I didn't know how much AP each point gave off the top of my head and I didn't care to check, but it is 3 which is a lot less than I thought it was. I don't really use VATS all that much so it was an afterthought, I just thought I'd mention it to be thorough.
You know, the stone wall perk can be extremely useful in fight in particular; the final fight against lanius who just like to knock you down like a death claw
I have played new vegas for years, I have tens of thousands of hours on this game and I have never been knocked down. Stunned yes but never knocked down, nor have I ever knocked down an opponent. Am I doing something wrong to never have seen it?
@@moviemaker2011z I don't know how thats even possible, I get knocked down all the time, deathclaws do it frequently, also theres a sick shotgun perk that makes you knock stuff down down.
@Bob Noneya death claws usually kill me quickly with all my early encounters, late game I'm able to kill them long before they reach me, so they never get a chance to knock me down because two swings and I'm dead, or they just never swing at all. Raiders with pool cues and lead pipes and such have never knocked me down either. Stunned yes but never knocked down. I also don't ever recall knowing someone down before either. Maybe it's just the way I build my character which is high charisma (speech+barter) and high guns because I primary the Hunting Rifle and secondary a Thermic Lance.
@@moviemaker2011z I've been knocked down a few times by the police and military cyberdogs in Old World Blues. It was more of an annoyance than an actual problem I had to account for, but it did happen.
@Lord Pumpkinhead looking back, I have knocked people down before. In my video of beating fallout new vegas with both spears, and then a shovel in the shovel run I did save up for the super slam perk which knocks enemies down. Still however I have never been knocked down personally by an enemy.
As a melee lover, Superslam is legend to god S Tier, when the enemy gets knocked out, its done, even in groups if u knock 1 u can knock the other and perma knock em, specially by combining GRX Implant which i think its also affected by 2nd level, chemist and the upgrades from World Old Blues DLC, having a greater time than 5 seconds.
Agree, super slam is absolutely S tier for melee. The ability to knock down enemies like deathclaws and cazadors is so helpful especially if you are fighting more than one at a time.
Boxing tape/gloves + Piercing Strike + Paralyzing Palm + Super Slam! = You’re basically everyone’s bully lol throw in Slayer, Stonewall and Unstoppable Force and you’re a KO’ing Deathclaw
Just Lucky I'm Alive is definitely S Tier for me, by far the best level 50 perk for crit builds. It stacks multiplicatively with Better Criticals and leads to some absolutely wild damage. Also, the thing about Dead Money perks not going away if you reset after Goodsprings is true for all dlc perks as far as I can tell. You can get two level 50 perks if you do the Chet xp glitch for a few hours before leaving, it just doesn't make for the most thrilling playthrough.
@@ReapeeRon That's good to know! I remember some of my perks not following over when I did I my first level 50 glitch, but they must have been the ones below level 6. I just did the glitch again, and I did keep all the non-dlc perks I took after level 6 except for Intense Training. Can't recommend Swift Learner and Lessons Learned enough for this glitch, if you can stomach using a perk slot on them. I can also confirm that taking the Here and Now perk at any point after the reset will stop you from gaining the glitch xp back. You can get all your perks up to level 50 and then play the game at any level above 10! Sorry to talk so much about a glitch you didn't even mention lol. Awesome video, been loving the New Vegas tier lists!
Still what is the point there anymore? If you got to lv 50 you probably murder half of mojave and did like 85% of quests. At this point you are killing deathclaw with no issue like powdergangers.
@@velgazor4739 Crit builds should be light armor rather than tank type build due to necessary perks being light armor only and the best gear is light armor anyways. The point is to be able to one shot deathclaws most of the time for example.
@@the_ideal_grease5565 i dont think that's much of an excuse. Even a hobo in programming knows creation engine, and you tell me that Obsidian werent familiar with it?
Do not underestimate taking out an enemy's legs. Especially if they're really fast, like a Deathclaw. If you can take out a Deathclaw's legs, that means they're going to be far slower, and you can avoid their attacks a lot easier. Then you can deal with them at your leisure. Same goes for Cazadores and their wings. A Cazadore crawling on the ground is a far lesser threat than one speeding at you with wings.
The professional perk is funny, because even in the movie, Leon says something about how a professional works all the way down the weapon chain, until they are up just close and personal with the knife.
Eye for an Eye is really useful, did a glass cannon build once. It requires 10 Luck, Finesse, Light Touch, Travel Light, Eye for an Eye, Rad Child, Chem Resistant, Chemist, Old World Gourmet, Laser Commander, Better Crits. You basically have to rely EXCLUSIVELY on healing from Radiation and Food and sometimes you need to use Steady to hit your target at a long distance and will be moving slower. But the rewards are having a Laser Rifle with a 50% crit chance and deals Nearly double the damage it normally would. This also works beautifully with miniguns and turns them it to literal death machines.
i would take the trait small framed for that build as it adds +1 agility good for vats gun slinging but more importantly reduces limb health 50% making it extra easy to break those limbs in the first place. i hate the ringing sound of a crippled head too much to do this build though. got stuck without a doctors bag or hydra for 2 hours once and the sound gave me a real world headache
@@Maxsmack The ringing is exactly why I don't cripple the head. Also from testing this build is strictly ranged don't use Melee. The biggest problem you'll face is if you get hit in the torso you WILL flinch ALOT. So you can get essentially stunlocked so HIGHLY recommend stealth or sniper play. And be sure to use Psycho to squeeze out as much damage as possible (hence the chem perks aside from Steady) I've don a lot of play testing with this build and it is exactly what you want if you're looking for a challenging Vanilla run. Which is why I name it "The Masochist"
I like travel light in general, but it is really fun in melee, unarmed and shotgun guilds. Closes the distance faster so you take less shots before you take down your target. Apso alertness is surprisingly good with vats. Crouching increases your chances chances but being able tosave 2 perceptoion points is nice.
Comprehension is easy S tier. It lets you max out more skills, and max them much quicker, but you didn't even mention one if its best uses: it doubles skill bonuses from magazines. This lets you keep skills you don't care about maxing lower to still hit break points, like only needing a 55 in science or lockpick to get through hard level locks/terminals, or bypassing really any skill check. Comprehension is maybe the most useful perk in the whole game since everything is based on skill levels and it lets you be the best at those.
You don't need it unless you want to reach 100 in every skill. You already have 50 levels to max the skills you want and playing a guy that excelles at everything is a good way to get bored playing the game
@@GeraltofRivia22 more options to do what? There is no point in maxing out all skills, even if you have all the combat stats to 100 you don't have the perks to be effective with all of them, there is no point in having all skills maxed out. And a character that can do everything is detrimental to the role playing experience
Honestly I would have put Comprehension into A tier. Having that extra skill point on books helps increase skills faster and the double on magazines helps pass skill checks. Unless you know when and where every skill check happens it is really helpful for at the moment need.
Comprehension is easily S tier. If you collect skill books you earn hundreds of skill points, saving you more points to use during level ups for other skills, and combining it with the +20 from magaziness allows you to pass high level skill checks much earlier and collect valuable loot like Lucky and the Gobi Sniper Rifle very early on. Educated on the other hand is unnecessary unless you have a low Int build. Comprehension far outclasses and makes up for it if you have 6 INT or higher
Rad child was always the best for me. I stacked DR, got indestructible limbs, got something crazy like 8 hp regen/second from rad child. Was immortal even on hardest settings without ever using consumables.
Travel Light, Silent Running and Tunnel Runner seem to Synchronize well with each other, taking stealth mobility to another level. As i always take Light Touch taking the other 3 is a no brainer.
I think comprehension is probably the best perk in the game if you’re not going all the way to level 50, and it’s still pretty good even if you are. Hunting for skill books is fun and getting soooo many more skill points from them is great. The bonus from magazines is straight up busted, and basically means as long as you have a magazine you can pass almost any skill check you need to. Yeah it’s not as impactful if you’re going to level 50 anyways, but there’s only really gonna be 4-5 skills max that you’re gonna want at a hundred unless you’re really trying to make a perfect character. But maxing the skills you want maxed significantly faster still is very useful.
Lessons learned is a % bonus on XP gained after taking the perk if you are at level 26 you get a 26% bonus on all xp gained going forward so for every 4 xp you gain an additional 1XP.
It's still just an xp booster, which is useless. Taking an xp booster means you've wasted a perk slot because it does nothing towards the game once you hit max level.
@@danreynit's good for power leveling, doing all the dlc quests after taking it lets you blast your way to lvl 50 much faster. It's not for everyone, but I personally enjoy using it on builds that I don't feel like taking forever to grind with the -10% penalty from picking the Skilled trait (since it's obviously the best one aside from Wild Wasteland)
@@danreyn Hitting 50 is usually really boring without taking lessons learned, even with the perk i end up having to farm bighorners and ants all the time to hit 50. It's one of my favorite perks since it really saves the pacing of the entire game on my 900th playthrough. Walking around and shooting random mobs for xp just to hit 50 isn't my preferred way to play. It definitely does not deserve to be in the same rank as swift learner at least, since it's equivalent to 4-5 swift learners in a row (and if you're playing a levelcap 60 TTW playthrough it's really, really nice.)
@@rhesty5235 I've never farmed levels to hit 50. I just play the game normally and explore some fun areas. I end up hitting 50 easily before all the dlc are done. Not sure what I'm doing differently. It does sound pretty tedious to grind like that. I guess your play style calls for an xp booster
Nuka Chemist is good since it allows you to make the Nuka Cola grenades. Their base damage is over 500, and with explosive perks you can easily cheese that to over 800 damage from a single Nuka Grenade.
@Matt_History the special debuff is very minor imo even a max rads, you're pretty much erasing health management for rad management which is a little more passive. Just preference I suppose.
@@Matt_History I only play on the maximum difficulty and hardcore, in fact rad child is op asf just 600 rad (permanent stimpack) bc 800 rad is dangerous because it is close to 1000 rad which is instant death
You misunderstood the Lessons Learned perk. It works like Swift Learner, except your gained XP is increased by a percentage equal to your level. So at level 26 all XP gained is increased by 26%, at level 27 your XP gained will be 27% higher and so on. Still not a good perk, but it's much better than what's said in the video.
I agree Sitting at 400 rads with it seems to be the sweetspot 4hp per second means you never need to heal between combat and over the course of a 20 second fight you regen 25% of your health. Just so useful
Cannibal is definitely a meme perk for either going for meat of champions in a playthrough, or you just want full immersion. Or you're playing FNV: Dust and you need every tiny crumb of HP you can get your decaying broken arms on.
@@rickiecomeaux8287 Or, just steal shit. Doesn't matter if I have over 2000+ rounds of ammunition and enough meds and chems to supply the entire NCR, I need that extra stimpak with the red text.
@@zeallust8542 You are right, when it comes to NPC reactions. However to get the perk "Ain't Like That Now" you need bad karma to be able to select the perk at level 50.
You missed the actual power of comprehension: the double bonus from skill magazines. You can effectively keep skills much lower than 100 and get the boosts when you need it. It is also needed for maximizing your critical chance. One build I made kept charisma at 4 (most do 1) and I took party time mentats (+ 5 charisma -> +10 speech and barter) and meeting people (+20 with comprehension) for 100 speech consistently. Similar with OWB you can wear mobius scrubs for an increase in science and then take a programmer’s digest for a massive boost.
I'd say skill that gives 10% of movement speed while using light armour is A or S tier, because FN is a huge open world with lots of walking, and just map your heavy armour for key 1 in fast menu, and you basically have instant buff you can switch whenever you you're not in combat (you fightin, press 1 to equip armour, you're not fightin, switch your armour to pants and run as fast as possible)
Voracious Reader is much better than it sounds because it makes True Police Stories (the crit magazine) easily obtainable, which also synergizes extremely well with Comprehension. It's a godsend for crit builds, though I admit that I play TTW instead of vanilla NV, so that impacts my judgement as well. I still wouldn't take Retention, though, as you could just craft more magazines.
Currently grinding up a character to have the max level in goodsprings, which will allow me to take many more perks. While we will disagree on a few perks, thanks to your list I will be trying some new ones like hand loader and professional.
@@tatum1140 Just stay in the goodsprings area and quicksave if you need and kill stuff- coyotes in that one cave, do the ringo mission, geckos near that guy who tries to trick you etc
@@tatum1140 I don't know if it still works, but you used to be able to take the quest to destroy Goodsprings and then kill the powderganger. You'd fail the quest, but then, you could repeatedly pass speech checks from the general store guy and the doctor.
As someone that pretty much refuses to use stimpacks and only heals by food/survival, Them’s Good Eatin’ is probably an S tier for me. I tend to not use stimpacks because they’re that common to the point you could just spam them and never die almost. With food I need to duck out, etc.
Also really simplifies Dead Money on hardcore mode. Since u always get the food basically, you have a much easier time dealing with the fog and all that
@@ReapeeRon I must be doing something wrong because I only carry enough food and water to prevent hunger/starvation debuffs for a couple in game days, and I still nearly die using stimpacks if I'm not extremely cautious. And how are you getting so many stimpacks you can afford to sell them? I'm usually buying stimpacks so I don't run out in the middle of a battle since it's my primary healing, what am I missing?
@@bearrett50kal17it might be the way you play. I use a CRIT sniper build, so I rarely ever take any direct damage. If you’re a melee build or a more direct build. You can end up taking a lot more damage
The key is perk stacking depending on the build like friend of the night & night person& mister sandman to roleplay a midnight murderer or cowboy& gunslinger to make revolvers do double damage
I started following you because of DRG, but I've really appreciated the NV content! I think you have solid opinions on all of the videos i've seen so far (except Bloody Mess is S tier :P )
Rad Child being in D-tier is just not sitting right with me, 8 HP per second is like having a Super Stimpak active for your entire playthrough. There are too few irradiated areas in New Vegas, so you can walk around with 800 rads always and be immortal.
Comprehension is a great perk if you take it early on and you’d like to max out your skill points all to 100, you just have to be willing to find all the skill books 😂
Good tier list. I agree with most takes but wish the tiers focused more on what the best perks to take per level. Like light touch/black widow being okay perks overall, but likely the best perks to take at level 2. With Comprehension 4, Toughness 6, etc.
Actually cannibal does have a use, if you eat 25 people you get access to dine and dash which gives you the ability to gather human remains and at max survival heals you for 30 health -135 starvation and weights 1 pound.
Light Touch also has the added benefit of every single dlc medium armor was never added to the exclusion list for the perk so it works with stuff like the old world blues stealth suit Edit: travel light uses the exact same exclusion list
New Vegas wasn't given enough development time *Cons:* things don't work the way they're supposed to *Pros:* things don't work the way they're supposed to
The Long-haul perk has two great uses that make it great imo. 1. Fast travel with all the gold bars you stole at the end of dead money. 2. Fast travel to move your items from one base to another. I guess they are sort of the same thing.
My build often contains rad child. I'm the type of person that runs into battle forgetting to heal and that includes unintentionally having radiation poisoning so it just helps me with my play style. That's all perks are, you have to find what works best for you and your play style. This list does give a good idea of where to start if you haven't really played the game much
Travel Light, Implant Y3*, and Tunnel Runner stack. You can almost double your speed by crouch running, which is useful for sneak builds with Silent Running * I may not have the correct implant here
I comment to bring attention to the marvels of Hand Loader, which I think it's an easy S tier if you go for any Gun build, here's my thoughts why: For a lvl 6 perk with 70 repair requirement that can be picked easily at lvl 6 (or 8 if you dont find the repair books or dont invest as heavily) it's basically insane value here. You get custom made Hollow Point (HP) ammo for literally all of your SMGs weapons. That already solves cazadors and a lot of high dmg threats that dont have high DT, and even with high DT you get a lot of dmg bonus anyway. For the 5.56, you get free 15% dmg and reduces your spread for the gun with NO downsides. For the .308 it's a 15% dmg for a bit of condition dmg which isn't something really worrying since you already have high repair to unlock the perk. And finally, the "cowboy" ammo (.357, .44magnum and 45-70 gov) they increase your dmg and reduces dt at a tradeoff with condition. Just get some weapon repair kits, have ed-e or raul or get Jury Rigging (another OP perk) and you are good to go. Also, if you use the Survivalist Rifle (unique 12.7mm rifle), having the unique ammo increases the dmg to insane levels (you get almost ~90 dmg per hit with good DPS and accuracy). TLDR: if you go any type of gun build, I strongly suggest and recommend going for handloader. Free Hollow Point ammo and you can expect a dmg increase of at least 15% with the gun PLUS other benefits! PD: love to see FNV content and thanks for the video! Great content
Old World Gourmet is a must-take for me, every game. Just think of all the places you can find quantities of booze, those locations are now rooms full of stimpacks. Benny's suite, for example, contains a motherload of wine that I yoink from whenever I'm getting low on supplies.
I think we should take the perks as the way they are meant to work. I'm sure absolutely no one plays vanilla New Vegas these days. With the unofficial patches, I'm pretty certain all the perks work as described by the perk selection menu.
Hand Loader should be S tier because it incorporates an awesome feature of gameplay that many people skip right over. My first few playthroughs I completely skipped over crafting. "Crafting" in New Vegas is such an underrated experience, absolutely necessary to enhance your fallout experience by so much and it's just so fun when you figure it out.
Lol I realize that this perk tier list is just your opinion but how anyone doesn't see that "And Stay Back!" is one of the most broken, OP perks in the game when using a shotgun w/any buckshot rounds is mind boggling to me. I wouldn't hesitate to put it into the S tier. It makes basically all enemies a joke, including Deathclaws. I also would never put 'toughness' into S tier. It's decent, but usually I prefer to take other perks in its place. The perk that doubles the points bonus from magazines is also very good. I always take it. Certainly rank it above 'toughness'.
The thing that stops 'And Stay Back' from being S-tier is that it only works on one specific category of weapons, so not all builds can make use of it (any that doesn't use a shotgun outright can't make use of it). Toughness is S-tier because literally every build in the game can and does get mileage off of it, even if only a little. If Toughness only granted its DT boost if wearing one category of armor, it would fall in ranking to be at And Stay Back for the exact same reason.
[Chemist] is definitely S-Tier along with [Implant GRX (Ranks 1 &2)]. With ~Logan’s Loophole~ and the “Goodsprings glitch”, you CAN, in fact, get two ranks of Implant GRX at Level 30 and exploit it relatively early on with every Chem you can find to not only never get addicted…but also get [Day Tripper] and [Fast Times] merely by just using Turbo and other Chems/Alcohol until it’s unlocked 🤷🏽♂️ Why use Logan’s Loophole, you ask? Simple: Mitigate the XP gain from the DLCs (outside of fighting enemies and such upon returning) while getting all 4 completed and allowing yourself to do more in the main game after replacing it at The Sink Auto-Doc in OWB once you’re ready to remove this crutch. It really taught me how to utilize Skill Magazines and seek out Skill Books once I’d essentially reached a temporary level cap. It even gave me an appreciation for the varied DLC weapons (LAER, Saturnite Fist Superheated, Automatic Rifle & Rawr’s Talon, especially!) and learning the most optimal pathways to get through the Main DLC Story Quests the fastest so I can redo them whenever I pick it back up again! Other S-Tier Perks that some might find controversial/disagreeable? - [Atomic!] (paired w/ Coyote Steaks + lots of Radiation, you’re ZOOMIN’ even with Power Armor or non-Light Armor! Even better with Travel Light AND Tunnel Runner 👍🏽) - [Cannibal] / [Dine and Dash] / [Meat of Champions] (for a Cannibalism build, ALWAYS DO Yes Man so you can get the latter Special Perk! It’s basically the + extra Luck from [Just Lucky I’m Alive] but more reliable and doable in a majority of Casinos! Also, [Cannibal] paired with [Dine and Dash] not only makes Healing a no-brainer without Companions, but it also allows you to take your Order “to go” and stash the equivalent of 1 Purified Water per Cannibalised Body! It sure beats praying for good food or opting for [Old World Gourmet] to give you more healing from Junk Food + certain Alcohol!) - [Animal Friend Rank 1] [Rank 2 if you’re in Zion National Park] (basically makes walking the Mojave Wasteland a lot more peaceful and hunting for Gecko/Yao Guai/Dog/Coyote/etc. Meat such a hassle-free experience 🤷🏽♂️) - [Burden to Bear] (the reason why I never stay at Level 30 w/ Logan’s Loophole and swap it out for Wild Wasteland; +50 Carrying Weight that’s the complimentary Perk that goes with [Strong Back] + [Reinforced Spine] from OWB! Finish Lonesome Road in allegiance to the NCR for a special prize…+25 Carry Weight and +1 END with the Courier Duster!) - [Hand Loader] (gives you much more reason to use the Ammo Workbench and lots of neat-o recipes!) - [Hit The Deck] (+25 DT from any Explosives?! How the hell does anyone not want that?!) - [Black Widow]/[Confirmed Bachelor] (play as a Female Courier to ensure you 9 times out of 10 get utility out of just one of these Perks versus…going for the Bi meme. [Cherchez La Femme] + [Lady Killer] are pretty wack if I’m being Frank [West] 🤷🏽♂️) Out of all of them, Animal Friend is a hard sell to a majority of players since Charisma is a “Dump Stat”, but if you’re going to double up on Perks, you can NEVER GO WRONG HAVING IT! Edit: A few more things… 1: [Old World Gourmet] is easily a Mid to High A-Tier in Hardcore Mode thanks to the added +25% Addiction Resistance (Chems come in CLUTCH IN HARDCORE!!!) & +2HP on top of the +1 to +3HP per second from most Junk/Boxed/Canned Foods & +50HP from drinking Alcohol! (Pork ‘n Beans, Junk Food, Instamash, Potato Crisps, Fancy Lads Snack Cakes, etc. + Wine, Scotch, and Vodka!) 2: [Miss Fortune] is also a borderline S-Tier (maybe even S-Tier WITH the Perk from getting her to appear 25 times, I think) thanks to the immense benefits of having her destroy an enemy’s weapon: being able to glitch the Gun Runners’s Vendortron into the Caps Glitch with whichever weapon you had her break and getting a means to basically sell -> rebuy -> sell times Infinity or until you accidentally repair/lose it. It beats an Insta-Kill from the [Mysterious Stranger] while also spreading the Bad Luck/Misfortune to surrounding enemies too! You’ve no idea how great it is to have a means to break stuff without all the effort. 3: Taking [Skilled] 3x (At the very Start of the Game, after leaving Goodsprings for the first time, and after activating the Sink Auto-Doc to change your “Personality Choices” once you’ve obtained the Holotapes from “Y-17 Medical Facility”) is easily the best way to get to 100 in all Skills on top of farming non-combat related Skill Books inside certain caves in Honest Hearts…with the “farming” boiling down to Save/Autosave in front of the Cave’s Entrance -> Check the Metal Box by the Cave’s Workstation -> Reload Save if it doesn’t have any/more than 2 Skill Books (or more than one copy of the same books) -> Repeat until you have 3-4 Skill Books/copies of [Lying, Congressional Style], [Tales of a Junktown Jerky Vendor], [The Wasteland Survival Guide], [D.C. Journal of Medicine], [Tumblers Today], [Big Book of Science] (most commonly found in these Boxes), [Chinese Army: Special Ops Training Manual] (your most ideal target!), and/or [Dean’s Electronics]! There’s roughly 4-5 Caves in HH with the potential for 3-4 Skill Books in them, so for each possible Skill Book, you’ve got about 36-48 (with [Comprehension] ) to a maximum of 60-80 (with [Comprehension]) just from being patient and saving/reloading your Saves every time you start a new cave! That at the very least ENSURES you get to 100 in everything by or before Level 50! It beats playing the game “as intended” since you can actually have fun playing either underpowered and crippled all over and dirt poor OR as a demi-god that’s Bruce Wayne-levels of rich lol. Without those unintended consequence from such a rushed production of the game, it wouldn’t be anywhere NEAR as good
rad child should be at least in A tier YES is that good. plus you can combine it with atomic and get +50% ap regen this is definitely worth to try in your game
Comprehension is one of the best early game perks imo because it doubles the effects of skill magazines, meaning you are hacking and lock picking things way earlier than you should be able to. Also helps later game to shore up skill checks on skills you have neglected.
Judging by your tier list, it seems like you've never done a ghoul-inspired unarmed build on hardcore before! I strongly suggest you give it a try, it's a lot of fun and quite powerful when done correctly. I think you'd find an appreciation for the rad-related perks you relegated to D tier once you start stacking the together
29:05 Fun fact, there are several other methods to heal limb condition. Hydra is a new vegas exclusive that restores limb condition although you can't specifically target specific limb so I think it randomly selects which broken limb to heal, so if it's just one it's fine but if it's leg and head, it may Randomly heal leg even though you wanted head 😅. Also there's campfire recipes that add I think 2 more limb restoration recipes and they're alright, but man, if you gonna craft stuff yoy better get that barter 70 perk that reduces the weight, almost all campfire recipes have weight and while small, it quickly adds up.
With meltdown and a gauss rifle, you can instantly kill the three deathclaws in the thorn death matches with one shot before the gates even open, easy money farm
I find it funny that when I played Fallout NV for the first time, I used most of the D tier and some C/B tier perks, very few of the F and S tier perks. I took lots of those D tier perks because I was literally a hoarding psychopath. I was obsessed with the options to eat other people and kill people in their sleep because it was different than any other game I knew (I never played any fallout games beforehand). So I went for everything that helped me obliterate, plunder, double-cross, etc. In the end, I felt like I truly was what the ending sequences said I was. (Yes Man): "The courier became the new ruler of New Vegas through eliminating all competition. The Platinum Chip gave the securitrons the initiative they needed to take full control of the Mohave. The Legion was driven out with the fall of their ruler, Caeser. The NCR slowly went extinct since there wasn't a need for them to protect anyone on the strip. Mr. Houses corpse still lays in the basement of the Lucky 42 Casino, a shadow of a dream that was taken up by the Courier, and fulfilled. The Courier left the strip and gave Yes Man all the power he needed to eliminate crime and lawlessness in the strip. The Courier left a great influence on the Mohave, climbing to power through the assassination of friend and foe alike until he was at the top." The point is that I monopolized the entire Mohave until everyone was either dead or in debt with the casinos until bankruptcy.
Quick note for Animal Friend. It includes the following, unexpected animals: * Nightstalkers (which makes BigMT a LOT easier) * Green Geckos (which makes Honest Hearts a lot easier) * Golden Geckos * Legion and White Leg Mongrels I just got it because I didnt like killing coyotes, but it's insanely useful.
@booker4984 I have about 7 in Intelligence by using the implant and Dr. Mobius' glasses. Not sure if the glasses help or not. And by getting Skilled 3 times (original, leaving Goodsprings and Big MT) I'm able to max out all the skills pretty quick.
Lessons Learned is actually an exp multiplier, so you get 1% more bonus exp from everything for every level you have. Probably still not the greatest, but better than Here and Now.
Lightly irradiate food also procs the atomic perk which can be pretty good if you view it like a chem that gives 2 str and DT with 25% boost to attack speed, its not the best thing ever but I think its useful.
I been playing new vegas since day 1 so I know where are all the important speech challenges are. I raise my speech stat to 80 then read a meeting people magazine to push to 100. Saves me skill points to place into anything I want
@@ReapeeRon i either do comprehension with magazines to 100 or use what you mention for the most of my builds. Comprehension isn't good but figured mentioning 1 reason to make it useful is better then none.
Extremely good list. Only gripe on the entire list is light step, just cuz if you're doing a perma death run it's nice to know it won't miraculously end because I wasn't alert or forgot where a trap was. Then again the whole perk is based around on you making a mistake, so if you never make that mistake you get no value, so I get it.
IMO I love light-step because I get annoyed having to stop to look around for floor traps, even if I'm sneaking and already moving pretty slow having to stop frequently to check for traps is really annoying, it's not really necessary sure but it's just a nice quality of life perk. Light Step also works really well with the perk that increases movement speed in light armor since nearly every floor based trap is explosive which is devastating in light armor, and taking a perk to increase movement speed but having to stop to check for traps negates the benefits of the increased movement speed. I'm sorry but I haven't memorized every location that's rigged with traps and I'm not reading the wiki every time I walk into a building, but if you know every location that has traps this it's pretty useless. It's definitely a perk that just makes the game more casual and fun for people who haven't memorized where all the traps are, and don't want to stop constantly to look for traps.
Time Stamps for All Perks:
Black Widow/Confirmed Bachelor - 0:55
Cherchez La Femme/Lady Killer - 0:59
Friend of the Night - 1:09
Heave, Ho - 1:20
Intense Training - 1:39
Hunter - 1:49
Rapid Reload - 2:33
Retention - 3:04
Swift Learner - 3:36
Light Touch - 4:47
Old World Gourmet - 5:18
Junk Rounds - 5:32
In Shining Armor - 6:00
Cannibal - 6:34
Comprehension - 7:12
Educated - 7:43
Entomologist - 8:07
Rad Child - 8:46
Run 'n Gun - 9:10
Travel Light - 9:35
Bloody Mess - 10:00
Demolition Expert - 10:17
Ferocious Loyalty - 10:38
Gunslinger - 10:59
Toughness - 11:12
Fortune Finder - 11:49
Lead Belly - 12:07
Hand Loader - 12:32
Shotgun Surgeon - 13:00
Vigilant Recycler - 13:30
The Professional - 13:49
Mad Bomber - 14:10
Commando - 14:33
Cowboy - 14:55
Living Anatomy - 15:17
Pack Rat - 15:40
Grunt - 16:06
Rad Resistance - 16:29
Quick Draw - 16:47
Scrounger - 17:17
Strong Back - 17:40
Stonewall - 17:58
Terrifying Presence - 18:16
Super Slam! - 18:39
Sneering Imperialist - 19:26
Tribal Wisdom - 19:50
Home on the Range - 20:11
Fight the Power! - 20:21
Here and Now - 20:47
Animal Friend - 20:57
Finesse - 21:23
Math Wrath - 21:41
Miss Fortune/Mysterious Stranger - 21:57
Mister Sandman - 22:15
Nerd Rage - 22:37
Night Person - 23:08
Plasma Spaz - 23:32
And Stay Back - 24:05
Fast Metabolism - 24:27
Ghastly Scavenger - 24:48
Hit the Deck - 24:54
Life Giver - 25:05
Long Haul - 25:13
Piercing Strike - 25:22
Silent Running - 25:43
Robotics Expert - 25:59
Pyromaniac - 26:20
Sniper - 26:44
Splash Damage - 26:58
Unstoppable Force - 27:18
Hobbler - 27:46
Heavyweight - 27:59
Alertness - 28:33
Adamantium Skeleton - 28:47
Center of Mass - 29:08
Chemist - 29:27
Jury Rigging - 29:48
Light Step - 30:26
Purifier - 30:47
Action Boy/Action Girl - 31:15
Better Criticals - 31:32
Meltdown - 31:46
Chem Resistant - 31:58
Tag! - 32:08
Weapon Handling - 32:38
Computer Whiz/Infiltrator - 32:51
Concentrated Fire - 33:25
Paralyzing Palm - 33:45
Walker Instinct - 34:00
Grim Reaper's Sprint - 34:19
Explorer - 34:31
Ninja - 34:46
Solar Powered - 35:01
Eye for Eye - 35:13
Atomic! - 35:39
Mile in Their Shoes - 36:05
Them's Good Eatin' - 36:25
Laser Commander - 36:44
Nuka Chemist - 37:02
Spray and Pray - 37:15
Irradiated Beauty - 37:37
Voracious Reader - 37:52
Slayer - 38:08
Nerves of Steel - 38:25
Tunnel Runner - 38:37
Lessons Learned - 38:57
Roughin' It - 39:21
Rad Absorption - 39:38
Implant GRX - 39:57
Burden to Bear - 40:18
Broad Daylight - 40:26
Certified Tech - 40:46
Ain't Like That Now - 41:04
Just Lucky I'm Alive - 41:29
Thought You Died - 42:01
Idolized
Wow!
Goat
What a legend
Please pin this !
Just want to say you're a GOAT for including an image of what the perk actually does on screen. Not everyone just automatically knows them and it's really handy to have them on screen.
Thanks, it took a bit longer then I thought it would, but it turned out a lot better because of the extra little touches.
gami gang
Somewhere City 😎
He finally did it
yeah good edit@@ReapeeRon
If anyone was wondering why the In Shining Armor perk doesn't work, the perk looks for the "Energy" weapon type, but the ID is "EnergyWeapons" so there are technically 0 weapons in the game that match the type of damage you'd get the resistance against
That does make sense as to why it doesn't work.
@@ReapeeRon it sounds like something that would be fairly easy to fix with mods but like you said even then if it did work it's still pretty bad
@@JACKELincorporated Could make it also affect power armour I guess. Still not fantastic though.
@@cleanerben9636
All the vanilla power armor is on the list for in shining armor it's the non-existent damage type the perk is set to defend you against that's the real problem.
If it worked as intended it would actually have pretty good coverage as far as apparel options I think it covers basically every vanilla set of heavy armor though it's not coated that way specifically.
@@JACKELincorporated begs the question- why wasn't this patched years ago? or does fixing the code break the game in other ways?
17:10
Quick draw is actually pretty nice because it can work as a faster reload. Unequipping and reequipping a weapon will reload it, so if you're using something with a long reload animation like the medicine stick, you can completely bypass it by assigning it to a hotkey (usually 1 for me) and double tapping it. It is cheaty jank? Yes. Will that stop me? No.
That is a fair point if you like some of the Cowboy guns like the .357
Yeah it's good for changing weapons with the hotkeys makes it less clunky
the same applies with rapidly swapping ammo types with weapons that reload 1 shot at a time
Changing weapons is inevitable in combat - ie throwing a grenade and switching to your regular gun. It's useful for that. Far more useful than he characterizes it.
@@harizotoh7 I don't think most people play this game like that.
Daily Reminder: in Fallout: New Vegas, bisexuals do 10% more damage to E V E R Y O N E. Best game.
That is true.
That's the bisexual visibility I wanna see
I usually just make all my characters gay because men are more common, and I don’t want to use the perk slot
@@redjarvis counter point: kill everyone run
@@insomniagobrrr5542 ig but in a normal run, most of the enemies you come across will be male
Jury rigging is definitely an S Tier for me. You can abuse that perk really easily and never have to worry about caps again
That is true.
B tier from my point of view as it is entirely a QoL perk and doesn't affect the combative abilities of your character overall. You just have to complete Dead Money and loot it properly to get unlimited Weapon Repair kits if you want to and like 500k caps in treasures if you manage to escape with all the gold and get banned from the casino (like 100k+ from the pre-war money alone). It's fairly easy to do at like level 10 if you know what you're doing (you'll be out close to 19).
Else Caravan is a really good cap maker especially with Dale Barton, the Dennis Crocker and No-Bark (around 10k+ caps per 3 days). Repair kits take care of all weapons and you can just repair armors at the many 100% NPCs, and it really doesn't degrade fast unlike you get hit a lot really often. Condition is even less of an issue if you get Raul's perk.
If you don't have any DLC then I'd say borderline A tier as repair kits are harder to craft in the base game, but still not S as caps have litterally never been an issue to me.
@@XDarkStrikerXdude its the best perk even in dead money you can fix those god tier light armors with normal clothing so you get more of then with you when you leave Sierra Madre
best perk in the game.
@@XDarkStrikerXit's not b tier lol
You mention Heavyweight being good for kleptos, but long haul is the best for that kind of play style. Being able to fast travel straight to Gun Runners with an obscene amount of loot is very useful imo.
Yeah but it's better to just not get overencumbered. Because if you get to heavy while inside a building or really any interior then u gotta slow walk outside then you can fast travel once outside.
Repair. You can condense product by repairing it, increasing your load to value ratio.
@@theironfox2756 something I've noticed is that many things stop being worth repairing. For example, two medium to high condition 10mm pistols will net you more than one fully repaired one, so condensing might not necessarily be worth more caps.
@@SABLy-Saul consider load weight and trips to the store as opposed to net value.
Only way to get too 100k caps.
29:32 Important to note: Chemist applies to Implant GRX, which is a ridiculously powerful perk combination.
Dude i had no idea that was a thing thank you
@@69for5dollah so does daytripper
So speedster build would be chemist, daytripper, and GRX. Run, Barry, Run!
@@theironfox2756 ain't no where to run after they take a huff
Logan’s loophole as well. Chemist is S tier, just a massive QoL improvement for any build.
Just a note that Animal Friend DOES work on Nightstalkers, even the Legendary Nightstalker and the ones in Old World Blues. Absolutely great for picking them off at your leisure.
aye, i had some pop out of the bloodborne cave while i was running from some nearby cazadores in a pacifist run
the cazadores stood no chance
Scally doggos to the rescue
“Picking them off at your leisure”
You monster…
@@dougthedonkey1805 euthanasia is the merciful solution to abominations
Indeed. I honestly always pick the first level of Animal Friend because of the DLCs like the Yao Gaui cave in HH and the Nightstalkers of Old World Blues.
Rad child is a busted perk on hardcore. It’s 2HP/sec per every 200 rads you have. 8HP a second is basically a constant stimpack (with low medicine), and even 6HP/sec is great as it is constant and noticeable. Stack it with healing items and you can face-tank a LOT of the tougher enemies; radiation sickness isn’t all that detrimental anyway, and with the ATOMIC perk later on, there’s some real synergy to be had.
Its busted even out of hard-core. Especially if you consider the potential of stacking all of the regeneration perks like solar power, and the implant. if you're running a high endurance build even in mid armor you are rarely if ever dipping below 50% health.
I often play melee builds with high endurance/survival and I come to conclusion that its not so powerful. Rads lower your max HP and later on carry weight, so most sense makes having 400 rads for 4hp/s. And its not alot compared to stacked gecko steak + cola + stimpack. And you only need that regen in above-average combat encounter, while you carrying those rads penalty all the time.
@@TURBOSLAYERPWNZ Rads do not lower your max HP.
@@theobell2002 -3 EN means -60 HP while -2 ST means -20 carry weight
@@TURBOSLAYERPWNZ It still turns the player into Wolverine
I literally end up stockpiling hundreds of stimpaks on melee/unarmed builds because of it, due to barely using any.
there's a negative to bloody mess, and its the fact you can take physics damage from the blood explosion, as well as from the flying limbs. seriously, i've genuinely almost died on several occasions because some eyeball hit me for 60 damage.
I had no idea physics damage was a thing in fnv, I know in fo3 when you run over skeletons sometimes the bones will sometimes cause like 10 damage but 60?? That's bananas
@@abrahamemmanuel2401 it has to do with the way all the giblets launch out, i think the blood explosion isnt supposed to do damage, but it definitely does
the giblets themselves can hurt you if they go fast enough too but its very inconsistent
And it can mess up the bounties on the fiends, as you need their heads up damaged to get the full reward
@@abrahamemmanuel2401 Its the exact same reason that sometimes stepping on a skeleton in skyrim will hit you for like 10-20 damage (rarely, but sometimes, it even instantly kills you)
Edit: Im stupid and didnt finish reading your comment, but yeah, FO3 and Skyrim skeletons are exactly the same bug
@@Scowleasy Looting being a pain, and it ruining the heads, is the exact reason I never take it.
One thing you forgot to mention with comprehension is the double skill points which is pretty gosh darn useful, especially with lockpick, science, and crit magazines
@@lennyface5540 sounds like you problem.
@@max7971 more like a u problem
@@max7971 what does it even mean? Did you just learn this and now use it everywhere, like 12 y.o?
its by far the best part of the perk, with it you only need to get your stats up to around 80 and use magazines to max them out for speech checks leaving you with extra skill points to put into other stats
Learned very quickly that when playing the Viva New Vegas mod stack, any carry weight related perk is immediately bumped up one if not two tiers.
Yeah Jsawyer mod really increases the value of pack rat but even the trait hoarder. I also play with that modlist and i feel like at least one is mandatory if u plan on using something bigger than a handgun basically
@@RandomWitcherabsolutely I have I think 6 strength and my max carry weight is 135 WITH the carry weight perk. If you plan on using any kind of heavy armor, or heavier weapons (shoulder mounted launchers) Heavy snipers etc. it’s a necessity.
I believe "Heave, Ho" perk affects all non-hitscan projectiles. Meaning it will boost velocity of ANYTHING that is not hitscan, including plasma and missile/grenade launchers. You're basically getting WAY more of a benefit from it if you're planning to use explosives.
I only know about it because I made a mod for myself that made all projectiles have weight and turned them non-hitscan. I used the same "effect" as "Heave, Ho" to boost velocity of projectiles when I use rifles.
You're correct, it'll affect the fat man as well and even throwing mines for some reason, the perk is a huge boost to granade launchers range
12:45 Handloaded 9mm ammo in the base 9mm smg will chew through a cazador faster than you can spit even in Very Hard difficulty, this games crafted gear is honestly 10/10
Yeah that is true Hollow Points in anything with a high rate of fire is great for cleaning them up.
Cazadors are the reason I always want to carry Vance's gun. It just shreds them so quickly it's insane
@@jeremiahbaugh8195 yeah, not only for the 9mm but with 10mm and 12mm too, it's reaaaaaally good for not only cazador but anything unarmed which a lot of enemies are. If you know they dont have DT, it's just so good
Why use JSP over the hollowpoint for cazadors?
@@robertharris6092 HP rounds are relatively rare and a 9mm submachine gun will use a lot of them each time, it's easier to just mass craft JSP rounds
Miss Fortune being better than Mysterious Stranger is a baffling take. She does something completely random and potentially detrimental in some cases while Mysterious Stranger just kills the guy.
exactly what i was thinking. Miss fortune tends to stunt enemies and sometimes break their items. Stranger just one hits them.
Say that to russianbadger who likes her more than stranger
@@DominatorElite4 Okay.
You can like her.
But a popular UA-camr liking her doesn't mean she's better.
Does having them both cancel each other out? I bought both I believe thinking they'd alternate and i saw less of either of them if having them activate at all.
@@jakethesnake4040 Mysterious Stranger has a 10% chance of showing up if the enemy has 150 HP or lower. Miss Fortune just has a flat 10% chance of showing up whenever to shoot the enemies weapon, cripple a limb, knock them down, or detonate any explosives on them.
In hindsight I realize she's probably situationally useful. Knocking down enemies might be preferable if they have huge health pools, and since ghost people instantly die when their limbs get crippled she might be clutch for Dead Money.
Pretty solid Tier list throughout. I would probably move Comprehension and Educated higher. Just having extra skill points is never a bad choice. This also allows you to choose more perks as they are unlocked earlier. And overall you can make a better well rounded character earlier in the game.
Since the DLCs' higher level cap and more skill books, it's doable to max all your skills. But a single perk to guarantee it with no effort is a good trade-off.
Especially Comprehension, which can net you more points than Educated and has the extra bonus on the magazines.
@@Eggbutts Yeah the magazines are really good for completing the lockpick and science checks. The 20+ on magazines are sooo good.
Voracious reader too
@@juicyjayyz4553 That is the reason I take it; the extra point from books is just a bonus, but with the magazine boost you can get Lucky on your first visit to Primm at low level without having to focus on Lockpicking with every level up. It lets you leave skills 20 points lower than they'd otherwise have to be for so many early game obstacles, which significantly expands your options. Educated is also great but I invariably take Comprehension anymore.
@Eggbutts You really only need 4 intelligence (5 with implant) and you'll have plenty of skill points to go around. Comprehension helps fill in the gaps (presuming you collect all the skill books). It also frees up more points for your SPECIAL.
Rad child is very underated. If you have like 3 stacks of rads its like the equivalent of having a constant stimpack for very minimal downsides. I usually dont take it because its too strong.
Rad child and GRX are so overpowered... Even one rank of GRX is crazy!
Bro didn't realize that it stacks. D rank is insanity
@@Se7enRemain i didn't understand what stacks, is it grx and rad child ?
@@BigBoss-mt7hb Rad child increases for every 200 points of radiation. At 800 you're invincible to most enemies. If you eat some food, you're invincible to cazadors. If you combine this with chems and heavy armor you become invincible to Alpha deathclaws. Rad Child's healing is insanely fast.
Comprehension is at least an A tier perk. I would personally put it in S tier. Not for the +1 in skill books, although that is nice, the really crazy part about this perk is the +20 to any skill with the right skill magazine. That is massive for passing skill checks, lockpicking, and hacking, which are abundant in FNV.
I like using it for completing missions I have no right to that early in the run, it's such a good perk.
Effectively 70 free skill points just in the magazine effect (the 7 skills you don't actually benefit from having at max all the time, and instead only need them maxed in short bursts).
I don’t understand putting “Them’s Good Eatin” only in A tier. That perk in Dead Money on harder diff is a huge help. Should definitely be S tier.
Thems good eatin is definitely S tier. Literally every build can use it. Anything you don't eat can be sold for ridiculous money.
Agreed. It basically does the work of three or four different perks. You never run out of healing items or caps ever again
Also completely agree. Extremely high healing item, sells for a ton, and since it's based off killing anything, that means anything respectable (i.e. Bighorner fields become gold mines). Easy S
1 situation where quickdraw is more useful than normal would be when dialogue has a hostile conclusion; when you're talking to someone, your weapons tend to automatically holster. With this, as soon as the dialogue ends you can pop VATS and dome them.
That is true, if you don't know how the conversations will end that can be useful.
@@ReapeeRon Or even if you do. It's kinda fun to pop from dialogue to queueing up a bunch of headshots on a bunch of Legionaries/NCR Hitmen/Enclave goons/Brotherhood Outcasts.
I really like using it on Heavy Weapon builds. Running around with the LMG or Minigun
I find it useful when it's used for swapping between weapons. Like, if you don't have a grenade key mod installed you can get one out there faster, giving you more time to aim. I find this particularly useful because occasionally NPCs bunch up themselves but didn't exactly start that way, and you wanna take advantage of it. It's basically like having a rifle mounted grenade launcher.
Alternatively, you can use it to be a more effective "switch-hitter," where you are playing a character who is generally better at melee, but you start combat by shooting at enemies in the distance before you swap into melee weapons. If they're ranged, you close the distance with them while shooting. If they're melee, let them close the distance with you while you hit them with as many shots as you can. Generally though people find just taking perks and skills to be better at ranged combat to be better, so this fighting style isn't much of one.
It’s main use is switching between weapons midcombat. From your sniper to your normal rifle/carbine to your handgun/shotgun to a frag grenade then over to your SMG for those last three enemies with no armor.
That’s it’s real value
Animal Friend actually does affect Nightstalkers, at least the ones in OWB, which makes the DLC a lot more easy to get through
It also affects base game Nightstalkers.
Still worthless, bc you have to waste points on CHA
I am so happy to hear that, I thought I was having some kind of crisis when he said it didn't affect nightstalkers. I remembered distinctly that the silly snake dogs were friendly with that perk. XD
@@leonkuraiohehe silly snake dogs is kinda cute. I’m gonna feel bad tomorrow when I inevitably have to obliterate them
Youre just reducing your xp by not killing them.
Silent running has an effect on sneaking - You have sneak-running and sneak-walking (Depending on run/walk toggle)
It's highly recommended for sneak builds, and straight up mandatory if you are also going melee
Even more than that it has an effect on sneaking in general. Your regular sneaking has loud footsteps meaning enemies really notice you when sneaking anyway. This perk is required for any type of sneak build
extra note about Explorer, there is 1 unique dialogue option for taking it with the final speach confrontation with Ulysses. that is it. I think it also gives you every location on the map in each area, but that might just be a bad recollection.
Awesome!
It shows every location you can go to on the map. It's useful if you don't know the map of New Vegas like the back of your hand or you just want to speedrun affinity quests. Helps in Old World Blues a lot as well to get the personality tapes and all the interesting gear you can find.
You also get a speech check, midway through the DLC on the highway. Your courier remarks having gone to Denver Colorado which is cool. He remarks that it’s legion territory
In regards to Rad Child, it's 2 hp a second per 200 rads you have, not just 2hp/s after 200 rads. So you get up to 8hp/s if you're fine with losing some special. With that much healing you are basically invincible. I take it all the time because I like to use light armor and the regen offsets my low armor. Plus it works well with the Atomic! perk, which gives more AP regen based on your rad level up to 1.5x at 800 rads, not just when you are in an irradiated area unlike the rest of its effects.
Nice thing about Bloody mess is that it can proc on ghost people making it easier to kill them, which makes Dead Money a little bit easier.
Quickdraw has some use since when you switch to a weapon it is fully loaded, so you can switch away and back with hot keys to reload. For some weapons this can be faster than reloading, it's also useful if you switch weapons in battle a lot. Also having a weapon out slows you down a bit so some people might put theirs away just to get around a bit quicker. I agree overall that it's not that useful but it's not worthless.
The problem I have with meltdown is that it can hurt you and you are more likely to face enemies that charge at you than you are to fight ones that cluster up. I just find it's somewhat of a liability and it means you have to switch weapons against melee enemies. It just feels like a counterproductive perk most of the time.
Implant GRX is affected by the chemist perk and the day tripper challenge perk (but not fast times) for a total time of 8 seconds before slow down per dose. Also, the Logan's loophole trait but you can only get one rank of GRX with that so the total time comes out to be the same.
Tunnel runner is more useful for melee as being able to close in on people quickly while sneaking is a huge help. The agility requirement is also a bit high but it's only one higher than slayer so again, it's best for melee.
I did not know that
regarding radchild important thing to note is that special stats are generaly not affecting much, besides STR for melee and checking weapon reqs and luck which is unnafected by rads you dont really lose anything.
@@tomaszpawlik5091
With the reinforced spine perk you can get from Old World Blues you can counter the strength loss just fine. There's also the implant and power armor if you want to use that. I think strength is probably one of the easier stats to boost.
The main issue I have with radiation is that it affects agility, which can make reloading a bit longer than I like, and also AP if you care for that. However between rapid reload, the implant, and small frame (which I tend to take) you can counter the loss of that just fine. Probably not even that big of a concern in the first place, but slow reloads just feel awkward to me.
Radiation also affects endurance but we are talking about Rad Child Here, so that's kind moot.
The effects of radiation can be compensated for pretty easily by stuff you're likely to get anyway and are barely there to begin with. It's hardly a bother, but still something that you might want to keep in mind if you want to use rad child to its full extent.
@@Streptovarius AGI barely affects AP, it gives you what? 3 points per point? Jet gives you 20 for comparison sake, and as for reload speed then im a big fan of eneegy rifles, and those never need to reload.
@@tomaszpawlik5091 I didn't know how much AP each point gave off the top of my head and I didn't care to check, but it is 3 which is a lot less than I thought it was. I don't really use VATS all that much so it was an afterthought, I just thought I'd mention it to be thorough.
You know, the stone wall perk can be extremely useful in fight in particular; the final fight against lanius who just like to knock you down like a death claw
I have played new vegas for years, I have tens of thousands of hours on this game and I have never been knocked down. Stunned yes but never knocked down, nor have I ever knocked down an opponent. Am I doing something wrong to never have seen it?
@@moviemaker2011z I don't know how thats even possible, I get knocked down all the time, deathclaws do it frequently, also theres a sick shotgun perk that makes you knock stuff down down.
@Bob Noneya death claws usually kill me quickly with all my early encounters, late game I'm able to kill them long before they reach me, so they never get a chance to knock me down because two swings and I'm dead, or they just never swing at all. Raiders with pool cues and lead pipes and such have never knocked me down either. Stunned yes but never knocked down. I also don't ever recall knowing someone down before either. Maybe it's just the way I build my character which is high charisma (speech+barter) and high guns because I primary the Hunting Rifle and secondary a Thermic Lance.
@@moviemaker2011z I've been knocked down a few times by the police and military cyberdogs in Old World Blues. It was more of an annoyance than an actual problem I had to account for, but it did happen.
@Lord Pumpkinhead looking back, I have knocked people down before. In my video of beating fallout new vegas with both spears, and then a shovel in the shovel run I did save up for the super slam perk which knocks enemies down. Still however I have never been knocked down personally by an enemy.
As a melee lover, Superslam is legend to god S Tier, when the enemy gets knocked out, its done, even in groups if u knock 1 u can knock the other and perma knock em, specially by combining GRX Implant which i think its also affected by 2nd level, chemist and the upgrades from World Old Blues DLC, having a greater time than 5 seconds.
Agree, super slam is absolutely S tier for melee. The ability to knock down enemies like deathclaws and cazadors is so helpful especially if you are fighting more than one at a time.
Boxing tape/gloves + Piercing Strike + Paralyzing Palm + Super Slam! = You’re basically everyone’s bully lol throw in Slayer, Stonewall and Unstoppable Force and you’re a KO’ing Deathclaw
Just Lucky I'm Alive is definitely S Tier for me, by far the best level 50 perk for crit builds. It stacks multiplicatively with Better Criticals and leads to some absolutely wild damage.
Also, the thing about Dead Money perks not going away if you reset after Goodsprings is true for all dlc perks as far as I can tell. You can get two level 50 perks if you do the Chet xp glitch for a few hours before leaving, it just doesn't make for the most thrilling playthrough.
Well all other DLC perks are past level 6 I think, and it works for any perk past level 6.
@@ReapeeRon That's good to know! I remember some of my perks not following over when I did I my first level 50 glitch, but they must have been the ones below level 6.
I just did the glitch again, and I did keep all the non-dlc perks I took after level 6 except for Intense Training. Can't recommend Swift Learner and Lessons Learned enough for this glitch, if you can stomach using a perk slot on them.
I can also confirm that taking the Here and Now perk at any point after the reset will stop you from gaining the glitch xp back. You can get all your perks up to level 50 and then play the game at any level above 10!
Sorry to talk so much about a glitch you didn't even mention lol. Awesome video, been loving the New Vegas tier lists!
Still what is the point there anymore? If you got to lv 50 you probably murder half of mojave and did like 85% of quests. At this point you are killing deathclaw with no issue like powdergangers.
@@velgazor4739 Crit builds should be light armor rather than tank type build due to necessary perks being light armor only and the best gear is light armor anyways. The point is to be able to one shot deathclaws most of the time for example.
Imagine how great this game would’ve been if they had more than 5 seconds to make it
They had 18 months, and with Bethesda having made essentially 70% of the game for them, I'd say it was plenty of time.
@@DarthWall275 bethesda only gave them the engine and assets
@@the_ideal_grease5565 only? thats a lot
@@whitefatalis2743 they weren’t familiar with it buddy
@@the_ideal_grease5565 i dont think that's much of an excuse. Even a hobo in programming knows creation engine, and you tell me that Obsidian werent familiar with it?
Do not underestimate taking out an enemy's legs. Especially if they're really fast, like a Deathclaw. If you can take out a Deathclaw's legs, that means they're going to be far slower, and you can avoid their attacks a lot easier. Then you can deal with them at your leisure. Same goes for Cazadores and their wings. A Cazadore crawling on the ground is a far lesser threat than one speeding at you with wings.
Yeah that is true, the Dart gun was some strong in Fallout 3. Just because of crippling legs.
The professional perk is funny, because even in the movie, Leon says something about how a professional works all the way down the weapon chain, until they are up just close and personal with the knife.
That is very true. Great movie too.
Rad Child is good for a Super run. That is, you build a character around strange powers. I think this is a type of run we should see more.
21:08 AF does include Night Stalkers though. Makes OWB a piece of cake.
Do not pray for an easy life my friend, Pray to be stronger men
Eye for an Eye is really useful, did a glass cannon build once. It requires 10 Luck, Finesse, Light Touch, Travel Light, Eye for an Eye, Rad Child, Chem Resistant, Chemist, Old World Gourmet, Laser Commander, Better Crits. You basically have to rely EXCLUSIVELY on healing from Radiation and Food and sometimes you need to use Steady to hit your target at a long distance and will be moving slower. But the rewards are having a Laser Rifle with a 50% crit chance and deals Nearly double the damage it normally would. This also works beautifully with miniguns and turns them it to literal death machines.
i would take the trait small framed for that build as it adds +1 agility good for vats gun slinging but more importantly reduces limb health 50% making it extra easy to break those limbs in the first place. i hate the ringing sound of a crippled head too much to do this build though. got stuck without a doctors bag or hydra for 2 hours once and the sound gave me a real world headache
@@Maxsmack The ringing is exactly why I don't cripple the head. Also from testing this build is strictly ranged don't use Melee. The biggest problem you'll face is if you get hit in the torso you WILL flinch ALOT. So you can get essentially stunlocked so HIGHLY recommend stealth or sniper play. And be sure to use Psycho to squeeze out as much damage as possible (hence the chem perks aside from Steady) I've don a lot of play testing with this build and it is exactly what you want if you're looking for a challenging Vanilla run. Which is why I name it
"The Masochist"
I like travel light in general, but it is really fun in melee, unarmed and shotgun guilds. Closes the distance faster so you take less shots before you take down your target. Apso alertness is surprisingly good with vats. Crouching increases your chances chances but being able tosave 2 perceptoion points is nice.
I always go light armor, shotguns, and lasers. Riot Shotgun + Hyperbreeder Alpha = no challenge in combat.
@mdiem good choice riot shotgun is amazing plus an infinite ammo backup
Comprehension is easy S tier. It lets you max out more skills, and max them much quicker, but you didn't even mention one if its best uses: it doubles skill bonuses from magazines. This lets you keep skills you don't care about maxing lower to still hit break points, like only needing a 55 in science or lockpick to get through hard level locks/terminals, or bypassing really any skill check. Comprehension is maybe the most useful perk in the whole game since everything is based on skill levels and it lets you be the best at those.
just a time saver
You don't need it unless you want to reach 100 in every skill.
You already have 50 levels to max the skills you want and playing a guy that excelles at everything is a good way to get bored playing the game
@@leonardoferrari4852 nuh uh
@@leonardoferrari4852 how? You're literally giving yourself more options. Unless you wanna do dozens of playthroughs, it's fine.
@@GeraltofRivia22 more options to do what? There is no point in maxing out all skills, even if you have all the combat stats to 100 you don't have the perks to be effective with all of them, there is no point in having all skills maxed out.
And a character that can do everything is detrimental to the role playing experience
Honestly I would have put Comprehension into A tier. Having that extra skill point on books helps increase skills faster and the double on magazines helps pass skill checks. Unless you know when and where every skill check happens it is really helpful for at the moment need.
The way I play and allocate stats, I tend to never need magazines. That said, theres been a couple times Comprehension has saved me
I agree but not A tier. Can be really helpful on low INT characters. Probably a solid B tier imo
Comprehension is easily S tier. If you collect skill books you earn hundreds of skill points, saving you more points to use during level ups for other skills, and combining it with the +20 from magaziness allows you to pass high level skill checks much earlier and collect valuable loot like Lucky and the Gobi Sniper Rifle very early on.
Educated on the other hand is unnecessary unless you have a low Int build. Comprehension far outclasses and makes up for it if you have 6 INT or higher
Rad child was always the best for me. I stacked DR, got indestructible limbs, got something crazy like 8 hp regen/second from rad child. Was immortal even on hardest settings without ever using consumables.
Travel Light, Silent Running and Tunnel Runner seem to Synchronize well with each other, taking stealth mobility to another level. As i always take Light Touch taking the other 3 is a no brainer.
I think comprehension is probably the best perk in the game if you’re not going all the way to level 50, and it’s still pretty good even if you are. Hunting for skill books is fun and getting soooo many more skill points from them is great. The bonus from magazines is straight up busted, and basically means as long as you have a magazine you can pass almost any skill check you need to. Yeah it’s not as impactful if you’re going to level 50 anyways, but there’s only really gonna be 4-5 skills max that you’re gonna want at a hundred unless you’re really trying to make a perfect character. But maxing the skills you want maxed significantly faster still is very useful.
It can be useful if you are going to not get to level 50, unless you want to use the Skilled bug then it is less useful.
Lessons learned is a % bonus on XP gained after taking the perk if you are at level 26 you get a 26% bonus on all xp gained going forward so for every 4 xp you gain an additional 1XP.
It's still just an xp booster, which is useless. Taking an xp booster means you've wasted a perk slot because it does nothing towards the game once you hit max level.
@@danreyn I'm not arguing it's good I'm posting the correct way the perk works.
@@danreynit's good for power leveling, doing all the dlc quests after taking it lets you blast your way to lvl 50 much faster. It's not for everyone, but I personally enjoy using it on builds that I don't feel like taking forever to grind with the -10% penalty from picking the Skilled trait (since it's obviously the best one aside from Wild Wasteland)
@@danreyn Hitting 50 is usually really boring without taking lessons learned, even with the perk i end up having to farm bighorners and ants all the time to hit 50. It's one of my favorite perks since it really saves the pacing of the entire game on my 900th playthrough. Walking around and shooting random mobs for xp just to hit 50 isn't my preferred way to play. It definitely does not deserve to be in the same rank as swift learner at least, since it's equivalent to 4-5 swift learners in a row (and if you're playing a levelcap 60 TTW playthrough it's really, really nice.)
@@rhesty5235 I've never farmed levels to hit 50. I just play the game normally and explore some fun areas. I end up hitting 50 easily before all the dlc are done. Not sure what I'm doing differently. It does sound pretty tedious to grind like that. I guess your play style calls for an xp booster
Nuka Chemist is good since it allows you to make the Nuka Cola grenades. Their base damage is over 500, and with explosive perks you can easily cheese that to over 800 damage from a single Nuka Grenade.
One Nuka grenade does 625 damage without buffs. For reference, a Brush Gun shot does 75
Rad Child is borderline OP imo. I always take it and max out my rads.
The game has so many healing options. Why take the horrific rad debuffs and be so close to the rad death limit
@Matt_History the special debuff is very minor imo even a max rads, you're pretty much erasing health management for rad management which is a little more passive. Just preference I suppose.
@@Matt_History I only play on the maximum difficulty and hardcore, in fact rad child is op asf just 600 rad (permanent stimpack) bc 800 rad is dangerous because it is close to 1000 rad which is instant death
I like the heavyweight perk. The AM Rifle weighs 6.5 after the perk and the mod.
The real "Lesson Learned" is to not take that perk lmao
Very true.
Ba-Dum-Tiss
Considering the effect it is great with the level cap removed. it isn't a single boost of exp, its a percentage boost to all exp.
You misunderstood the Lessons Learned perk. It works like Swift Learner, except your gained XP is increased by a percentage equal to your level. So at level 26 all XP gained is increased by 26%, at level 27 your XP gained will be 27% higher and so on. Still not a good perk, but it's much better than what's said in the video.
Rad child is actually really good it increases how much you heal every 200 rads. Must have for meele build
I agree
Sitting at 400 rads with it seems to be the sweetspot
4hp per second means you never need to heal between combat and over the course of a 20 second fight you regen 25% of your health. Just so useful
Cannibal is definitely a meme perk for either going for meat of champions in a playthrough, or you just want full immersion.
Or you're playing FNV: Dust and you need every tiny crumb of HP you can get your decaying broken arms on.
Ah, good ole dust.
Good perk to keep karma low, because killing fiends and ghouls awards good karma too often.
@@rickiecomeaux8287 Or, just steal shit. Doesn't matter if I have over 2000+ rounds of ammunition and enough meds and chems to supply the entire NCR, I need that extra stimpak with the red text.
@@rickiecomeaux8287 Karma is almost entirely meaningless in FNV
@@zeallust8542 You are right, when it comes to NPC reactions. However to get the perk "Ain't Like That Now" you need bad karma to be able to select the perk at level 50.
Nuka Chemist is still really good for explosives builds since you will have a much easier time crafting nuka grenades
Why would you craft them though?
@@max7971 they are pretty powerful
You missed the actual power of comprehension: the double bonus from skill magazines.
You can effectively keep skills much lower than 100 and get the boosts when you need it. It is also needed for maximizing your critical chance.
One build I made kept charisma at 4 (most do 1) and I took party time mentats (+ 5 charisma -> +10 speech and barter) and meeting people (+20 with comprehension) for 100 speech consistently.
Similar with OWB you can wear mobius scrubs for an increase in science and then take a programmer’s digest for a massive boost.
I give strong back A Tier since you can bring more stuff Into honest hearts
True, or... you can blackmail Ricky, both works.
What is the point? Even on Very hard + hardcore that dlc is too easy
Theres other ways to so it too though that doesnt require a perk.
I'd say skill that gives 10% of movement speed while using light armour is A or S tier, because FN is a huge open world with lots of walking, and just map your heavy armour for key 1 in fast menu, and you basically have instant buff you can switch whenever you you're not in combat (you fightin, press 1 to equip armour, you're not fightin, switch your armour to pants and run as fast as possible)
It's amazing that neutral karma is the hardest one to ride to max level and it gives you the worst perk of the 3
Shotgun Surgeon + And Stay Back is the basis for a whole shotgun run. The combo is crazy powerful.
Underrated atomic imo, there's always an area of radioactivity near-by
True, food also helps trigger it.
Voracious Reader is much better than it sounds because it makes True Police Stories (the crit magazine) easily obtainable, which also synergizes extremely well with Comprehension. It's a godsend for crit builds, though I admit that I play TTW instead of vanilla NV, so that impacts my judgement as well. I still wouldn't take Retention, though, as you could just craft more magazines.
The thing about crit builds in FNV is the fact you can make a 100% crit build without the need for any aid buffs.
@@zeallust8542 Only for Ratslayer and Alien Blaster though.
@@diewott1337 Not true. Q35 can also hit 100%
@@zeallust8542 not everyone wants to play a sneak character tho
@@dathunderman4 Sneak was not mentioned once.
Explosive builds are amazing especially if you take the throwing perk. Throw sticks of dynamite with vats from a mile away at enemies is so satisfying
Yeah I wasn't aware when making this list that worked that way, and have found it to be pretty fun.
Currently grinding up a character to have the max level in goodsprings, which will allow me to take many more perks. While we will disagree on a few perks, thanks to your list I will be trying some new ones like hand loader and professional.
Thanks, and yeah if you do the goodsprings glitch you can have double the total perks.
Genuinely curious, how do you do that without mods?
@@tatum1140 Just stay in the goodsprings area and quicksave if you need and kill stuff- coyotes in that one cave, do the ringo mission, geckos near that guy who tries to trick you etc
@@tatum1140 I don't know if it still works, but you used to be able to take the quest to destroy Goodsprings and then kill the powderganger. You'd fail the quest, but then, you could repeatedly pass speech checks from the general store guy and the doctor.
@@myself2noone it still works
Quick draw should make it so if you shoot your weapon ~1 second after unholstering, you get a high crit chance
That would make it a lot better.
As someone that pretty much refuses to use stimpacks and only heals by food/survival, Them’s Good Eatin’ is probably an S tier for me.
I tend to not use stimpacks because they’re that common to the point you could just spam them and never die almost. With food I need to duck out, etc.
I play the same way a lot of the time, usually just using stimpacks as money.
Also really simplifies Dead Money on hardcore mode. Since u always get the food basically, you have a much easier time dealing with the fog and all that
@@ReapeeRon I must be doing something wrong because I only carry enough food and water to prevent hunger/starvation debuffs for a couple in game days, and I still nearly die using stimpacks if I'm not extremely cautious. And how are you getting so many stimpacks you can afford to sell them? I'm usually buying stimpacks so I don't run out in the middle of a battle since it's my primary healing, what am I missing?
@@bearrett50kal17it might be the way you play. I use a CRIT sniper build, so I rarely ever take any direct damage.
If you’re a melee build or a more direct build. You can end up taking a lot more damage
The key is perk stacking depending on the build like friend of the night & night person& mister sandman to roleplay a midnight murderer or cowboy& gunslinger to make revolvers do double damage
Animal friend does affect nightstalker, at first i thought it was just the OWB ones but even the base game are affected (even the legendary one yes).
I started following you because of DRG, but I've really appreciated the NV content! I think you have solid opinions on all of the videos i've seen so far (except Bloody Mess is S tier :P )
Fair, that one is one that I always grab even if it is just for the extra gore.
Rad Child being in D-tier is just not sitting right with me, 8 HP per second is like having a Super Stimpak active for your entire playthrough. There are too few irradiated areas in New Vegas, so you can walk around with 800 rads always and be immortal.
Combined with the impact, and the solar powered perk you’re literally the wasteland monster unable to be killed
Ron you are the only person I know who regularly plays 3 of my all time favorite games (DBD, DRG, F:NV). Thank you and keep it up!
Thanks! Glad you enjoy!
Comprehension is a great perk if you take it early on and you’d like to max out your skill points all to 100, you just have to be willing to find all the skill books 😂
Good tier list. I agree with most takes but wish the tiers focused more on what the best perks to take per level. Like light touch/black widow being okay perks overall, but likely the best perks to take at level 2. With Comprehension 4, Toughness 6, etc.
Actually cannibal does have a use, if you eat 25 people you get access to dine and dash which gives you the ability to gather human remains and at max survival heals you for 30 health -135 starvation and weights 1 pound.
Jury rigging doesn't belong in S tier. It belongs in God tier. It is an absolute must perk no matter what build you're running.
Light Touch also has the added benefit of every single dlc medium armor was never added to the exclusion list for the perk so it works with stuff like the old world blues stealth suit
Edit: travel light uses the exact same exclusion list
New Vegas wasn't given enough development time
*Cons:* things don't work the way they're supposed to
*Pros:* things don't work the way they're supposed to
silent running is an S tier if you ever want to use sneak and succeed
its effect is tremendous, like doubling your sneak or more
The Long-haul perk has two great uses that make it great imo.
1. Fast travel with all the gold bars you stole at the end of dead money.
2. Fast travel to move your items from one base to another.
I guess they are sort of the same thing.
Heave ho affects the distance of ANY arch firing weapon, like fat man and grenade launchers too
My build often contains rad child. I'm the type of person that runs into battle forgetting to heal and that includes unintentionally having radiation poisoning so it just helps me with my play style. That's all perks are, you have to find what works best for you and your play style. This list does give a good idea of where to start if you haven't really played the game much
Travel Light, Implant Y3*, and Tunnel Runner stack.
You can almost double your speed by crouch running, which is useful for sneak builds with Silent Running
* I may not have the correct implant here
The speed boost from travel light feels a lot higher then 10%. If you told me it was actually 25% i would beleave you.
I comment to bring attention to the marvels of Hand Loader, which I think it's an easy S tier if you go for any Gun build, here's my thoughts why:
For a lvl 6 perk with 70 repair requirement that can be picked easily at lvl 6 (or 8 if you dont find the repair books or dont invest as heavily) it's basically insane value here. You get custom made Hollow Point (HP) ammo for literally all of your SMGs weapons. That already solves cazadors and a lot of high dmg threats that dont have high DT, and even with high DT you get a lot of dmg bonus anyway. For the 5.56, you get free 15% dmg and reduces your spread for the gun with NO downsides. For the .308 it's a 15% dmg for a bit of condition dmg which isn't something really worrying since you already have high repair to unlock the perk. And finally, the "cowboy" ammo (.357, .44magnum and 45-70 gov) they increase your dmg and reduces dt at a tradeoff with condition. Just get some weapon repair kits, have ed-e or raul or get Jury Rigging (another OP perk) and you are good to go.
Also, if you use the Survivalist Rifle (unique 12.7mm rifle), having the unique ammo increases the dmg to insane levels (you get almost ~90 dmg per hit with good DPS and accuracy).
TLDR: if you go any type of gun build, I strongly suggest and recommend going for handloader. Free Hollow Point ammo and you can expect a dmg increase of at least 15% with the gun PLUS other benefits!
PD: love to see FNV content and thanks for the video! Great content
Old World Gourmet is a must-take for me, every game. Just think of all the places you can find quantities of booze, those locations are now rooms full of stimpacks. Benny's suite, for example, contains a motherload of wine that I yoink from whenever I'm getting low on supplies.
I think we should take the perks as the way they are meant to work. I'm sure absolutely no one plays vanilla New Vegas these days. With the unofficial patches, I'm pretty certain all the perks work as described by the perk selection menu.
I found cannibal to be very useful because you can stash body parts to eat later and literally every human you kill you can get health from this way.
comprehension perk also multiplies bonuses from skill magazines by 2. So instead of +10 you get +20 .S tier for me
On god comprehension is better than educated imo
Hand Loader should be S tier because it incorporates an awesome feature of gameplay that many people skip right over. My first few playthroughs I completely skipped over crafting. "Crafting" in New Vegas is such an underrated experience, absolutely necessary to enhance your fallout experience by so much and it's just so fun when you figure it out.
That is fair to say I really like the perk because it of the Roleplaying part of the game.
Actually cannibal saved me on multiple occasions and the dine and dash is pretty good,at least c or low b teir
Lol I realize that this perk tier list is just your opinion but how anyone doesn't see that "And Stay Back!" is one of the most broken, OP perks in the game when using a shotgun w/any buckshot rounds is mind boggling to me. I wouldn't hesitate to put it into the S tier. It makes basically all enemies a joke, including Deathclaws.
I also would never put 'toughness' into S tier. It's decent, but usually I prefer to take other perks in its place.
The perk that doubles the points bonus from magazines is also very good. I always take it. Certainly rank it above 'toughness'.
The thing that stops 'And Stay Back' from being S-tier is that it only works on one specific category of weapons, so not all builds can make use of it (any that doesn't use a shotgun outright can't make use of it). Toughness is S-tier because literally every build in the game can and does get mileage off of it, even if only a little. If Toughness only granted its DT boost if wearing one category of armor, it would fall in ranking to be at And Stay Back for the exact same reason.
[Chemist] is definitely S-Tier along with [Implant GRX (Ranks 1 &2)]. With ~Logan’s Loophole~ and the “Goodsprings glitch”, you CAN, in fact, get two ranks of Implant GRX at Level 30 and exploit it relatively early on with every Chem you can find to not only never get addicted…but also get [Day Tripper] and [Fast Times] merely by just using Turbo and other Chems/Alcohol until it’s unlocked 🤷🏽♂️
Why use Logan’s Loophole, you ask? Simple:
Mitigate the XP gain from the DLCs (outside of fighting enemies and such upon returning) while getting all 4 completed and allowing yourself to do more in the main game after replacing it at The Sink Auto-Doc in OWB once you’re ready to remove this crutch.
It really taught me how to utilize Skill Magazines and seek out Skill Books once I’d essentially reached a temporary level cap. It even gave me an appreciation for the varied DLC weapons (LAER, Saturnite Fist Superheated, Automatic Rifle & Rawr’s Talon, especially!) and learning the most optimal pathways to get through the Main DLC Story Quests the fastest so I can redo them whenever I pick it back up again!
Other S-Tier Perks that some might find controversial/disagreeable?
- [Atomic!] (paired w/ Coyote Steaks + lots of Radiation, you’re ZOOMIN’ even with Power Armor or non-Light Armor! Even better with Travel Light AND Tunnel Runner 👍🏽)
- [Cannibal] / [Dine and Dash] / [Meat of Champions] (for a Cannibalism build, ALWAYS DO Yes Man so you can get the latter Special Perk! It’s basically the + extra Luck from [Just Lucky I’m Alive] but more reliable and doable in a majority of Casinos! Also, [Cannibal] paired with [Dine and Dash] not only makes Healing a no-brainer without Companions, but it also allows you to take your Order “to go” and stash the equivalent of 1 Purified Water per Cannibalised Body! It sure beats praying for good food or opting for [Old World Gourmet] to give you more healing from Junk Food + certain Alcohol!)
- [Animal Friend Rank 1] [Rank 2 if you’re in Zion National Park] (basically makes walking the Mojave Wasteland a lot more peaceful and hunting for Gecko/Yao Guai/Dog/Coyote/etc. Meat such a hassle-free experience 🤷🏽♂️)
- [Burden to Bear] (the reason why I never stay at Level 30 w/ Logan’s Loophole and swap it out for Wild Wasteland; +50 Carrying Weight that’s the complimentary Perk that goes with [Strong Back] + [Reinforced Spine] from OWB! Finish Lonesome Road in allegiance to the NCR for a special prize…+25 Carry Weight and +1 END with the Courier Duster!)
- [Hand Loader] (gives you much more reason to use the Ammo Workbench and lots of neat-o recipes!)
- [Hit The Deck] (+25 DT from any Explosives?! How the hell does anyone not want that?!)
- [Black Widow]/[Confirmed Bachelor] (play as a Female Courier to ensure you 9 times out of 10 get utility out of just one of these Perks versus…going for the Bi meme. [Cherchez La Femme] + [Lady Killer] are pretty wack if I’m being Frank [West] 🤷🏽♂️)
Out of all of them, Animal Friend is a hard sell to a majority of players since Charisma is a “Dump Stat”, but if you’re going to double up on Perks, you can NEVER GO WRONG HAVING IT!
Edit:
A few more things…
1: [Old World Gourmet] is easily a Mid to High A-Tier in Hardcore Mode thanks to the added +25% Addiction Resistance (Chems come in CLUTCH IN HARDCORE!!!) & +2HP on top of the +1 to +3HP per second from most Junk/Boxed/Canned Foods & +50HP from drinking Alcohol! (Pork ‘n Beans, Junk Food, Instamash, Potato Crisps, Fancy Lads Snack Cakes, etc. + Wine, Scotch, and Vodka!)
2: [Miss Fortune] is also a borderline S-Tier (maybe even S-Tier WITH the Perk from getting her to appear 25 times, I think) thanks to the immense benefits of having her destroy an enemy’s weapon: being able to glitch the Gun Runners’s Vendortron into the Caps Glitch with whichever weapon you had her break and getting a means to basically sell -> rebuy -> sell times Infinity or until you accidentally repair/lose it. It beats an Insta-Kill from the [Mysterious Stranger] while also spreading the Bad Luck/Misfortune to surrounding enemies too! You’ve no idea how great it is to have a means to break stuff without all the effort.
3: Taking [Skilled] 3x (At the very Start of the Game, after leaving Goodsprings for the first time, and after activating the Sink Auto-Doc to change your “Personality Choices” once you’ve obtained the Holotapes from “Y-17 Medical Facility”) is easily the best way to get to 100 in all Skills on top of farming non-combat related Skill Books inside certain caves in Honest Hearts…with the “farming” boiling down to Save/Autosave in front of the Cave’s Entrance -> Check the Metal Box by the Cave’s Workstation -> Reload Save if it doesn’t have any/more than 2 Skill Books (or more than one copy of the same books) -> Repeat until you have 3-4 Skill Books/copies of [Lying, Congressional Style], [Tales of a Junktown Jerky Vendor], [The Wasteland Survival Guide], [D.C. Journal of Medicine], [Tumblers Today], [Big Book of Science] (most commonly found in these Boxes), [Chinese Army: Special Ops Training Manual] (your most ideal target!), and/or [Dean’s Electronics]! There’s roughly 4-5 Caves in HH with the potential for 3-4 Skill Books in them, so for each possible Skill Book, you’ve got about 36-48 (with [Comprehension] ) to a maximum of 60-80 (with [Comprehension]) just from being patient and saving/reloading your Saves every time you start a new cave! That at the very least ENSURES you get to 100 in everything by or before Level 50!
It beats playing the game “as intended” since you can actually have fun playing either underpowered and crippled all over and dirt poor OR as a demi-god that’s Bruce Wayne-levels of rich lol. Without those unintended consequence from such a rushed production of the game, it wouldn’t be anywhere NEAR as good
rad child should be at least in A tier YES is that good. plus you can combine it with atomic and get +50% ap regen this is definitely worth to try in your game
Comprehension is one of the best early game perks imo because it doubles the effects of skill magazines, meaning you are hacking and lock picking things way earlier than you should be able to. Also helps later game to shore up skill checks on skills you have neglected.
Judging by your tier list, it seems like you've never done a ghoul-inspired unarmed build on hardcore before! I strongly suggest you give it a try, it's a lot of fun and quite powerful when done correctly. I think you'd find an appreciation for the rad-related perks you relegated to D tier once you start stacking the together
29:05 Fun fact, there are several other methods to heal limb condition. Hydra is a new vegas exclusive that restores limb condition although you can't specifically target specific limb so I think it randomly selects which broken limb to heal, so if it's just one it's fine but if it's leg and head, it may Randomly heal leg even though you wanted head 😅. Also there's campfire recipes that add I think 2 more limb restoration recipes and they're alright, but man, if you gonna craft stuff yoy better get that barter 70 perk that reduces the weight, almost all campfire recipes have weight and while small, it quickly adds up.
With meltdown and a gauss rifle, you can instantly kill the three deathclaws in the thorn death matches with one shot before the gates even open, easy money farm
I find it funny that when I played Fallout NV for the first time, I used most of the D tier and some C/B tier perks, very few of the F and S tier perks. I took lots of those D tier perks because I was literally a hoarding psychopath. I was obsessed with the options to eat other people and kill people in their sleep because it was different than any other game I knew (I never played any fallout games beforehand). So I went for everything that helped me obliterate, plunder, double-cross, etc. In the end, I felt like I truly was what the ending sequences said I was. (Yes Man): "The courier became the new ruler of New Vegas through eliminating all competition. The Platinum Chip gave the securitrons the initiative they needed to take full control of the Mohave. The Legion was driven out with the fall of their ruler, Caeser. The NCR slowly went extinct since there wasn't a need for them to protect anyone on the strip. Mr. Houses corpse still lays in the basement of the Lucky 42 Casino, a shadow of a dream that was taken up by the Courier, and fulfilled. The Courier left the strip and gave Yes Man all the power he needed to eliminate crime and lawlessness in the strip. The Courier left a great influence on the Mohave, climbing to power through the assassination of friend and foe alike until he was at the top."
The point is that I monopolized the entire Mohave until everyone was either dead or in debt with the casinos until bankruptcy.
Quick note for Animal Friend. It includes the following, unexpected animals:
* Nightstalkers (which makes BigMT a LOT easier)
* Green Geckos (which makes Honest Hearts a lot easier)
* Golden Geckos
* Legion and White Leg Mongrels
I just got it because I didnt like killing coyotes, but it's insanely useful.
Coyote Gang rise up!
Feels bad killing a relatively normal species of pre-war animal.
Downside you lose tons of skill points from specking into charisma
@booker4984 I have about 7 in Intelligence by using the implant and Dr. Mobius' glasses. Not sure if the glasses help or not. And by getting Skilled 3 times (original, leaving Goodsprings and Big MT) I'm able to max out all the skills pretty quick.
Sneering Imperialist is always funny for me because I once heard it described as 'weaponized racism'
Israeli role players probably love that perk ong
Lessons Learned is actually an exp multiplier, so you get 1% more bonus exp from everything for every level you have. Probably still not the greatest, but better than Here and Now.
On second thoughts it probably does help getting to 50 and past 30 there aren't that many more skills you probably want. Might be worth it.
Lightly irradiate food also procs the atomic perk which can be pretty good if you view it like a chem that gives 2 str and DT with 25% boost to attack speed, its not the best thing ever but I think its useful.
Wow! I loved the DRG content on this channel but now NV too?? Am i dreaming??
Thanks Fred, yeah I wanted to talk about NV today. It is one of my all time favorite games.
@@ReapeeRon couldn't agree more. Its a masterpiece of a game
animal friend DOES work on nightstalkers.
I been playing new vegas since day 1 so I know where are all the important speech challenges are. I raise my speech stat to 80 then read a meeting people magazine to push to 100. Saves me skill points to place into anything I want
That's fair, you could also get things like mentats and booze for extra stats too if you wanted it to be even lower, or some cloths.
@@ReapeeRon i either do comprehension with magazines to 100 or use what you mention for the most of my builds. Comprehension isn't good but figured mentioning 1 reason to make it useful is better then none.
Every new vegas player fears the cazador
Extremely good list. Only gripe on the entire list is light step, just cuz if you're doing a perma death run it's nice to know it won't miraculously end because I wasn't alert or forgot where a trap was.
Then again the whole perk is based around on you making a mistake, so if you never make that mistake you get no value, so I get it.
IMO I love light-step because I get annoyed having to stop to look around for floor traps, even if I'm sneaking and already moving pretty slow having to stop frequently to check for traps is really annoying, it's not really necessary sure but it's just a nice quality of life perk. Light Step also works really well with the perk that increases movement speed in light armor since nearly every floor based trap is explosive which is devastating in light armor, and taking a perk to increase movement speed but having to stop to check for traps negates the benefits of the increased movement speed. I'm sorry but I haven't memorized every location that's rigged with traps and I'm not reading the wiki every time I walk into a building, but if you know every location that has traps this it's pretty useless. It's definitely a perk that just makes the game more casual and fun for people who haven't memorized where all the traps are, and don't want to stop constantly to look for traps.