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Funny thing is being a Ghoul is all benefits if you have already done all your quests. Quests aren't locked out though as you can wear a disguise with some debuffs and it's same as normal.
In fact you don't even have to be a 'Ghoul' as such. I've been running around as a no rads Ghoul (full What Rads? legendary perk) that completely blocks the glow mechanism (you can get glow in high radiation areas but it is quickly absorbed).
Everyone, including Power Armour players, has no reason not to go Ghoul as it's all bonuses for every play style. The only reason not to is if you have all Junkies gear (which I do...).
I liked the idea at first, put after looking into it carefully on the PTS it's... there... but without consequences (at least Ghouls should have been blocked from mutations).
That all go no slow is what will make it 'must have' and ultimately boring as it does nothing to shake up metas by creating new ones...
I agree. There is going to be no point in being Human anymore.
"So small. So weak"
Ghouls should at least be unable to use Mutations as being a Ghoul is a complete Mutation in itself.
IMO Bethesda should make 4 different playable "Races".
Human, Mutated Human, Super Mutant and Ghoul.
Each with their own unique benefits and hindrances.
We need synths
Except that after lvl 100 the player is progressively ever more op until around 400 you become a demigod at the least.
Either synths or robot. I lean more on the later for real.
Arent Syths exclusive to the Institute in Boston?
Is there any reference to them in Appalachia?
People have been asking bloodied be nerfed. Seems they did. IMHO there are not enough negatives to being a ghoul. Just like there aren’t enough negatives to being mutated more than an X man.
You can still be 'bloodied'/unyielding as a Ghoul. You just have to find other ways to keep your health low. Rads was/is the lazy way.
There are even many Ghoul perks that don't need glow to function such as faster reloads (stacks) and health regen on kills.
These perks have absolutely no downsides as the legendary perk will keep the feral meter in check with every kill. You can ignore chems entirely.
It is early days and anything could happen. Every PTS has had a two step release schedule of first the weak idea then the strong to make it look was progress was made.