Fallout 76

Fallout 76

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PTS changes
Legendary mods will be scrappable and give a fairly generous number of legendary modules back

1-Star: 1 Module
2-Star: 3 Module
3-Star: 6 Module
4-Star: 12 Module

They also have the same % chance to let you learn it as scrapping a weapon (so 1%)

Some more perk card swaps lowering costs on things like demo expert and others which are pretty big power creep moves

Pounders nerf is happening it will be mediocre on automatic melee weapons (10% buff instead of 100%) as it stacks only 10 times at 1% a stack unless they change that aspect of it

Conductors is getting fixed and will be a 5% ap regen per hit so infinite action points with a vats focused weapon is easily achievable

Sentinel and Cavaliers are getting "nerfed" but also fixed... it will be a flat -5% per one instead of 75% chance but it will work instead of leaving you naked... -25% of all incoming damage reduced 100% of the time is IMO a buff even if its technically a nerf

IMO this will make the current Thru-Hikers meta (5 perk points) a qol choice over a min/max choice (in patch IIRC it is now 4 perk points saved) and sentinel will again become the min/max choice


Nothing else caught my eye but some good QoL ones here
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Showing 1-15 of 36 comments
So more ruining of things?
Phantom Jan 17 @ 4:29pm 
Originally posted by Trump G.O.A.T-POTUS:
So more ruining of things?

In general good

perks becoming less expensive is always nice

being able to scrap modules for modules is a good way to get rid of garbage ones (might be a great time for those of you out there to stock up on hundreds of the 3-4* ones for cheap in anticipation... doubly so if you use p2w fo1st to horde them in the scrapbox)

Pounders nerf was always going to happen, its performing exactly as it should, but bugfesta is a little incompetent when it comes to balance

the conductors fix is going to break vats, any endurance / agility high build will have infinite vats when 5% is returned... IIRC thats base 15 for most people and 25 ap per shot refunded to any build with boosts to ap in any way... that mitigates all ap cost for some weapons and drastically reduces it for others

sentinel and cavaliers getting a rework so that they work was a launch bug that never got addressed and while less overall % reduction -25% to any incoming damage while still is absurdly powerful... in PvP or Choo-Choo'ers cavaliers will be absurd too
Thanks for the information bro
I say this is pretty good. Had to see more what change, but if it mean there's more variety of builds instead min-max things, things should be better.


Originally posted by Phantom:
Legendary mods will be scrappable and give a fairly generous number of legendary modules back

1-Star: 1 Module
2-Star: 3 Module
3-Star: 6 Module
4-Star: 12 Module

They also have the same % chance to let you learn it as scrapping a weapon (so 1%)

Some more perk card swaps lowering costs on things like demo expert and others which are pretty big power creep moves

Pounders nerf is happening it will be mediocre on automatic melee weapons (10% buff instead of 100%) as it stacks only 10 times at 1% a stack unless they change that aspect of it

Conductors is getting fixed and will be a 5% ap regen per hit so infinite action points with a vats focused weapon is easily achievable

Sentinel and Cavaliers are getting "nerfed" but also fixed... it will be a flat -5% per one instead of 75% chance but it will work instead of leaving you naked... -25% of all incoming damage reduced 100% of the time is IMO a buff even if its technically a nerf

IMO this will make the current Thru-Hikers meta (5 perk points) a qol choice over a min/max choice (in patch IIRC it is now 4 perk points saved) and sentinel will again become the min/max choice


Nothing else caught my eye but some good QoL ones here
Any link so I can watch it more?
Mooman Jan 17 @ 5:37pm 
The 'problem' with all these changes is Bethesda is doing them slowly. This current batch is for pistols/gunslinger/guerilla.

I've seen it mentioned that sniper rifles will be next with changes to rifleman cards and damage folded into the base weapon.

All of this means different legendary effects will end up more useful in different situations, much like Furious (Onslaught) is for this round.

Not everyone has unlocked legendary mods/crafting or has access to them. With these gradual changes it means those who can't adapt quickly will waste time and effort.

If all of the prospective changes were done all at once it'll make the gear building far more efficient.

I kinda like what I'm seeing as changes bring in new theory crafting, but I hate the slow roll out... conflicted...
Originally posted by Phantom:
Legendary mods will be scrappable and give a fairly generous number of legendary modules back

1-Star: 1 Module
2-Star: 3 Module
3-Star: 6 Module
4-Star: 12 Module

They also have the same % chance to let you learn it as scrapping a weapon (so 1%)

Some more perk card swaps lowering costs on things like demo expert and others which are pretty big power creep moves

Pounders nerf is happening it will be mediocre on automatic melee weapons (10% buff instead of 100%) as it stacks only 10 times at 1% a stack unless they change that aspect of it

Conductors is getting fixed and will be a 5% ap regen per hit so infinite action points with a vats focused weapon is easily achievable

Sentinel and Cavaliers are getting "nerfed" but also fixed... it will be a flat -5% per one instead of 75% chance but it will work instead of leaving you naked... -25% of all incoming damage reduced 100% of the time is IMO a buff even if its technically a nerf

IMO this will make the current Thru-Hikers meta (5 perk points) a qol choice over a min/max choice (in patch IIRC it is now 4 perk points saved) and sentinel will again become the min/max choice


Nothing else caught my eye but some good QoL ones here
*Me swimming in cavalier and sentinel mods as of right now* let the good times roll.
The mods scrapping and ability to get leg mods and a chance to learn the effect is a huge plus.

Sentinels getting fixed to work without causing you to die is a nice thing. Have to wait and see how it plays out but -25% damage all the time is imo better than 75% chance to sometimes reduce damage.

Sounds like some more good changes.

Agree with Mooman. These changes and revisiting of things like perks would have been great to have years ago and for them to be a regular ongoing thing. 6+ years after release just feels like a last ditch effort to retain players by making long overdue and popular changes imo.
Max Jan 17 @ 7:07pm 
I just read the patch, so with the pistol buff we can use it as secondary weapon with any build without care about perk right? that cool. Imagine play as melee have some gun for backup
Originally posted by Max:
I just read the patch, so with the pistol buff we can use it as secondary weapon with any build without care about perk right? that cool. Imagine play as melee have some gun for backup


Originally posted by Max:
I just read the patch, so with the pistol buff we can use it as secondary weapon with any build without care about perk right? that cool. Imagine play as melee have some gun for backup


Originally posted by Max:
I just read the patch, so with the pistol buff we can use it as secondary weapon with any build without care about perk right? that cool. Imagine play as melee have some gun for backup
So that makes pistol users more useless, boo.
Mooman Jan 17 @ 9:04pm 
Originally posted by insert food here:
The mods scrapping and ability to get leg mods and a chance to learn the effect is a huge plus.

Sentinels getting fixed to work without causing you to die is a nice thing. Have to wait and see how it plays out but -25% damage all the time is imo better than 75% chance to sometimes reduce damage.

Sounds like some more good changes.

Agree with Mooman. These changes and revisiting of things like perks would have been great to have years ago and for them to be a regular ongoing thing. 6+ years after release just feels like a last ditch effort to retain players by making long overdue and popular changes imo.

It's kinda crazy how it's all going. With some of the defensive perks players can get crazy defensive.

My Recon guy with a bunch of perks has a DR over 800. Combine that with reductions, including a new Ghoul one, and little in game is a challenge (not as if it is now anyway).

There's a second point to that as apparently reflected damage is buffed by DR. The crazy high DR we can get makes the already powerful reflect even more powerful.

This is a problem because just as they made things challenging they go and remove that challenge again, for geared players.

Chances are the mobs will be buffed again to provide a challenge, which in turn screws over new/less geared players... It's a maddening cycle...
Anethin Jan 18 @ 2:22am 
Well ppl wanted to had game when you can in middle of fight go shopping when wife scream at you ;) I made some testing and rly i can stand in Special OPS inside mobs and im not able to die when i put something on spacebar i could stay there unitl stims will ended maybe i try jumping for few days :P
So it dosent rly matter what they change, you will be GOD forever if you want.
Atm got group that we finished first boss in stage one and i hear that this is challenging :P
Last edited by Anethin; Jan 18 @ 2:25am
From how I understand the onslaught (new temp name?) effect from pounders AND furious is a 'gives x, +total stacks allowed' type effect. So pounders AND furious is like 19 stacks (190% more dmg) and (Again, VERY limited knowledge, but..) there are perk cards AND possible future armor effects which can ADD max stacks. So it is a direct nerf, but an indirect buff if u build for it.

By default (no perks, items) we would have a 'onslaught' stack limit of 0 stacks. I figure with effects(Drugs, etc? perks, items, and so on) u can prob get FAR, FAR more than 19 stacks, and at 10% boost each, even with how shoddy furious effect can be(one miss, one explosive hit, etc, resets stacks) I can see this being op if built for it.
Last edited by AtmaDarkwolf; Jan 18 @ 3:42am
Anethin Jan 18 @ 5:03am 
It gives you 3% per stack, im not sure how many is base but furious weapon and gunslighter expert should give you another 12 stack so 36% plus base and it reset, it could be good at boss fight along with tenderizer but to fight enemies that die in 1 sec is probably usules becouse of serwer lag half of dmg goes into air, shooting with lmg and 10mm pistol make enemies die in same time only diffirence is flashing numbers.
Its funny i thought this game is easy enought seems i was wrong scorch queen will die now in 20sec instead of 30 yestarday i was playing on mechanical hard drive when eveything load she was dead after changes it will be dead till map open :)
Last edited by Anethin; Jan 18 @ 5:07am
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Date Posted: Jan 17 @ 3:10pm
Posts: 36