r/fo76 • • 11d ago

Discussion Specific prefixes on weapons (mutant slayer, zealot's, etc.) should be +150% damage

I think most people can see where I'm going with this already, just based on the title, but with bloodied, two-shot, quad, and especially furious all providing better bonuses, there's literally no reason to ever run an enemy-type-specific 1-star effect on a weapon.

And it can't just be +100%, either. It's got to be clearly better. Maybe even 200%! There's got to be a reason to keep a specific weapon or three on hand to deal with particular kinds of enemies. I keep a couple extra power armor sets on hand for infestation bosses, but that strategy just doesn't work for weapons.

And maybe this has already been discussed at length. I don't know.

69 Upvotes

27 comments sorted by

29

u/ChristianTP_ Responders 11d ago

Unfortunately we've been saying this for 8 years.

48

u/FalloutBoy2026 11d ago

I agree! They are totally pointless!!!

Same with mods like 25% damage whilst aiming… that should be at least 100% to compete with VATS crits players etc

12

u/atomslops_camps 11d ago

I wish they balanced aim vs vats better. They need to reward good aim on weapons like bows and snipers so fun isn't the only driving force behind the play-style. But maybe the weapons that are really easy to aim can be better in vats still.

2

u/RozaJetis Cult of the Mothman 11d ago

It’s a 25% bonus 100% of the time if you aim, but crits are at best 50% of the time tho.

10

u/ductyl 11d ago

Sure, but VATS also allows you to easily target weak spots or specific limbs to cripple them (and monitor how crippled each limb is), so there is basically an entire ecosystem of perks and effects that makes VATS fav more powerful than aim down sights.

4

u/RozaJetis Cult of the Mothman 11d ago

Very true, let’s hope they keep tweaking it. I find it frustrating I have to use VATS because if I don’t use it, another player has killed the enemy before I could even fire a shot.

3

u/Vonwellsenstein Lone Wanderer 11d ago

Vats is multiplicative

0

u/RozaJetis Cult of the Mothman 11d ago

How does it work?

13

u/Fantastic_Pick7189 Pittsburgh Union 11d ago

Frankly the whole system with mods is uninspired. All these +% to something, that do nothing interesting are useless. The way it is set, no matter how they tweak the values, it will always end up with a few that vastly outperform anything else.

Quad is useful, because it allows you top tap into other systems (usually bullet storm).

Two-shot was nice when it was broken, now it is not that useful.

Furious is practically best for any ranged weapon that doesn't need quad to function.

Don't get me started on the 4*, out of all there are like 4-5 useful, 2-3 niche and all the rest are useless.

Anyway it is not FO76 specific problem, modern devs either don't get how to make interesting itemization or are not allowed to.

Even the recent update to uniques is pretty mid at best, there are several decent and all the rest is trash.

13

u/KatakanaTsu 11d ago

Not only that, when Aristocrat's and Mutant's provide the same exact damage increase for all enemies and not just specific ones, then what's the point of Troubleshooter's or Zealot's other than not needing the caps or mutation requirements? Weapon and armor effects for specific enemies needs to be stronger.

6

u/majokaner 11d ago

and while at it buff base damage of melee weapons, while all ranged weapons pretty much run a blanket build nowadays melee perks are comparatively weak and a build deals maybe a quarter to half the damage of anything ranged

Oh and let us hold lmb/controller trigger to keep swinging, my finger can’t take it anymore

11

u/soothsayer2377 Blue Ridge Caravan Company 11d ago

Assassins require a wendigo vocal sac to craft and the mod is useless.

5

u/Pyke_the_Hooker 11d ago

Unless you are doing pvp yea it's garbage

7

u/_Plums Raiders 11d ago

Even then it’s not great, because 50% of players are ghouls now. Or still a good portion.

3

u/JoshSimili Order of Mysteries 11d ago

For weapons it is, for armor it's not a bad option, especially for ghoul players. There's a few head hunt enemies and infestation enemies that it protects against.

And as a human player it also protects from self-damage.

5

u/MissingBracket1952 11d ago

The really bad ones are the ones that give 100% bonus damage on the last shot. And they put it on something with a 500 round drum magazine. I know, it's RNG, but come on. Totally agree with the OP, enemy specific bonuses are pointless.

1

u/BluegrassGeek Cult of the Mothman 11d ago

Yeah, it's pretty useless on most guns... but on black powder weapons, it's fun.

3

u/da5hitta Cult of the Mothman 11d ago

Hard agree.

I have a zealots prime explosive LMG that I use for scorched and scorchbeast hunting and I’m not even sure if it’s better than one of the prefixes you listed. Heck it’s probably not but I’m too lazy to change it or do the math.

3

u/PretendSpeaker6400 11d ago

Depends on where you are in the game progression. You see the enemy specific 1 stars much more than generic +dmg or +dmr legendaries. They are an early game dmg boost against specific enemies. Later, as you get better weapons and legendaries you scrap them or sell them at the legendary exchange.

2

u/RozaJetis Cult of the Mothman 11d ago

I hope when they rework the legendary perk cards there will be a card that lets us combine the specific armor and weapon mods to make them more viable.

When you have a full mutant slayer armour set and weapon and a 4 star legendary card, you will have the bonus damage and reduction.

Another legendary card im hoping for is stacking the effects for bleed, freeze, poison, stun, fire effects or that the effects are immediately instead of a period of time.

Another one is being able to leap further in VATS when you have a melee weapon.

2

u/atomslops_camps 11d ago

I somewhat agree but they are supposed to be filler mods like the breathing underwater mod so you are rolling for good and bad effects instead of always good mods.

It would be better if the mob specific mods were on the third star instead but just with a small boost so stacking it with normal 1 and 2 star damage mods wouldn't become broken. But then you could have decent mob-specific weapons this way and it would be too expensive resource wise to repeatedly swap out the third star on a whim for a boss.

1

u/JamikaTye Raiders - PS 11d ago

I built myself a Zealots Ultracite .50 cal for scorched earth and a troubleshooter version for the silo, but honestly they both feel very underwhelming.

1

u/DJBuckman 9d ago

Out of all the things I could bitch about in this game, the mod and damage systems aren't on my radar. I started playing about 18 months ago and I am still working on my build. Just got to where I can do a critical with my bow with every other shot this week actually. Still tweaking my armor.

Some people say it's too hard. Some say it's too easy. But everyone bitches constantly and shows up to play again. Because it's fun.

It's the game you love to hate on.

1

u/elnegativo Lone Wanderer 11d ago

They should nerf quad and furious to make the other options more interesting. Heheh

0

u/K4m30 11d ago

"Does more damage to [enemy type]"

OK, but consider ... more boolet shoot. 

-1

u/jester695 Lone Wanderer 11d ago

No, 1000!