

Crafting Perks are generally in the middle of the tree, you won't be crafting off a dump stat Rank 10 perks are generally now niche perks for specific playstyles that utilize having that special maxed out, rather than just good perks that everyone will want (e.g., Mano a Mano, Sniper).

Perks that are universally useful, but not really required for a build, cap collecter, scrapper, fortune finder, scrounger, have generally have higher requirements. Almost every perk has been touched, tweaked or moved. melee based perks are now all high strength, but things like Local Leader, Lone Wanderer, and ranged weapon perks have low requirements. Generally, perks that are for specialized builds now have higher special requirements and have been consolidated into the same stat, e.g. This isn't a requirement, but a lot of the perk changes are meant to complement a lower loot game.
Fallout 4 perk chart youtube mod#
I recommend you at least run a mod that restricts loot, my personal recommendation (that I made a patch for) is Lunar Fallout Overhaul, but it should work alongside any mod that reduces loot, and increases difficulty slightly. This overhaul is specifically balanced for more difficult playthroughs. True Perks takes a slightly different approach- what if all the perks were actually worthy of being called "Perks"?
Fallout 4 perk chart youtube mods#
A lot of mods out there try to fix this by adding back the skill system. The core problem with the Vanilla Perks in FO4, is that Bethesda decided to drop the skill system, which means that most of the perks end up just doing the job of skills, which makes them boring. See the modlist in the Wabbajack Gallery for more information

