getting +3 stats on items is definitely going to help players make the jump from their regular bloodied build to the new playable ghoul which (presumably) won't be able to easily use a bloodied build for that unyielding effect. Can't wait for this to hit live!
I feel like those arent even too common anymore, i rarely find bags at events and even then its usually just 1-2 items. Back before scrip was a thing they would be everywhere especially after a nuked whitesprings
Do you think they should buff other legendary effects like juggernaut, furious or aristocrat's so that way bloodied doesn't have to be the go-to for damage output?
Beth should nerf the most popular effects and improve unpopular ones. They are about to nerf the railwy Rifle, wich I use a lot but for balancing this seems to make sense.
@@slippingsnakeberserkers should be the most powerful whatever number that would be considering it puts you at more risk than bloodied. I would love to see the meta change from stealth commando, rifleman buff is LOOONG overdue.
Idk juggernaut and bloodied is health = damage. I think what would need to really change is the SPECIAL stats that are given with UY armor. I could really care less for the damage buff since damage is minscule when comparing the stats. So somehow you would have to work a system to balance the SPECIAL stats given with the armor.
@@The_Terrornator yeah I tried junkies for a while but it's kind of a pain to keep have to stay on chems. And if you choose to just deal with the withdrawals they can be annoying when they all pile up. But then again I was a very low level at the time
Apparently Quad can be placed on crossbows again and Explosive on energy weapons again…at least plasma rifles so far, I’ve seen proof of it on Mr Wiggle’s channel.
@GhostCodeClan-ro6zu is the damage still broken like before? I would love if they figured out a way to make them allowable in game again…I and many I would assume would grind the shit out of the system for them.
Maybe im just old school but half the fun was getting a decent but not God Roll weapon outside of your comfort zone and learning to live with it. Got some amazing gear that i would never have bothered rolling for and learnt a lot from using them. Im looking forward to the changes but i'll miss the unexpected surprises along the way.
Only issue that I have with this new leg system is the fact that buying modules is way to expensive. It was 50 script on the live server per module and now on the pts you have to pay 100 script for 1 module. It’s insane how expensive they made it.
This may have already been answered but I have not seen it. What happens to all the legendary cores that we already have when this new crafting system drops ?
I would assume they’re going into the void or will be converted into the legendary dust. Knowing Bethesda though they might not do anything with them and it will just be a useless item in your inventory for months.
I have sooooo many cores, especially since I use almost all my modules to craft secret service armor, 1 module, 0 cores, and after well over a thousand tries I’ve got cores coming out my ears. At least they’re weightless.
everyone may want to mule all legendary guns and armor to a mule character to scrap after the new system that way you have a ton of items to get the new particles, and mods from
@@Rorschach1998or buying a service where a player solo the expo and tells you to join at the end. It costs mostly 1k caps or 10 LL3, but you can play between so if you have too much caps or LL3 it's a good way to get scrip items and legendary module
Do a video about the explosive energy weapons! I covered it but not a deep dive. I’d like to see you do a deep dive on what’s possible and maybe talk a bit about how it works.
Explosive energy weapons where removed way back. Maybe they will have some "glitch" to do it again idk. Would be cool to experiment with it if they did.
In my video I show a few screenshots from the devs, it seems they have every intention of putting explosive on energy weapons, and plan on making the damage type match the explosion.
Everything is fun and games until a gang of serumed up freaks wearing glowing paper mache masks blows through your camp. They've got fifteen foot vertical jumps, they're shooting weapons meant for power armor users and they're drinking canned coffee by the gallon.
While i agree the prices to craft have gone in the right direction they still feel rather expensive, unless they are going to bump how we get modules up or make it easier in some way to farm legendary gear to balance the cost a lil.
Everyone you may want to mule all your legendary guns and armor to a second character so when the new legendary mod crafting begins you can have a stash full of legendaries ready to scrap for the new mods blueprints
One thing is this will fix the scrip limit. People will barely scrip legendaries at all, rather legendaries will be almost always be scrapped for mods / plans. With a cost of 15 modules for a random 3 star people won’t be rolling for god rolls. But have you checked out the Proprietor? This is going to make his random legendaries far more valuable.
wonder how itll effect the economy in the short term. people wont be selling legendaries so they can scrap them instead. all stars. until some time has passed and people have unlocked most of them and start trying to sell or scrip them again.
Well at least they are moving in the right direction. Still one out of one hundred is a lot for the part time gamer. But for someone that puts the hours/work in, it's a lot better. Thanks for the Video Angry Turtle.
True, but the angry turtles of the world will learn the mods for us and sell em to us:) Shouldn’t be long before a quick post on reddit with 100 particles + a caps tip gets you what you want.
The last round effect should be that the last 20% of bullets in a mag should be guaranteed 100% damage,with lmgs having a slight decrease in bullet percentages.This way,it is actually somewhat useful,without being extremely overpowered.People might complain about that for missile launchers,as well as grenade launchers,but instigating already exists,and grenade launchers(not nuka launchers)deserve a little love.
I'm so happy to hear that the legendary mods drop rate is being improved, I saw your other video when it first started and to get nothing from around 300 weapons scrapped wasn't a good sign
While i dont know how critical hits eill be impacted by these changes, for a full health charcter with 5 piexes of armor that have +2 luck each, that really helps to reach the magical 33 luck # for every other.shot to register as a critical
I partially hope they add the option to have +3 to stats (specifically Strength) on Power Armour pieces, simply so it feels like less of a kick in the teeth when you lose the carry weight bonus of the backpack. I'd love yo be able to change up my build a little and use another PA set than my Excavator (Or Union when I get enough stamps for it).
When scrapping legendaries for mods, are the effects limited to the specific type of item they are? Example being a bloodied melee vs ranged weapon or armor vs power armor?
I absolutely can't wait! I've been grinding for a month to try and get a decent bloodied Fixer. Even a passable vampire fixer. I HAVE made a really neat juggernaut explosive one though, so I can still grind.
The changes for getting mods and mod plans are good, however the rerolling of weapons is horrible spending 15 modules for creating a 3 star legendary instead of the 4 modules we use now is still absurd to me specially when you consider that legendary modules cost 100 scrip in the pts instead of 50, this means that in the pts you can create/roll a 3 star legendary once every 3 days, so either they have to add meaningful ways to get legendary modules or return the 4 legendary modules for rolling a weapon
As far as swapping out Legendary effects, can we swap out effects on already existing weapons and armor, or does it have to start on a fresh weapon that we craft? I have a ton of weapons and armor that are 1 Star away from God Roll and it would suck if I couldn’t upgrade those first.
Words cannot describe how hyped I am for this update. I'd wanted this since I first got into the game - everyone on the subreddit said I wanted everything handed to me on a damn silver platter - no. I just wanted my time to be respected. But now, I can get the shit I want without spending months farming legendary mobs, mutated events and rerolling my current legendaries. ❤
Is there any information how Vaccinated and the bonus of fully fed (with or without Rejuvenated) work together? For me, the new Perk Cards are a great trade-of because I'm currently using Iron Clad on my bloodied build. Now I can get rid of it, put in all four new cards and in addition lvl 1 Rejuvenated.
I think I'd rather go endurance than more intelligence on my 2 stars. Getting 30 end from 12 base, 10 from armor, and 8 with carnivore pemmican means dropping funky duds for something else finally. Plus the extra hp/resistance will be much comfier on my bloodied no power armor build.
big fan of these changes, they said legendary crafting will take some adjustments before releasing, but they are moving fast! the endurance perks imo got even better, only the AP got a hit, probably deserved tbh. natural resistances with 25+Endurance gives you enough poison res to ignore it on armor and the legendary perk becomes basically worthless, 50 fire res + fireproof will also be great, no more asbestos chest mod, vaccinated is great not sure if i will need rejuvenated anymore and the damage resist is nice.
Obviously a bit too early to say, but I'm curious if Power Armor legendary mods will be interchangeable with those for normal armor. I.e. if I scrap a piece of power armor and get an Aristocrat mod, it may or may not apply to Secret Service armor 🤔
Can you still potentially learn/earn legendary effects from scapping 1 and 2 star items? Everyone addresses scrapping 3 stars, but there are a lot of 1 and 2 star items I currently have, that have great affects... but if you don't learn anything from scaping them, I'd rather scrip them off now during scrip surplus before the new system goes live on the 3rd of September. Thanks!!!
Sooo, how do we prepare for this, do we save all our Legendary items to scrap/learn or just certain legendary effects? Do we stop scripping/buying legendary modules?
Ngl icing on the cake would be the ability to add/change perks on some special weapons like fancy pump action shotgun/single action revolver or perfect storm smg. It would actually make these weapons more viable and cool to use.
The new legendary crafting looks good it's what people were asking for just days after legendary crafting was introduced years back but still better late than never. Legendary crafting being random made zero sense to me, who in this world crafts and makes anything and not know what its going to be ? We need the ability to craft all three star to what we want not random BS.
Well, at least you can't craft everything you want in a week, which is very good. I'm sure some zero attention span kiddos will cry but it'll teach them a valuable lesson in life, you need to put in the work.
This update is incredible. ive been grinding (not everyday mind you) for so many years to perfect my armor set and weapons. now i dont have to grind so much anymore.
Like the changes. Especially the drop chance for box mods. Still does seem a little grindy, but I think there still needs to be some work on our part as it would certainly be too easy if the chance is raised. Wonder if RNG might play into drop chances like it does for everything else. One thing that I was wondering. Many players must have thousands of legendary cores. Now that it appears they are going to be removed. It almost seems like a change might have to be done for event rewards no? If an event only has a chance to drop one legendary regardless of stars. That chance might have to be increased to allow players the opportunity to keep getting legendaries. As I cannot see rewards for cores replaced with particles as might take away from the grind. Having said that, Expeditions parties/participating will most certainly go up once these changes go live. Eviction Notice will be even more of a nightmare with everyone and their Cremator's dog piling around the same spawn point. Loving the changes and cannot wait to see how it continues to evolve.
I really want to make Thorn Armor and play as a Melee build. With the new system is it possible to reroll effects on Thorn or change them after crafting or are they still incredibly difficult and expensive to get?
i wonder what will happen to named stuff like the holy fire and elder's mark...With the new system, these weapons can only be traded with their default rolls. that really sucks.
Can the mod boxes earned while scraping legendaries be scraped themselves? I’m wondering what we do with mod boxes for traits no one will ever want like Stalker or Mutant’s or one of the several enemy specific mods no one uses.
Did they convert our legendary cores to anything useable by chance. Like give us some modules or particles in exchange for cores no longer being required?
This is good. Considering we will still get God rolls in the loot pool and can grind your own personal one. I hope they rebalance the legendary effects to optimize other type of builds but bloody and vats.
So long as legendary box mods drop plentifully from scrapping, it will make no difference at all even if Bethesda doesn't allow us to learn a single legendary crafting plan. Once you have what you want, its over until they nerf something.
I'll take any grind in any direction to create custom legendary 1, 2 and 3rd perks. It's going to make camp vendor mains very happy to sell custom 3 star rolls. We're finally able to provide high-grade service to players without relying on RNG to restock our wares and that's beautiful
You can’t sell customized items, but you can sell the mods. So going to make camp vendors much more active, and the price on 3rd star modules is likely going to be insane!
Yeah, I think 5% / 1% seems to be a decent number. 20 legendaries is a moderate number for a standard session. So that would translate to 1 mod a day and 1 plan every five days. Seems legit. But gonna make Eviction Notice lit! No scrap limit and 25+ legendaries an event!? That’s all anybody’s going to want to play.
I just started playing Once Human, but i think when this update drops, I'll be going back to FO76 (been about a year maybe). Being able to craft legendary weapons is huge. I really hope to make a fun The Dragon build being able to tweak the legendaries.
Angry Turtle you said you got 2 plans for legendary mods after scraping 200 legendaries? So once you learn a legendary effect from scrapping enough legendaries you can apply that legendary effect to any gun and/or armor? So learn it once and you can now put it on everything? Or did you learn that legendary effect to now only be able to apply it once?
@@exonymousprime go cry about it you baby and you must not know Bethesda they are really good at screwing something up I bet you are only like lvl 30 on the game
from 1 to 3 stat(2 on armor), it was good! also, we can put explo on energy weapons btw can we change the legendary effect on the other weapons like the ticket to Revenge? or still fix
wonder if there gonna bring legacies back in a way. They made it so Bows,crossbows, and for some reason PLASMA RIFLES able to have explosive. So I wonder if there finally fixing energy explosives because that would be fun.
Is that not just going to kill the game entirely ? After doing the main stuff, the principal reason why people stay is to roll legendaries to get the perfect armor set/weapon If you can just craft the legendaries of your choice it'll make the process way quicker and people will lose interest way faster imo
@@DunjeeTime no one need to learn all legendaries, just the 6 you need is enough. 3 legendaries for each piece of your armor set and 3 legendaries for your weapon. And yes learning 6 specific legendaries will be cheaper, easier and faster than rolling them randomly. Basically you can reach end game in ease and then what do you have to do ? I think this process of getting god rolls should stay random and time consuming
I hear what you’re saying, especially if some just wants a bloodied commando and heavy power build. But could make it more interesting and complex too. Rather than just having the one size fits all op build this will make it easier to try out very specific, alternate character builds. It may make some of the more obscure, less used effects more valuable since you can build a character in that direction purposefully rather than just throwing all those items into the Exchange for scrip.