![]() I had thought that special raises were one each. Well I like to do everything with one character in these games so I don't have to do the same quests over and over so I'm glad this game enables that through perk/special raises. If they don 't raise SPECIAL, there will be a mod. The E3 video showed a few of them in fact, the display case had slots for 20 "things", two rows of seven and one row of 6. Maybe if you play a ton then loop back to the SPECIAL (though even without a hard level cap, I think there will be soft cap based on needed increased experience amounts to level that makes it a grind to get really high levels that most people won't do before starting a new character). This would mainly be done to access new perks that you can't based on your initial SPECIAL distribution. Maybe take a SPECIAL rank or two (or three) for some of the SPECIAL stats via bobbleheads (assuming there's at least a bobblehead to increase each SPECIAL, which hasn't been confirmed) and Intense Training. You can go to the individual Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck pages to learn how the Stats. Having written guides to all 7 Stats in Fallout 4 and all of their Perks, I thought players might appreciate having all of them listed in one place as a reference. You're better off choosing your SPECIAL to focus on the SPECIAL stats that you want to get the boosts in stats (carry weight, action points, health, etc.) and marrying that as much as possible with the perks you want to focus on. List of All Perks, Effects, and Benefits. You'd be giving up good perks for just the incremental stat increases, including more powerful upper ranks of perks (assuming you meet the level requirement for the upper perk ranks). Boosting a special by a point gets you 1) an incremental increase in the stats that the special controls (such as melee damage and carry weight for Strength) and 2) access to a new perk. Everything else is, y'know, if it sounds good to you then go with it.I think doing that would wind up being a disadvantage (in early to mid-game at least). Really, so long as you pick a weapon type and stick to it, you can't go wrong. If you'd rather customize and improve the hell out of your gear, that's great too. If it means sneaking up on people and shoving a live grenade in their pocket, then you should have little trouble identifying which perks are applicable. If that means soaking up damage and mowing things down gleefully because you've got more ammunition than you could ever run out of, then pick whatever you think will help you there. the objective is for you, by yourself, to have fun playing the game your preferred way. Other people aren't relying on you to have the "right" build or be properly optimised for your role. and it slowly zooms out to show us the bombed ruins of the nation's capital all with the song 'I Don't Want to Set the World on Fire. It pans around the bus, showing us the cause of the end of the world propaganda, corporatism, fear mongering, etc. Everything else works together just fine. Fallout 3 starts with an old world radio flickering back on, symbolism for the old world philosophy carrying on through the end of the world. But really, that's the only clash I can identify. Taking the one that gives you a damage bonus and armour penetration on automatic weapons and the one that does the same thing for non-automatic rifles, for instance. There's no such thing as the "wrong" choice in perks, although there are some that don't go so great together.
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