7 Most Useless Perks in Fallout 76

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Fallout 76
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Fallout 76 (2018)
Duration: 6:14
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We’re so close to the release of Fallout 76. Like many other aspects of past Fallout games, the perk system had to be revamped for Fallout 76. And while the game isn’t out yet, we do know what all of the perks are and what they do. And these are the 7 Most Useless Perks in Fallout 76.

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7 Most Useless Perks in Fallout 76 (in text form)

7. Ricochet: Gain a 6% chance to deflect back some of enemies' ranged damage, but PvP doesn’t count. Just like with Friendly Fire, this would be a good perk if it didn’t have so many caveats. For one thing, it’s only ranged damage, so melee weapons and close-range combat doesn’t do nothin'. Second, it’s not all damage, it’s only a portion of it. Imagine you’re attacking a Scorched at a distance. It has 100 hit points and is attacking you with a rifle that does 25 damage per shot, and you have 150 hit points. It has, roughly, a 1 in 16 chance of its attack having its damage reflected back at itself. Let’s say that the reflected damage is 60%. In order for the damage to have a chance of being reflected, it has to hit you. So by the time one of its shots is reflected back at itself, it’ll already have done 400 damage to you. Obviously that’s not exactly how it would play out in practice, but it’s close.

6. Bullet Shield: When you’re firing a heavy weapon, you gain 20 damage resistance. Rank 4 takes it up to 40 damage resistance. Look, there’s nothing wrong with straight up stat boosts, but this one is a bit too specific to be as helpful as other perks. You only gain the damage resistance when you’re firing. This means you must be expending ammo to be better protected. I see no reason to take this perk over Barbarian. Rank 1 of Barbarian only gives you +2 damage resistance for every point in Strength. This perk gives you the resistance at all times, and can quickly add up with more ranks. Rank 3 gives you +4 resistance per Strength point, and you’ll need Strength of at least 3 to get it. So by now you’re up to +12 resistance.

5. Dead Man Sprinting: Sprint 10% faster at increased AP cost when your health is below 40%. Rank 2 raises it up to 20% from 10%. In theory, this is a good perk. If your health is below 40%, a faster sprint speed can get you out of a sticky situation.

4. Born Survivor: When your health falls below 20%, you automatically use a Stimpak. There are 3 ranks, with the last rank taking the percentage up to 40%. Now, this isn’t necessarily a bad perk. I can be handy to not have to worry about using a Stimpak. The downside is that you may want to save your Stimpaks for a specific reason.

3. Percepti-bobble: You hear directional audio when in range of a Bobblehead. This one is kinda weird. What bobbleheads do in Fallout 76 is give you a SPECIAL stat boost for one real-life hour.

2. Storm Chaser: This perk makes you constantly regenerate health while you’re in a radiation storm. The 2nd, and last, rank increases the regeneration rate. Regenerating health is great, but you’re also gaining radiation damage at the same time. So as you regain health, the total amount of health you can have is being lowered. And it’s only in during a radiation storm, which aren’t exactly the most common thing in the game.

1. Friendly Fire: Teammates hit by your fire weapons regenerate health for a short period of time. But, molotovs don’t count. This would be a pretty solid perk for people playing in a group if it weren’t for that caveat. Molotovs are lightweight, have a decent range, and it’s easy enough to horde them. But flame weapons, like the Flamer or Incinerator have a limited range, are heavy as salami, and burn through ammo. Get it? Burn through ammo, friendly fire, ah, never-mind.

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