Wasteland 3

Wasteland 3

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Are Some Quirks Overpowered?
Waste Roamer gives 100% resistance to all status effects, and the only downside is 15% less experience...
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Showing 1-15 of 41 comments
Axelroth Sep 5, 2020 @ 5:05pm 
Well, you rarely die from status (maybe fire in early game). I never faced a problem with those. Main problem will be characters getting focused or one shotted.
Mundgodt Sep 5, 2020 @ 5:25pm 
Pointdexter is my absolute favourite quirk by far. Playing on the hardest difficulty, and even then, the less CON is not too big of an issue
Twice Sep 5, 2020 @ 5:31pm 
Absolutely. Depending on their application.

Take 'Sadomasochist' for instance... For a sniper, it's just a straight up 33% damage improvement without any drawbacks. There isn't much of a drawback at all since a sniper will realistically NEVER be shot at.
pyradius Sep 5, 2020 @ 6:17pm 
Originally posted by cernodan:
Originally posted by Twice Dead:
There isn't much of a drawback at all since a sniper will realistically NEVER be shot at.
And even if they do get shot at and it connects, it's usually big enough to kill you outright. Most characters can't soak damage on SJ, a sniper least of all, so might as well go glass cannon.

Also, OP, that perk 'Waste roamer' it's total trash. Between coordination and some armor mods, you can reach or get close enough to that number, not to mention the statuses themselves aren't that scary on your team.

Seems ok on my Brawler although to be fair I haven't looked at the actual negatives of the various effects. It is a bit confusing on how much overlap there is with the boosts from Coordination. The armor mod I have seen boosts Cold, Energy, Fire, Explosion by +60% (Phase Temper Controller which also gives -4 Armor) while Waste Roamer gives +100% to Cold, Energy, Fire, Bleeding, Poison.
glenn3e Sep 5, 2020 @ 6:24pm 
I use waste roamer on my tank and I love it.
/Uninstall Sep 5, 2020 @ 6:50pm 
Pretty sure waste roamer and resistance mods are 2 different things. Waste roamer makes you immune to elemental status effects like burning, poisoned, frozen etc.

The armor mod resistances are vs damage from fire/cold/energy damage. Its your armor stat vs energy damage

The only overlap between the 2 is fire damage from burning. If you dont have waste roamer, when you are burning your fire resistance mod on gear will reduce the damage you take from burning. If you had waste roamer, you wouldn't be burning to begin with.
pyradius Sep 5, 2020 @ 7:55pm 
Originally posted by cernodan:
Originally posted by pyradius:

Seems ok on my Brawler although to be fair I haven't looked at the actual negatives of the various effects. It is a bit confusing on how much overlap there is with the boosts from Coordination. The armor mod I have seen boosts Cold, Energy, Fire, Explosion by +60% (Phase Temper Controller which also gives -4 Armor) while Waste Roamer gives +100% to Cold, Energy, Fire, Bleeding, Poison.

You are mistaken friend.
Waste roamer gives resistance to bleeding, poisoned, shocked, burning, frozen. Those are certain statuses that will damage over time.
You will not be protected by direct damage from elemental attacks.

Also, i'm not sure, but if these are grouped with 'status effects' that means with max coords (35%) and a helmet armor mod (50%) you'll get 85% resistance to status effects. That's basically a guarantee you won't have to deal with them 9/10 times.

On the other hand, that minus experience will hurt A LOT.

For clarification, think of status effects as debuffs.

Originally posted by BigRockWall:
Pretty sure waste roamer and resistance mods are 2 different things. Waste roamer makes you immune to elemental status effects like burning, poisoned, frozen etc.

The armor mod resistances are vs damage from fire/cold/energy damage. Its your armor stat vs energy damage

The only overlap between the 2 is fire damage from burning. If you dont have waste roamer, when you are burning your fire resistance mod on gear will reduce the damage you take from burning. If you had waste roamer, you wouldn't be burning to begin with.

Yes and No.
There is resistance to status effects, aka, debuffs. This is a helmet mod.
There is resistance to damage types, aka, direct damage. This is an armor mod.

Ah ok thanks, I do see some items which say 'Resistance to Poisoned' etc. so that makes sense and the terminology is more consistent vs. the Dmg types. I agree the -15% XP hurts, although my Brawler has max Charisma so that has been negated. I now see I have "Headgear Platform" which gives +50% Status Effect Resist, Armor +2, Hit % -5.
Last edited by pyradius; Sep 5, 2020 @ 8:02pm
wizard1200 Sep 5, 2020 @ 11:11pm 
Originally posted by Twice Dead:
Absolutely. Depending on their application.

Take 'Sadomasochist' for instance... For a sniper, it's just a straight up 33% damage improvement without any drawbacks. There isn't much of a drawback at all since a sniper will realistically NEVER be shot at.

Yeah, but i think death wish (ap + 3, but no armor) is great for a sniper, too, because you can attack twice per turn.
Bijat Sep 5, 2020 @ 11:19pm 
Originally posted by wizard1200:
Originally posted by Twice Dead:
Absolutely. Depending on their application.

Take 'Sadomasochist' for instance... For a sniper, it's just a straight up 33% damage improvement without any drawbacks. There isn't much of a drawback at all since a sniper will realistically NEVER be shot at.

Yeah, but i think death wish (ap + 3, but no armor) is great for a sniper, too, because you can attack twice per turn.
Yea sadomasochist seems better for automatic/explosive weapons, not rly big guns becuse they got some 10.5range weps like small guns.
Kaerius Sep 5, 2020 @ 11:27pm 
Originally posted by wizard1200:
Yeah, but i think death wish (ap + 3, but no armor) is great for a sniper, too, because you can attack twice per turn.
Or just Serial Killer, and still wear armor. It's effectively AP + 2, if you can guarantee a kill, which is usually easy with sniper, especially if you use your AOE guys (rocket launchers, flamers, shotguns, etc) first.
Qiox Sep 5, 2020 @ 11:35pm 
I am enjoying playing a Drunken Master on my Brawler. Don't remember the name of the Quirk but it gives an extra 50% melee damage when drunk, on top of the regular 25% extra damage from the booze. The downside is a follow up debuff that is easily removed with either a med or getting healed by the doc.
Last edited by Qiox; Sep 5, 2020 @ 11:35pm
Kaerius Sep 6, 2020 @ 12:00am 
Originally posted by Qiox:
I am enjoying playing a Drunken Master on my Brawler. Don't remember the name of the Quirk but it gives an extra 50% melee damage when drunk, on top of the regular 25% extra damage from the booze. The downside is a follow up debuff that is easily removed with either a med or getting healed by the doc.
"Way of the Squeezins". Note that it gives you a blanket -20% damage to both ranged and melee, the malus doesn't go away when you drink. So the 50%+25% is also -20%, so total 55%.
Puzzony Sep 6, 2020 @ 8:20am 
I picked the same quirk as OP thinking it is extremely good, turned out 99% of the time i got status effects was when i accidentally triggered traps, and since counteracting them then is easy, the quirk is basically gimping yourself with -15% xp.
Speaking about normal difficulty, dont know about higher ones.
talemore Sep 6, 2020 @ 8:57am 
Well, circus freak only has positive buffs, you get no damage from critical hit and all enemies target circus freak so there you have a solid tank with no rng involved on who is going to be shot at, with Paladin and weathered you have 45% to ignore critical hits at level 4-5 and explosive 35% reduction to any explosives, then you have the old school tank who uses max strength and first aid, usually a support to your main tank. Then we have the speed based tank who uses evasion, while stat reduction is good and all, you already get 35% from cordination and my brawler with 8 cordination, 3 ish strength and 7 charisma is able to powerup a strike without any upgrades and uses glass knuckles for 20% chance of stat + 0.5 mobility, usually found by the end of the tutorial. Being immune to some stats who does some damage is situational based on what weapons the enemies are using but most of the time they use weapons who crit or explode.

Speed provide intiative so it's a tank who can't take a beating and must retreat, works best with a ranged weapon, speed usually used on snipers, heavy weapons, rockets because they gain 2 attacks in a row. Luck works just like speed except the 2x turn can happen after the 1st round but gain instead resistance to critical hits instead of all sort of convential hits and won't gain the extra mobility but since you won't be moving anyway it's not a concern.

In all you only want 1 character to have max speed and it be the one who start the battle, remaining with Luck and a medic with max strength.

Some are good and others have too many disadvantages but they're caused by exploits like, vagrant(berserker) gains -2ap in 2 turns for 100% crit 1turn when animal Whisper gains +50 crit by having an animal wounded or max int 25%, why would you even take that if you don't have max int in 1st place?
DarkXuin Sep 6, 2020 @ 9:00am 
Originally posted by Puzzony:
I picked the same quirk as OP thinking it is extremely good, turned out 99% of the time i got status effects was when i accidentally triggered traps, and since counteracting them then is easy, the quirk is basically gimping yourself with -15% xp.
Speaking about normal difficulty, dont know about higher ones.

It's all about how you play. I use grenades and abilities that give status effects a lot (motlovs, poison gas, ect.) so having this quirk made it ez mode for my brawler who could just walk around in them like normal without having to be poisoned or on fire all the time. Also it made her almost unkillable by certain enemies that rely on status effects like the flamethrower guys and some traps. The exp loss really isn't that noticeable.
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Date Posted: Sep 5, 2020 @ 4:55pm
Posts: 41