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http://www.nexusmods.com/fallout4/mods/17374
It's the same with any game: Safe isn't fun.
Ooops, sorry, that's the other way around.
Example:
You can pretty much boost damage by 400% with perks/modifications without adding user mods to the game. Impossible to Balance.
DR system is Flawed. Fallout 3 they limited it to 85% max ie any DR above 85% wouldn't have an effect. Skyrim they changed this formula to a progressive system. So you can get 300DR + and it wouldn't obviously stop 300% damage. Fallout NV's DT system did it better honestly being 10 DT would stop 10 Damage, regardless of weapon, unless it was AP ammo.
Armor/Clothing/Weapon Customization. Ties into the first two, but the way they made weapon/armor customization in this game, definitely with Ballistic Weave, it's impossible to balance. Weapons getting a huge boost in damage, while players can give themselves retardedly high DR that they might as well be walking around with Power Armor all the time.
Bethesda could of easily avoided this problem if.
1. They kept the DT system from New Vegas even made it modular like +10 DT on leg armor will give +10DT to that leg only, making VATs targeting of limbs more strategic as well as making it hard to make youself almost immune to damage.
2. Restrict Weapon damage to Ammunition. No reciever upgrades to boost damage, unless it's a rechambering of a gun to a different caliber.
I would of honestly loved if they kept the Skill system as well, it was a nice touch in the past games.
Lets put it this way. I have a character on Skyrim SE which is so buff that she can play on Master Difficult and still doesn't have to worry about dying. Because of enchanting+smithing+potion crafting being an insanely OP combination when injunction with Bethsda's DR system, and near limitless damage upgrades to weapons. Fallout 4 suffers this same problem.
You can complete the entire game with standard armor, and only a few locations I had to use the Hazmat Suit temporary
I suppose I could throw away ammo, but I dunno.