Fallout 4

Fallout 4

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Shelt Feb 17, 2017 @ 9:46pm
Does anyone actually like how 'Legendary Enemies' work ?
The "mutate" ability of Legendary Enemies is a questionable game mechanic. Enemies on survival are bullet sponges to begin with, but legendary enemies who suddenly and instantly heal when they 'mutate', not to mention use stimpacks, is just bananas on survival. I used nearly 300 rounds plus explosives and still wasn't able to kill just one leg enemy. Pretty much all of the ammo I was carrying (on survival you can't fast travel so you have to typically carry fewer supplies around).
Last edited by Shelt; Feb 18, 2017 @ 1:25pm
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Showing 1-15 of 20 comments
KoalafiedKiller Feb 17, 2017 @ 9:59pm 
Yeah the mutation system is pretty bad. I wouldn't mind if instead of "mutating" they went into some sort of frenzy and got a massive damage buff and maybe moved faster as they charged the player.

Or even if every type of enemy had some unique "mutation" that gave them some sort of species specific buff.
AriDeer Feb 17, 2017 @ 9:59pm 
Should have just called them mutated enemies.

Its litteraly just people/creatures with extra mutations, I dont get the hate. Alot of rpgs have baloni regen creatures
Last edited by AriDeer; Feb 17, 2017 @ 9:59pm
Yhwach Feb 17, 2017 @ 10:00pm 
Legendary enemies:
-Have more health any other counterpart up to Glowing, all tiers above are more powerful
- Can heal under critical condition, won't always if you either:
A) Kill them before they get a chance to do so
B) It never triggers
- Can do more damage to you than normal types, unless they're higher than Glowing
- ALWAYS drop legendary gear unless a mod screws with the leveled list
Shahadem Feb 17, 2017 @ 10:13pm 
Just think of Legendary enemies as enemies that sometimes have double the normal amount of hp. One headshot and it's all over. They're basically just zombie pumpkins.
Nite69 Feb 17, 2017 @ 10:30pm 
setup settlements all over the map with traders and you will have a place to run to and resupply

I know alot of players hate the settlement system but in survival mode they are needed
Last edited by Nite69; Feb 17, 2017 @ 10:33pm
Xyzzy Feb 17, 2017 @ 11:34pm 
Originally posted by Lord Beerus:
Legendary enemies:
-Have more health any other counterpart up to Glowing, all tiers above are more powerful
- Can heal under critical condition, won't always if you either:
A) Kill them before they get a chance to do so
B) It never triggers
- Can do more damage to you than normal types, unless they're higher than Glowing
- ALWAYS drop legendary gear unless a mod screws with the leveled list
' Kill them before they get a chance' use fast gun like Deliverer + PsychoBuff. Be prepared, hit 'n move.
BlazeD Feb 17, 2017 @ 11:35pm 
YEA!
Make 'em DEAD!
LOOT!
I LOVE the way they work.
katzenkrimis Feb 18, 2017 @ 12:41am 
Originally posted by Shelt:

legendary enemies who suddenly and instantly heal when they 'mutate',

It would be good if mutation was more rare, and gave great loot.

Simply topping off the health bar is a bore.

And all this legendary loot is the same old garbage. You get so much of it.

Too bad they didn't mutate into a different form. Something larger, that is worth the kill.
OTIS Feb 18, 2017 @ 1:59am 
Legendary enemies operate like Boss fights in MMOs. Take down the boss to get a random super-weapon, super-armor, etc.

To be honest I don't like the "farm enemies to get the super-weapon" idea in MMOs. All it is is a time sink to have you wander around and hope to get the weapon you want by fighting boss (I mean legendary) battles to get random loot. After all you pay a monthly subscription so the longer you play the more money the company makes from your subscription.

I have played SWTOR, and I know it operates on the same principal.

This is why I see no excuse to have the "farm enemy" mechanic in a single player game. Either place them in specifc, hopefully hard to reach, areas like the YCS/186 in Fallout New Vegas, or make it so you can craft them.

There is no reason to put a mechanice that is obviosuly designed to be a time sink in a single player game.

So no, I do not like it at all.
Shelt Feb 18, 2017 @ 4:25am 
Some specific locations seem to have far far tougher enemies by design.

I just got rolled in Pickman's Gallery because the enemies in there apparently can see through my stealth instantly. I don't know why, but I'm guessing the enemies at this locations have been tweaked by the devs with increased stats.

When I entered Pickman's house, it was daylight too. Not sure if that matters inside different world space. :steamfacepalm:
sdack Feb 18, 2017 @ 4:32am 
What? The game has challenges? I quit!!1!!
Shelt Feb 18, 2017 @ 4:37am 
Originally posted by sdack:
What? The game has challenges? I quit!!1!!

Just offering my observations. Not quitting.
Jhonny G Feb 18, 2017 @ 4:51am 
Originally posted by Shelt:
Some specific locations seem to have far far tougher enemies by design.

I just got rolled in Pickman's Gallery because the enemies in there apparently can see through my stealth instantly. I don't know why, but I'm guessing the enemies at this locations have been tweaked by the devs with increased stats.

When I entered Pickman's house, it was daylight too. Not sure if that matters inside different world space. :steamfacepalm:
Had the same problem in Back Street Apperal, but I think its a bug rather than a design choice.

Enemies would instantly spot me as soon as I entered and even see me through walls. Not to mention they did an insane amount of damage. Had around 160 hp, was wearing a full suit of upgraded metal armor, and even then a normal raider with a poolcue would instant gib me.

So yeah, it seemed a little to weird to be intentional..
ghpstage Feb 18, 2017 @ 5:18am 
Legendary enemies feel very out of place mechanically.
Legendary equipment is even worse as it takes a sledgehammer to the value of exploration and quests rewards. Selling what are mostly named legendaries on the cheap and outside of the typical levelling system further adds to the problem.
For me its the worst thought through and implemented change from previous games.
Last edited by ghpstage; Feb 18, 2017 @ 5:19am
Gnarl Feb 18, 2017 @ 5:44am 
My first playthru I got ahead of my level and fought lots of skull enemies. Skull/Legendary enemies are fun fights I think, the bullet sponge effect sometimes is okay. I'd prefer that enemies were given chems too though, and also other mechanics like maybe they have chance to only get knocked out when they hit 0 hp. Also, it takes a long time for enemies to naturally run in fear of the pc. The morale checks aren't frequent enough or don't detect pc level. Like I can one shot so many raiders at level 60, but still they will fight me. I've only seen two break combat in my entire playthru so far. My level 150 melee character similarly would only see a few enemies run rather than fight.

As for the heal effect and the buffs Legendaries can get after the heal, it realy is often negliglbe, especially if they are about at level or lower. The buff should differ I think, like maybe after they buff, some could naturally have a radiation aura around them, or maybe do some poison damage in melee, or lightning or something to make them more interesting. Whatever the buff is, it doesn't seem to mean I have to change my tactics, which is not good encounter design.

I play with "War of Commonwealth" loaded, so when I walk from a settlement to some quest objective I get 6 legendary drops on average. (I don't use any armor though, doing an all the time PA run with only automatic weapons, so I toss just about everything.) It's still interesting to me though to try to get to a legendary corpse, or wait for one to die if I'm not engaged in the fight.

Originally posted by ghpstage:
Legendary equipment is even worse as it takes a sledgehammer to the value of exploration and quests rewards.

I liked hunting down uniques in Fo3. But I don't like how some uniques are just best in slot no matter what. Fo4 kind of got that right. Some legendary effects are better in some scenarios, and some weapons are better than others vs certain enemies.
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Date Posted: Feb 17, 2017 @ 9:46pm
Posts: 20