Fallout 76

Fallout 76

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Weapons Levels
Why is the max weapon level still kept at 50? Maybe it's time to increase it to 60 or 70?
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Showing 1-10 of 10 comments
Zylli Mar 27 @ 10:57am 
Why do you think that is needed?
Originally posted by Zylli:
Why do you think that is needed?
because the monster level has increased but the weapon level has not
Vinnolo Mar 27 @ 11:21am 
weapon level stays at 50 because the player character stops gaining perk points at that point, and all character balance is made around the level 50 perk points + legendary perks
Zylli Mar 27 @ 12:10pm 
Originally posted by maximusus01:
Originally posted by Zylli:
Why do you think that is needed?
because the monster level has increased but the weapon level has not

Enemies are balanced around weapons being level 50. If you're having trouble defeating enemies, you might need to look at your perks and weapons. Do you need help with that?
Originally posted by Zylli:
Originally posted by maximusus01:
because the monster level has increased but the weapon level has not

Enemies are balanced around weapons being level 50. If you're having trouble defeating enemies, you might need to look at your perks and weapons. Do you need help with that?
I can't agree with that because if you shoot with a level 50 shotgun you have no chance of fighting monsters at level 100 even with perks selected for the shotgun. The same applies to pistols or machine guns they are too weak!!
er.. I call megabullshit on the complainers here lol.


Most people, who half assed know what they are doing(IE Not bloodied, NOT racial specific weaponry, can 1 or 3 shot at most, lv 100 supermutants with MOST weapons in the game.

I mean if your trying to snipe them with a shotgun your prob not doing it right.
Very unlikely to ever do that. Raising the gear cap makes every single piece of existing gear obsolete, some of which people have spent years working towards. That might be a nuke they are saving for when the balancing gets so ♥♥♥♥♥♥ beyond repair that they need to force people to start over, but we already had that point for many years and they never did it. If anything, right now it's in the best place things have been since launch. It's not like the game is particularly difficult, so there's no reason to apply sweeping buffs for the sake of it.

Also, weapon levels and enemy levels are completely unrelated. Even on the game's launch, we had enemies that were level 60+ when gear was still capped at 45/50
Mooman Mar 27 @ 6:15pm 
Weapon level is irrelevant when other mechanics cause power creep anyway.

Furious/onslaught and 4* mods have pushed player power levels into the boring zone.

When you can 1 shot most mobs with several weapons the game becomes boring. What even is the point of crits any more outside of boss fights?

Balance is just an illusion.
Zylli Mar 27 @ 7:34pm 
Originally posted by maximusus01:
Originally posted by Zylli:

Enemies are balanced around weapons being level 50. If you're having trouble defeating enemies, you might need to look at your perks and weapons. Do you need help with that?
I can't agree with that because if you shoot with a level 50 shotgun you have no chance of fighting monsters at level 100 even with perks selected for the shotgun. The same applies to pistols or machine guns they are too weak!!

Perks for the shotgun are not enough by themselves. After 50, you should be working toward legendary weapon mods, legendary perk cards, and legendary armor.

The easiest way to deal a lot of damage with any weapon is to use VATS and perform criticals every other hit. You can't deal crits every hit; one shot will build up your crit meter and the next will spend it to do a crit.

There are a few ways to do this. The first is to have 33 Luck. The second is to have 24 Luck plus the Lucky 3-star legendary effect on your weapon. Other ways require 4-star armor effects.

You can get up to 10 Luck from 2-star armor effects. You can also increase your luck by 5 by equipping the Legendary Luck perk card. There are CAMP buff items; one increases luck by 2 for 30 minutes. If you're willing to join casual teams, you can use the Herd Mentality mutation plus Strange In Numbers charisma perk card for 3 to all stats.

Herbivore is mandatory because food buffs for carnivore don't provide crit damage. Blight Soup gives +100% critical damage. With Strange In Numbers, that increases to 125%.

Here is a basic build I posted recently for assault rifle. It is easy enough to swap out the perk cards to suit shotgun.

https://nukesdragons.com/fallout-76/character?v=2&cd=0k0000000000&ef=M5MaMf&l=x&s=2f115ac&p=lb2lg1lk3lu3lv3ad3ai1ak1af1ic5l71po3pp3pg3ph3pi3sz2&swp=&ars=&lp=&wp=w50&wm=w17w24&n=

You have to copy and paste it. Clicking on the link won't work because Steam forums break longer links.
Phantom Mar 27 @ 7:43pm 
The arguement was presentted to bugfesta

Raise the gear cap to 100
Raise the enemy level cap to 200
Raise the player SPECIAL to 20
Add in the 7th - 10th legendary perk slots

Back when bugfestas sheer and utter incompetency stole legacy weapons from players (which naturally bugfesta immediately introduced 8* super op weapons in their place and made them legacy)

The argument was

#1 - all level 50 legacies would be underpowered by 100, as just a pipe pistol would likely be as good at 100 as a legacy was

#1a - the, at the time, inability to get explosive energy weapons meant they wouldn't reappear without injection/hacking and that could just result in player bans

#2 - all current level 50 gear, duped or otherwise, would need to be replaced, thus creating a rush of grinding and content for them, now with actual legendary crafting this would be a minimal pain

#2a - This would also afford them a great ability to rebalance gear

#3 - raised enemy level would give players variety in challenge and allow bugfesta to have rebalanced the enemies values (they ported a lot of them ex. cave crickets off DLC end game other fo game content keeping their values which is why those little things can chew a face off)
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Date Posted: Mar 27 @ 10:45am
Posts: 10