A lot of these seem really cool but i feel like some of them have no reason to be tied exclusively to being a ghoul. Stuff like the increased weakpoint damage and long distance VATS accuracy should just be available for everyone
Yeah, especially as someone who likes to roleplay as an enlcave soldier, these perks are kind of disappointing to see they wouldn’t work for me. That being said, I am ecstatic for all the Enclave love bethesda has given us lately, even if some of it doesn’t look right.
Those new perks are nice but at this point they need to lower class perks from 9 down to 3 (ie 1 rank of regular, 1 rank of expert and 1 rank of master) cause theres already no room for this sadly
I had to think of something to change to make those kinds of perks work without changing max perk level or doing anything too drastic. But how about they have the current perk system where you need points to equip cards. BUT once you reached the max perk points acquired, they take into account your current special stat total. So, if you had a Int of 10 but when you go to your stats page in your pipboy it tells you that you had an Int of 17. In the Special screen it will show you your perk points but then in either green or red it will show you what extra points you have to spend. That way you can throw on some normally useless cards like for hacking or lockpicking or ammo or mod crafting. And if your stat gets debuffed and you no longer have the points for those cards they turn red, and it shows you how many points you need in red to re enable those cards. That way you can still go for a certain build but if you need to lock pick or something instead of using the legendary card for them or the individual card you can just take chems slot them in and anytime you need to hack, lockpick, make ammo, or mod weapons or armor you just re take them chems for that special stat. Plus it would really flow well with the herd mentality mutation or the united ordeal perk card.
I think 2 points would still be good enough. You get 10% dmg increase from first rank, but only 5% from the other 2. Getting 10% from each rank would just be more intuitive for new players on top of stopping them from taking too much room on endgame builds. Currently 3 separate perk cards at lvl 1 is 30%, but one perk card at level 3 is only 20%.
Honestly, that's all I wanted: synergies for builds that aren't bloodied. I really hope this pops off and they also try to tackle turning into a super mutant. Because that's what I _really_ want.
The best part is that they didn't nerf bloodied too hard. They did change how Richochet, Evasive, and Serendipity work to make them a bit more exclusive, but that's it. Bloodied builds do the same amount of damage but are a bit less tanky.
ghouls and super mutants are separate mutations. a person becomes a ghoul by being exposed to radiation. a person becomes a super muntant by being exposed to the FEV virus. so being exposed to radiation will not cause some one to become a super mutant. maybe they will bring becoming a super mutant into the game later. that would be cool
Brick wall is 100% essential. Even if that was the only perk, it would be worth to be a ghoul for that. Staggers PISS me the FUCK off. I've gotten killed a few times in the 2nd raid stage because I just got hit by nothing, got staggered and they hit me. Hell, I've gotten staggered shopping at a player vendor with no enemies around. I really think they need to look at staggers and make them less cancerous in general. But yea, really looking forward to this, looks like a ton of fun. I already got a ton of ideas myself.
The staggers out of nowhere have been a thing since the beta. I recently came back to fallout after 4/5 years and I’m surprised to see that this is still a thing lol
@@spacedoritoseven some of the bugs with power armor from fallout 4 on release are STILL and issue in 76, it’s insane how incapable they are at fixing this game considering the engine is decades old.
Its funny that throughout the fallout series ghouls have always been looked down upon by other wastelanders although they are superior is terms of survival , but now i can see min/maxers looking down on human players. Appalachia will now have vault dwellers who realized this and be crawling in ghouls. Interesting lore wise if we count fallout 76 and the playerbase of vault 76 as lore.
@@lexeleister4618 I love that the original idea behind 76 was Vault Dwellers rebuilding the wasteland. Yeah soon vault dwellers will be mutated feral ghouls. Guess we let the Responders doing that whole rebuilding part.
There's no need. You shouldnt be able to have everything equipped. Adding more points and slots just means less build customization and diversity. With the recent perk adjustments, many going down in cost, you can already add more cards. We're fine on that front. Hopefully adding these new perk cards and the Ghoul race, shake up builds enough. Though they should reduce the costs of the weapon perks. Like Rifleman and Commando and the like. 9 Points for those is just dumb.
yeah rad specialist could had been interesting but for one simple fact, they made every armor set since vault raids untradeable. we're really just are left with the situation of "i want to play a human, so i need to become a ghoul, make this set, and just turn back to a smooth skin" at the moment, not to mention you're needing to just remake your whole gear set from scratch (especially painful if RNG hasn't unlocked the effects you want/you have 4 star effects on your current armor.)
An interesting interaction you might want to keep an eye on that I've been messing with since 4-stars came out is the Quad Assaultron head with the Electrician's effect. Each charge you stack counts as a reload and possible trigger for the effect, and when firing you get a huge burst of self-radiation.
I assume we need a bunch of level ups for this... I really wish once we got a perk card, it was saved forever in some collection, and that you could rank/de-rank them whenever. Extra perk cards would of course be scrapped like usual.
I like this idea, but also yeah it will be at least 50 levels for the build I'd like when I switch to ghoul depending on what their roadmap looks like for the ghoul perks etc. So yeah a day or so in Wes-Tek should get the levels tho. GL with the grind, also I'd suggest submitting a feedback ticket for the perk card collection idea, wouldn't hurt.
It's so weird to read these perk details and think of Ghouls not as brittle as I remembered, but something closer to shorter Super Mutants. Makes me wonder what kind of playstyle being a Super Mutant would be like.
Thanks for alle insight Tyr appreciate it. Personally i would consider Ghoul a side grade all ready the two most played Builds are PA Heavy Gunner (with the new raid especialy) and Bloodied Unyielding and both arnt for Ghouls, Ghoulification caters (at least form my understanding) pretty mutch for Fullhealth non Pa builds wich are kinda niche at the moment and will make them more viable come march
Unless I've missed something I think ghouls should be able to make use of power armor just fine as long as they have a ton of toxic water/goo, especially with unyielding being out of the question. I'm planning on becoming a ghoul for my power attack pa build and hopefully war glaive or whatever else comes along can finally beat out auto axe.
@@LumiNexus PTS goes live to day so we will be able to test. Perks like breath it in can mitigate the rad resistance from powerarmor, what you cant mitigate is the inherent -90% rads PA gives you so for a PA Feral Ghoul build (max dps non auto melee dmg) PA is a hinderance yes you can work around PA with tons of toxic goo and perk cards, the question remains is...will this be feasable to farm tons of toxic goo each time you wanna go out killing bosses and spending 2-4 perk cars slots just to wear PA as a Ghoul PTS and time will tell
@@goesman81 The hidden power attack modifier from power armor already slightly beats out unyielding on most melees and since ghouls cant really use unyielding I think It'll be worth the inconvenience
Well I’m glad I got a 4th SPECIAL slot, I’ll use it for a pure ghoul playstyle, probably still be a heavy build or use my legendary perks to be able to mix it with a commando style
I could see even turning my bloodied stealth character into a ghoul just to use that intelligence perk to craft some Covert Scout armor ( maybe secret service too cause why not ) with some actual rad resistance and use the one free switch back cause it does kinda suck that it doesn’t have really any rad resistance.
Powerful Presence sounds right up my alley for a playstyle. One Shot Kills. Hopefully I can fit it in somewhere. I feel like we're already stretched on what we can fit into builds to min/max. and I dont have my Legendary Perks fleshed out yet.
brick wall seems op, the one thing that delays me from almost instantly killing something with my autoaxe is a stagger, also I love perks that insensitive helping the team like the rad crafting perk, I love doing things that support people like equipping friendly fire and healing players/friendly npcs
These perks seem good, but I don't know how one would fit them into normal build. The normal cards that boost weapon damage are just too expensive. 6:00 Ironically, I usually only get staggered when fighting a pack of feral ghouls. 10:43 I feel like this is the perk for a power-armor build, but it requires you to be a non-automatic melee user 28:24 That stacked with the legendary effect and other perk is effectively just a scuffed version of the Bottomless Magazine legendary effect
I wonder what kind of things will be put in place to make players want to keep their humanity, besides just bloodied and power armor builds? I wonder if we will see some new perks added later on for human players or more power armor related perks. I'm curious to know what human players get to specialize in.
damnnn this will make the game so much more varied, now imagine playable robots, playable synths, playable super mutants. all with their own perk cards made for those playstyles. this is a exciting direction that the game can be taken in. I hope they do.
I feel like radioactive strength with auto melee is sorta fine, as youd have to be absolutely spamming radioactive fluid to even slightly keep up enough glow to maintain it
DAMN!! I was planning on using my unused character slot I was saving for a Ghoul Shotgun build, but now I may just have to turn my existing Melee character into a Ghoul instead. I was hoping that it was a way to possibly make a Shotgun build viable and completely go Off Meta with this build.
@@Eldritch_Panda31 Especially for extremely high level characters! Had I known there was a need to totally level up from nothing again... Maybe I would have kept a slot empty.
"Ghouls cannot use unyielding" Technically they can. The only perk bloodied builds will sometimes use that requires rads is radicool. Everything else simply requires low health. You could, in theory, damage yourself below 20%hp with explosions and use unyielding but actually staying within that threshold would be pretty difficult. The fact that rads heal you as well as teammates could use something like team medic on you could screw you over a bit. A stealth build could possibly work since you aren't being hit by enemies snd forced to heal but it would still be harder to maintain than a normal human bloodied build. Harder, but at least in theory, doable.
Man I would kill to have something like Brick Wall for regular players I have been hoping for so long they would add a way to not be staggered by enemies and now that they do and it's only for ghouls.
There is a chest mod for regular armor that will do it. Not sure if it's for all armor, but I'm pretty sure it's on secret service. But yea, staggers are aids
After watching entire video i Think the goul character will be for me. I like my unarmed build and i like vats commando-like builds. I don’t like the power armour and bloodied low health
So you imply that ingested rads count toward glow, does this not make power armor builds viable as long as you keep a stack of toxic/irradiated water on you?
Two areas of concern. First Endurance is way too stacked at the moment to be adding so many more must haves to the mix at high required attribute requirements. Second, why have they been going through cards reducing required attributes and having them scale off the special just to add in so many more flat percent amp perks?
Yea it seems like two departments over there just sailing by each other. I thought the same, why did they start scaling with stats only to not use it at all with the new cards.
So what do we foresee with ghoul builds? Bloodied/Unyielding are being put on notice and the new direction for ghouls seems to be a more balanced full HP setup. If anything Thru Hiker will be a must take because every ghoul will need to be running around with 300 toxic goo to restore glow for the various bonus effects. Power armor seems like a double edged sword as the radiation resistance it has built in is now detrimental and cannot be countered. Its a very interesting situation and I don't quite see what the way forward looks like. In theory a coordinated ghoul team could spread passive glow generation, removing the need to spam toxic goo like coffee in VATS power armor builds (which always felt lame to me). On the other hand I see how it could all run very smoothly if the glow cost for these extra damage effects is manageable. Something tells me that a commando with an energy gun will still be able to burn through all his glow faster than it can be generated.
Really cool video, really informative and it looks like that will greatly shakedown the meta, like this looks like ghoul vats commando will be doing more damage than bloodied vats commando and melee ghouls will also do more damage than bloodied melee build 🤔
You said you have no idea what Mad Scientist has to do with ghouls, but I think it's related to ammo that most of energy weapons use; Fusion Cores, Plasma Cores, Fusion Cells etc. all utilize nuclear power aka radiation. So as a ghoul who's to say you couldn't in this fantasy world "channel" some of your radiation to your ammo to empower your weapons? EDIT; Also about movement speed - Idr if they mentioned it in some article, but wasn't there some discussion that if you do play as a ghoul you no longer can use mutations? You know, since radiation no longer affects you in a negative way and assuming that means no mutation chance either (Starched Genes as innate ability). If that's how it is going to be, it would make perfect sense to have movement perk card option to make up for the lost speed. This could also explain some of the new perk cards that seem like playing as ghoul is "must have" for extra damage. They're there to balance out lost stats you otherwise could gain through mutations like higher Perception from Eagle Eyes (Eye of the Hunter perk). Compared to mutations, perks seem better which makes total sense as you'll be sacrificing easy to control mutations to limited perk cards. But by sacrificing your mutations and humanity, you'll also gain a bit more power than average human build has and more complex system (glow/feral) that will yield you even more advantage. Aka - alternative playstyle with extra benefits, but not "must have" deal that makes every other (proper damage) build pale in comparison. Because Earle is good example what happens when they are balancing bosses against top meta builds. But we'll see what they have planned! Thank you for the good overview of the perks!
The new power armor and union could still utilize that breathe it in perk I think since they both have decently low rad resistance while still maintaining high defense in the other categories
The only reason I have to become a ghoul is the immunity to staggers. Auto-melee is gonna become so much better since we won't be staggerable. But I know they gonna nerf that and make it either a chance thing or make it like a 50% immunity
I wish they would add a dual weapon perk card. Could you imagine two swords and handguns in each hand as a ghoul. The deadpool of the wasteland. Yeeesss!
Someone's going to find a way to get ghoul to work with unyielding and that'll be the new meta. As it sits, it's a valid option for high health non-PA builds, but I'm not seeing a worthwhile trade from unyielding.
The new Vulcan power armor actually offers the least rad protection out of all the top their power armors with only 200 rad protection, it might be the best power armor option for ghoul players that want power armor
they should give the better armor rad protection to human and make the ghoul able to produce really unefective armor against rads and call it saboteur . there is so much armor untradable that it make 0 sense rn
Wondering if the shredder will benefit from rad-reaver, since they don't technically consider it an automatic melee. (Although they did enforce the automatic AP drain.) What's the chance of them not considering it "melee" damage to begin with? I've got so many interactions to test on the PTS...
This all seems very cool but it’s slightly worrying just just how powerful ghouls apparently are going to be compared to human players. I’m hoping they balance a lot of this out by making a lot of the human perks that overlap with the ghoul perks unavailable to ghouls, and add some more human perks that match the capacities of the new ghoul perks. But just from this video it looks like human characters will be left behind in regards to pure DPS and survivability, even top-end bloodied builds.
Based on these perks if you are not an explosive or melee build then ghoul doesn't seem to be a good choice. Sure you have perks to mitigate the drawbacks of missing out on the synergy with Bloodied and/or PA, but these perks all cost extra perk points. As I switched to Bloodied PA heavy gunner recently I will probably turn into ghoul only for armor crafting with Radiation Specialist and then go back to human unless there is some hidden potential I'm not seeing yet.
@dredgenYor1997 ive been dying for my unarmed full health build to get a major buff for years. Between this and the raid update changing the perks around, I see this as an answer to my prayers
Any sign of extra character slots? I can see one maybe two of my characters could work well as ghoul but I'd prefer to start a new character with a ghoul endgame in mind.
There is heavy diminishing returns for reload speed tho. With speed demon, and the heavy gun reload card you barley notice the swift legendary and its at 25%
I like the new ideas that are being added. It makes the game have a lot more options to explore. What I don't really like though Is that I've spent the majority or my time playing as a bloodied explosive build with an unyielding armor set, and it's been enjoyable till the Gleaming Depths update. Now it feels like I'm being punished for using what I've spent so much time and effort, to make work for me up until this point. I just hope that they balance it more so It won't just be play with power armor, or be a goul.
I actually made a Chem Wizard 🧙♂️ build, run around throwing grenades like spells 🪄 & taking chems with a knuckles ……. Sooo definitely going to make a new Chem Wizard 😂
Please tell me I don’t have to stare at my character glowing a horrible green colour as imo it completely ruins the aesthetic and apparelI. I despise corpse highlight (luckily that can be turned off) and I don’t want a bright green character! I want to be a cool looking ghoul, and I get glowing ones are green but they don’t have a cheap, childish looking effect…One of my fave decorations in camps are the glowing heads to hang on the wall. So, Are there any options with this? How often are you green? is it activated by something etc.
@@Luke-bl8zwthat’s why the only long term fun games are single players where devs and other whining players over “balance” don’t crap on your fun eventually and force you to regrind for no reason every couple months lol
I like the idea of being a ghoul but it's gonna take forever to unlock all the cards for high level players, as it takes more xp to level up. Might as well start a new character when this update drops.
So what we're learning if you want to be a ghoul you won't be able to do the raid since you basically need a power armor ranged build in it they sound like a huge downside in a lot of cases
Incorrect you don’t need power armor to do the raid check my video where I take a team of non power armor individuals into the raid and I’m even bloodied
My breakdown of every single ghoul perk card! Time stamps in the description for each one, let me know your thoughts!
thick skin is 10%, 20% and 30% balistic resistance (you can see it in your own last video when the perk card ISNT zoomed in (in the special overview)
@@Ulfhartthose are older versions and almost all were changed, faulty spots used to max at 30% now it’s max at 15%
PLEASE TELL ME RADIOACTIVE STRENGTH WORKS ON UNARMED
@TYRYT did a great job good information, thank you.
@@TYRYT so is he ghoul out yet cuz that could be great for my dps build sniper and smg build
A lot of these seem really cool but i feel like some of them have no reason to be tied exclusively to being a ghoul. Stuff like the increased weakpoint damage and long distance VATS accuracy should just be available for everyone
Yeah, especially as someone who likes to roleplay as an enlcave soldier, these perks are kind of disappointing to see they wouldn’t work for me. That being said, I am ecstatic for all the Enclave love bethesda has given us lately, even if some of it doesn’t look right.
The super mutants at West Tek should start charging 50 caps for toxic goo lol
Stupid mutants. They try to fight the wastland when they only need to open a toxic goo Company and rule the appallacia the capittalist style 😂
@@Dembalak2 fr lmao
Bro imagine if Bethesda actually did this. Westek becomes a super mutant stronghold fort that trades and charges for toxic goo 🤣🤣
I can see ghouls being very popular in rad rumble
Things i would love to have for character customization:
Glowing one skin
Quantum glow
Marked men skin (aka flayed)
Those new perks are nice but at this point they need to lower class perks from 9 down to 3 (ie 1 rank of regular, 1 rank of expert and 1 rank of master) cause theres already no room for this sadly
I agreeeee
Or atleast down a point something, and they should also use this to buff legendary effects like juggernaut, and junkies
I had to think of something to change to make those kinds of perks work without changing max perk level or doing anything too drastic. But how about they have the current perk system where you need points to equip cards. BUT once you reached the max perk points acquired, they take into account your current special stat total. So, if you had a Int of 10 but when you go to your stats page in your pipboy it tells you that you had an Int of 17. In the Special screen it will show you your perk points but then in either green or red it will show you what extra points you have to spend. That way you can throw on some normally useless cards like for hacking or lockpicking or ammo or mod crafting. And if your stat gets debuffed and you no longer have the points for those cards they turn red, and it shows you how many points you need in red to re enable those cards. That way you can still go for a certain build but if you need to lock pick or something instead of using the legendary card for them or the individual card you can just take chems slot them in and anytime you need to hack, lockpick, make ammo, or mod weapons or armor you just re take them chems for that special stat. Plus it would really flow well with the herd mentality mutation or the united ordeal perk card.
I think 2 points would still be good enough. You get 10% dmg increase from first rank, but only 5% from the other 2. Getting 10% from each rank would just be more intuitive for new players on top of stopping them from taking too much room on endgame builds. Currently 3 separate perk cards at lvl 1 is 30%, but one perk card at level 3 is only 20%.
@ yea I find it so silly they did that atp they should’ve did what they did with demo expert
Honestly, that's all I wanted: synergies for builds that aren't bloodied.
I really hope this pops off and they also try to tackle turning into a super mutant. Because that's what I _really_ want.
The best part is that they didn't nerf bloodied too hard. They did change how Richochet, Evasive, and Serendipity work to make them a bit more exclusive, but that's it.
Bloodied builds do the same amount of damage but are a bit less tanky.
ghouls and super mutants are separate mutations. a person becomes a ghoul by being exposed to radiation. a person becomes a super muntant by being exposed to the FEV virus. so being exposed to radiation will not cause some one to become a super mutant. maybe they will bring becoming a super mutant into the game later. that would be cool
@@romxxii Originally they had plans for becoming a super mutant, you would get bigger and more mutated
Brick wall is 100% essential. Even if that was the only perk, it would be worth to be a ghoul for that. Staggers PISS me the FUCK off. I've gotten killed a few times in the 2nd raid stage because I just got hit by nothing, got staggered and they hit me. Hell, I've gotten staggered shopping at a player vendor with no enemies around. I really think they need to look at staggers and make them less cancerous in general. But yea, really looking forward to this, looks like a ton of fun. I already got a ton of ideas myself.
too op, should be deleted
The staggers out of nowhere have been a thing since the beta. I recently came back to fallout after 4/5 years and I’m surprised to see that this is still a thing lol
@@spacedoritoseven some of the bugs with power armor from fallout 4 on release are STILL and issue in 76, it’s insane how incapable they are at fixing this game considering the engine is decades old.
Its funny that throughout the fallout series ghouls have always been looked down upon by other wastelanders although they are superior is terms of survival , but now i can see min/maxers looking down on human players. Appalachia will now have vault dwellers who realized this and be crawling in ghouls. Interesting lore wise if we count fallout 76 and the playerbase of vault 76 as lore.
Lore wise this looks scary an entire map full of lvl 1000 ghouls who can go feral anytime RIP humans smoothskins
@@lexeleister4618 I love that the original idea behind 76 was Vault Dwellers rebuilding the wasteland. Yeah soon vault dwellers will be mutated feral ghouls. Guess we let the Responders doing that whole rebuilding part.
@@rsotelo304 whats wrong smooth skin never seen a min maxxer before.
I hope they increase the max amount of special states we can put into are characters and add another slot or 2 for legendary cards
There's no need. You shouldnt be able to have everything equipped. Adding more points and slots just means less build customization and diversity. With the recent perk adjustments, many going down in cost, you can already add more cards. We're fine on that front. Hopefully adding these new perk cards and the Ghoul race, shake up builds enough. Though they should reduce the costs of the weapon perks. Like Rifleman and Commando and the like. 9 Points for those is just dumb.
@@hoofhearted4 ya I agree, 9 points for basic damage buffs isn’t what I’d call ideal.
@@hoofhearted4 If i wanna have everything equipped in my game i should be able to, dammit. i ain't playin elden ring over here.
@@Sparkys_Corner go play fallout 4 then if you want to run around with every ability n god mode
yeah rad specialist could had been interesting but for one simple fact, they made every armor set since vault raids untradeable.
we're really just are left with the situation of "i want to play a human, so i need to become a ghoul, make this set, and just turn back to a smooth skin" at the moment, not to mention you're needing to just remake your whole gear set from scratch
(especially painful if RNG hasn't unlocked the effects you want/you have 4 star effects on your current armor.)
nah, noone would bother it for 100 rad protection when you have a trucks of antirad and radx
Thanks for the very direct showcase and time stamps.
Cheers, mate! Glad to help!
An interesting interaction you might want to keep an eye on that I've been messing with since 4-stars came out is the Quad Assaultron head with the Electrician's effect. Each charge you stack counts as a reload and possible trigger for the effect, and when firing you get a huge burst of self-radiation.
thick skin is 10%, 20% and 30% balistic resistance (you can see it in your own last video when the perk card ISNT zoomed in (in the special overview)
I assume we need a bunch of level ups for this... I really wish once we got a perk card, it was saved forever in some collection, and that you could rank/de-rank them whenever. Extra perk cards would of course be scrapped like usual.
I like this idea, but also yeah it will be at least 50 levels for the build I'd like when I switch to ghoul depending on what their roadmap looks like for the ghoul perks etc. So yeah a day or so in Wes-Tek should get the levels tho. GL with the grind, also I'd suggest submitting a feedback ticket for the perk card collection idea, wouldn't hurt.
If there adding more legendary perk cards they might as well add more slots not like any of the legendary perk cards are game breaking or super OP
1:34 WHY DID THEY MAKE HER SO THICK
HAHAHHAA I KNOW RIGHT
GYATTT DAMN
Find god
@@VorynDagoththere is no god only settlement
@@PrestonGarvey. What a fool you are...
Cause they know what I like.
It's so weird to read these perk details and think of Ghouls not as brittle as I remembered, but something closer to shorter Super Mutants. Makes me wonder what kind of playstyle being a Super Mutant would be like.
Super tanky, but you don't get to use VATS. Wouldn't that be something? 😁
@@prince_julius Can't wear power armor, but can use Stabilized and Pain Train without it
@sompret I like it. Nearby Floaters can become allies in combat. Immune to poison and energy, but vulnerable to bleed and fire damage. 😃
Youd be immune to Rads entirely. Cant wear PA. Bonuses to Full Health gameplay. Can have a Mutant Hound pet lol.
@@hoofhearted4 Almost sounds like a tanky Druid
Thanks for alle insight Tyr appreciate it. Personally i would consider Ghoul a side grade all ready the two most played Builds are PA Heavy Gunner (with the new raid especialy) and Bloodied Unyielding and both arnt for Ghouls, Ghoulification caters (at least form my understanding) pretty mutch for Fullhealth non Pa builds wich are kinda niche at the moment and will make them more viable come march
Great points!
Unless I've missed something I think ghouls should be able to make use of power armor just fine as long as they have a ton of toxic water/goo, especially with unyielding being out of the question. I'm planning on becoming a ghoul for my power attack pa build and hopefully war glaive or whatever else comes along can finally beat out auto axe.
@@LumiNexus PTS goes live to day so we will be able to test. Perks like breath it in can mitigate the rad resistance from powerarmor, what you cant mitigate is the inherent -90% rads PA gives you so for a PA Feral Ghoul build (max dps non auto melee dmg) PA is a hinderance yes you can work around PA with tons of toxic goo and perk cards, the question remains is...will this be feasable to farm tons of toxic goo each time you wanna go out killing bosses and spending 2-4 perk cars slots just to wear PA as a Ghoul PTS and time will tell
@@goesman81 The hidden power attack modifier from power armor already slightly beats out unyielding on most melees and since ghouls cant really use unyielding I think It'll be worth the inconvenience
Well I’m glad I got a 4th SPECIAL slot, I’ll use it for a pure ghoul playstyle, probably still be a heavy build or use my legendary perks to be able to mix it with a commando style
I could see even turning my bloodied stealth character into a ghoul just to use that intelligence perk to craft some Covert Scout armor ( maybe secret service too cause why not ) with some actual rad resistance and use the one free switch back cause it does kinda suck that it doesn’t have really any rad resistance.
Powerful Presence sounds right up my alley for a playstyle. One Shot Kills. Hopefully I can fit it in somewhere. I feel like we're already stretched on what we can fit into builds to min/max. and I dont have my Legendary Perks fleshed out yet.
brick wall seems op, the one thing that delays me from almost instantly killing something with my autoaxe is a stagger, also I love perks that insensitive helping the team like the rad crafting perk, I love doing things that support people like equipping friendly fire and healing players/friendly npcs
Aaaaaaand Tyr is back reminding us that he’s one of the most relevant 76 UA-camrs⚔️
Tyr, Angry Turtle, Wiggle. The trifecta
I need the Cyborgs and SuperMutant race into the game.
I know right need my Frank Horrigan rp
That’d be so cool , I’d have to remake fawkes
I need my Mole Miner. I'm going to be the most self hating mole miner in W.V.
Check my interview with Jon, we spoke about this hehe
And no one talks about Markus...😢
These perks seem good, but I don't know how one would fit them into normal build. The normal cards that boost weapon damage are just too expensive.
6:00
Ironically, I usually only get staggered when fighting a pack of feral ghouls.
10:43
I feel like this is the perk for a power-armor build, but it requires you to be a non-automatic melee user
28:24
That stacked with the legendary effect and other perk is effectively just a scuffed version of the Bottomless Magazine legendary effect
I wonder what kind of things will be put in place to make players want to keep their humanity, besides just bloodied and power armor builds? I wonder if we will see some new perks added later on for human players or more power armor related perks. I'm curious to know what human players get to specialize in.
somthing that i noticed, in the battle genes perk, you can see the ghoul is holding a plasma defender, maybe an upcoming weapon?
R91 assault rifle has been on perk cards since launch and we still don't have it. Don't get your hopes up
Rejuvenators can only be used on PA atm.
OP The Dragon builds incoming lmfao. Mega reload speed PLUS (36+18=54% auto load chance), PLUS mega vats/weakpoint damage
Dude I hope so!
damnnn this will make the game so much more varied, now imagine playable robots, playable synths, playable super mutants. all with their own perk cards made for those playstyles. this is a exciting direction that the game can be taken in. I hope they do.
@김소리-j8p I know it's a wish on deaf ears but I want to be a protectron.
Solar armor, sawbones and battle genes…….thats a lot of passive regeneration for ghouls.
I feel like radioactive strength with auto melee is sorta fine, as youd have to be absolutely spamming radioactive fluid to even slightly keep up enough glow to maintain it
You mean toxic goo?
@ yeah i forgot the name lol
DAMN!! I was planning on using my unused character slot I was saving for a Ghoul Shotgun build, but now I may just have to turn my existing Melee character into a Ghoul instead.
I was hoping that it was a way to possibly make a Shotgun build viable and completely go Off Meta with this build.
between arms of steel, eye of the hunter and all the glow/ranged damage perks it seems shotguns gain the most benefit
@ wasn’t there a damage reduction per projectile?
Still, it seems like Melee is getting a pretty massive buff from this.
My build in 76 is already very Grenade centric, with a Shotgun for Fun. That Bomb Perk is going to be Insane with Nuka Grenades or Dynamite Bundles.
Especially farming west tek😮💨
Only thing im going to hate is having to level up a bunch to get all the perks im going to need.
@@Eldritch_Panda31 Especially for extremely high level characters! Had I known there was a need to totally level up from nothing again... Maybe I would have kept a slot empty.
"Ghouls cannot use unyielding"
Technically they can. The only perk bloodied builds will sometimes use that requires rads is radicool. Everything else simply requires low health. You could, in theory, damage yourself below 20%hp with explosions and use unyielding but actually staying within that threshold would be pretty difficult. The fact that rads heal you as well as teammates could use something like team medic on you could screw you over a bit. A stealth build could possibly work since you aren't being hit by enemies snd forced to heal but it would still be harder to maintain than a normal human bloodied build. Harder, but at least in theory, doable.
You also probably couldn't really use the glow mechanic which is the main reason to become a ghoul
Man I would kill to have something like Brick Wall for regular players I have been hoping for so long they would add a way to not be staggered by enemies and now that they do and it's only for ghouls.
There is a chest mod for regular armor that will do it. Not sure if it's for all armor, but I'm pretty sure it's on secret service. But yea, staggers are aids
@@beastabuelos6421The chest mod is pneumatic but it only reduces staggers by 25%, which is quite pointless
It’s absurd that brick wall is ghoul only. God I hope they change that.
I wonder if you could take advantage of the broken state of the sentinel effect on armor and power to let the rads come in easier.
After watching entire video i Think the goul character will be for me. I like my unarmed build and i like vats commando-like builds. I don’t like the power armour and bloodied low health
Same bro same
Yes, I'm a full health no pa heavy gunner. I refuse to play low health and pa is just a bit clunky
So you imply that ingested rads count toward glow, does this not make power armor builds viable as long as you keep a stack of toxic/irradiated water on you?
Two areas of concern. First Endurance is way too stacked at the moment to be adding so many more must haves to the mix at high required attribute requirements.
Second, why have they been going through cards reducing required attributes and having them scale off the special just to add in so many more flat percent amp perks?
Yea it seems like two departments over there just sailing by each other. I thought the same, why did they start scaling with stats only to not use it at all with the new cards.
Congrats on 30k bro
Hope they give us a perk to cap our health in exchange for more glow capacity
Man I need to get back into 76 when I get a chance. Gotta get a new Xbox though. Glad to see you growing and making such good content bud!
Another great video Tyr I expect nothing less
Cheers, mate! Glad you enjoyed it! 💪🏻
They flew you out? That's dope! You're the real legend here m8!
So what do we foresee with ghoul builds? Bloodied/Unyielding are being put on notice and the new direction for ghouls seems to be a more balanced full HP setup. If anything Thru Hiker will be a must take because every ghoul will need to be running around with 300 toxic goo to restore glow for the various bonus effects. Power armor seems like a double edged sword as the radiation resistance it has built in is now detrimental and cannot be countered.
Its a very interesting situation and I don't quite see what the way forward looks like. In theory a coordinated ghoul team could spread passive glow generation, removing the need to spam toxic goo like coffee in VATS power armor builds (which always felt lame to me). On the other hand I see how it could all run very smoothly if the glow cost for these extra damage effects is manageable. Something tells me that a commando with an energy gun will still be able to burn through all his glow faster than it can be generated.
Really cool video, really informative and it looks like that will greatly shakedown the meta, like this looks like ghoul vats commando will be doing more damage than bloodied vats commando and melee ghouls will also do more damage than bloodied melee build 🤔
Very interesting, really makes me want to try a Ghoul build now.
You said you have no idea what Mad Scientist has to do with ghouls, but I think it's related to ammo that most of energy weapons use; Fusion Cores, Plasma Cores, Fusion Cells etc. all utilize nuclear power aka radiation. So as a ghoul who's to say you couldn't in this fantasy world "channel" some of your radiation to your ammo to empower your weapons?
EDIT; Also about movement speed - Idr if they mentioned it in some article, but wasn't there some discussion that if you do play as a ghoul you no longer can use mutations? You know, since radiation no longer affects you in a negative way and assuming that means no mutation chance either (Starched Genes as innate ability). If that's how it is going to be, it would make perfect sense to have movement perk card option to make up for the lost speed.
This could also explain some of the new perk cards that seem like playing as ghoul is "must have" for extra damage. They're there to balance out lost stats you otherwise could gain through mutations like higher Perception from Eagle Eyes (Eye of the Hunter perk). Compared to mutations, perks seem better which makes total sense as you'll be sacrificing easy to control mutations to limited perk cards. But by sacrificing your mutations and humanity, you'll also gain a bit more power than average human build has and more complex system (glow/feral) that will yield you even more advantage.
Aka - alternative playstyle with extra benefits, but not "must have" deal that makes every other (proper damage) build pale in comparison. Because Earle is good example what happens when they are balancing bosses against top meta builds. But we'll see what they have planned!
Thank you for the good overview of the perks!
Love your content as always, cheers TYR!
Bethesda watches this video: Radioactive Strength gets Nerfed. Lol
Great vid, right to the point, convenient. Thank you.
Appreciate it! 💪🏻
The new power armor and union could still utilize that breathe it in perk I think since they both have decently low rad resistance while still maintaining high defense in the other categories
The only reason I have to become a ghoul is the immunity to staggers. Auto-melee is gonna become so much better since we won't be staggerable. But I know they gonna nerf that and make it either a chance thing or make it like a 50% immunity
@@The_Only_Mr_Bear yeah I feel I’ll be a ghoul watch brick wall get needed back to human
I wish they would add a dual weapon perk card. Could you imagine two swords and handguns in each hand as a ghoul. The deadpool of the wasteland. Yeeesss!
thank you tyr for this video and i hope that Bethesda can give us more character slots i don't want to delete my 5 characters
Someone's going to find a way to get ghoul to work with unyielding and that'll be the new meta. As it sits, it's a valid option for high health non-PA builds, but I'm not seeing a worthwhile trade from unyielding.
Just noticed the UI for player customisation is different.
The new Vulcan power armor actually offers the least rad protection out of all the top their power armors with only 200 rad protection, it might be the best power armor option for ghoul players that want power armor
bomb scientist will lead to constant blinding and game crashes
I haven't seen my fallout 76 character since launch. He's been wearing the tricentenial mask for the last 6 years
they should give the better armor rad protection to human and make the ghoul able to produce really unefective armor against rads and call it saboteur .
there is so much armor untradable that it make 0 sense rn
I thought they were just adding a customisation option, holy shit😮
Wondering if the shredder will benefit from rad-reaver, since they don't technically consider it an automatic melee. (Although they did enforce the automatic AP drain.) What's the chance of them not considering it "melee" damage to begin with?
I've got so many interactions to test on the PTS...
My one concern is xp grinding. They dont seem to have anything resembling unyelding.
@@bingvarstand47 they have, in Charisma, 3 + in all stats
Anyone else notice the battle gene perk has a plasma defender?
Holy Atom, this legit sounds really fun. Enough that I kinda wanna start fresh and have entirely ghoul characters.
This all seems very cool but it’s slightly worrying just just how powerful ghouls apparently are going to be compared to human players. I’m hoping they balance a lot of this out by making a lot of the human perks that overlap with the ghoul perks unavailable to ghouls, and add some more human perks that match the capacities of the new ghoul perks. But just from this video it looks like human characters will be left behind in regards to pure DPS and survivability, even top-end bloodied builds.
The Dreadnought 4 (goul edition) when? Already has the majority of the health bar as rads. Should be able to benefit a little bit.
Based on these perks if you are not an explosive or melee build then ghoul doesn't seem to be a good choice. Sure you have perks to mitigate the drawbacks of missing out on the synergy with Bloodied and/or PA, but these perks all cost extra perk points. As I switched to Bloodied PA heavy gunner recently I will probably turn into ghoul only for armor crafting with Radiation Specialist and then go back to human unless there is some hidden potential I'm not seeing yet.
I think full health players will see the benefits
@dredgenYor1997 ive been dying for my unarmed full health build to get a major buff for years. Between this and the raid update changing the perks around, I see this as an answer to my prayers
this is bad decision. instead of making more variants they just divide meta builds on different "races".
Any sign of extra character slots? I can see one maybe two of my characters could work well as ghoul but I'd prefer to start a new character with a ghoul endgame in mind.
This puts unyielding in the dirt on damage
25:58 mixed with solar armor. Thats a whole 6hp recovery, Idk if regeneration legendary armor effect buffs that by the 0.25. I haven’t tried it yet.
There is heavy diminishing returns for reload speed tho. With speed demon, and the heavy gun reload card you barley notice the swift legendary and its at 25%
Hehehe... positively glowing... good one XD
I like the new ideas that are being added. It makes the game have a lot more options to explore. What I don't really like though Is that I've spent the majority or my time playing as a bloodied explosive build with an unyielding armor set, and it's been enjoyable till the Gleaming Depths update. Now it feels like I'm being punished for using what I've spent so much time and effort, to make work for me up until this point. I just hope that they balance it more so It won't just be play with power armor, or be a goul.
Do we get more Special points in the update? If not it would suck a lot because you would have to throw out perks out of your build
12:17 but isn't Toxic Goo a food item? Wouldnt it get triple the rads?
Possibly!
I actually made a Chem Wizard 🧙♂️ build, run around throwing grenades like spells 🪄 & taking chems with a knuckles ……. Sooo definitely going to make a new Chem Wizard 😂
So when all you got to try this no one tried a saw or auto axe?
I'm curious how Solar Armor and Overeaters will work with Ghouls. Will food buffs work?
I was looking for a reason to switch to melee😁
Ho ho my harpoon gun is going to have a field day with gun tricks and the other reload perk for heavy weapons.
Please tell me I don’t have to stare at my character glowing a horrible green colour as imo it completely ruins the aesthetic and apparelI. I despise corpse highlight (luckily that can be turned off) and I don’t want a bright green character! I want to be a cool looking ghoul, and I get glowing ones are green but they don’t have a cheap, childish looking effect…One of my fave decorations in camps are the glowing heads to hang on the wall. So, Are there any options with this? How often are you green? is it activated by something etc.
I’m sure with all the feedback regarding this an option will be given… make sure to present this feedback on Bethesda discord pts
Thanks, and great video Tyr. Look forward to those future builds of yours :)
One thing about bone shatterer: easily countered by adamantium skeleton at tier 3
Adamantium Skeleton doesn't have a Tier 3 anymore. It scales with Endurance.
@ damn…… why did they screw with that?
@@Luke-bl8zwbecause "fuck you" that's why. (I'm sad about it too)
@@Luke-bl8zwthat’s why the only long term fun games are single players where devs and other whining players over “balance” don’t crap on your fun eventually and force you to regrind for no reason every couple months lol
I wonder if we will get more than 15 points to use on each s.p.e.c.i.a.l. with even more to add
I hope so, either that or reducing the cost of the weapon perks. Will have to give up 2 slugger's to fit on radioactive powered and brick wall
Can you turn off the visual effect of glow? I want the perks but I hate the way it looks.
shame there's no mention of the skyline valley weather machine and being a super charged 'lost' ghoul
So your telling me, Rad Specialist, and crafting a full set of Vulcan PA will give me more rad resistance???
HOLY COW! Those perks are compleatly broken
I like the idea of being a ghoul but it's gonna take forever to unlock all the cards for high level players, as it takes more xp to level up.
Might as well start a new character when this update drops.
Nothing that grinding raids couldn't solve
Does anyone think playing as a ghoul completely unarmed no weapos or fist weapons would work it sounds interesting to me
as a player who only play melee since this game dropped, im really happy
So what we're learning if you want to be a ghoul you won't be able to do the raid since you basically need a power armor ranged build in it they sound like a huge downside in a lot of cases
Incorrect you don’t need power armor to do the raid check my video where I take a team of non power armor individuals into the raid and I’m even bloodied
melee crap locked behind a ghoul wall. I dont know if this is a better or worse idea than new gear and plans locked behind raids and the caravans.
Bomb Specialist + Granadier + Resolve Breaker = 3rd grade eyes burn 💀
...Ghoul + Vats Shotgunner = "Boom!"