Perks:-Bonus HtH Damage:A decent pure dmg build require 2 touhgness+3 hth dmg +bonus hth attacks +living anatomy. that leaves almost no options other than sacrifice some hth dmg (or DR) to get more hp or AP. And also a +2 in max melee dmg its not a great bonus.
1) make only 2 ranks that gives +3 to melee dmg. (same max damage per hit)
2) make only 2 ranks that gives +2 to max melee dmg and also +2 to min melee dmg. (less max damage per hit, but more min dmg)
-Magnetic Personality:like was suggested many times: this perk should be allowed for 10 Ch characters or 10 Ch = 5 max followers.
-Adrenaline Rush:Replace the useless +1St with some more useful. I think in some bonus for melee builds like:
1) +2 Melee dmg, +1 ap when hp are below 50% (2 ranks. req: lvl 9, En >5 St >5 )
2) +2 Melee dmg, +5% DR when hp are below 50% (2 ranks. req: lvl 9, En >5 St >5 )
3) +1ST +1EN, +15% DR, -2PE when hp are below 50% (a free psycho) (1 rank. req: lvl 12, En >5 St >5 )
-Weapon handling: ST its mostly used for weapons requirements. so i think +3 in ST its a huge bonus for a perk. it should be reduced to +2 but can be picked earlier (lvl 9).(im sure this will be rejected by most players)
-Silent death:remove the unarmed requirement, so it can be used for unarmed and melee fighters.
other perks suggestions:
http://fodev.net/forum/index.php?topic=4473.0Traits:With the new drugs i think in some better options for chem reliant and chem resist:
-Chem reliant:1) positive effect of drugs last 15 minutes more (total of 45) but you have double chance to get addicted and addiction last longer (80 minutes)
2) improve the positive* effects of drugs (jet: +3AP | psycho: +20% DR, +2En | Buffout: +3St, +3En| Mentats +3In +3Ch), but if you got addicted you get -2Ap (instead of -1Ap).
*negative effects will remain the same.
-Chem resists:You wont be affected by negative drug effects, but drugs effects last less time (total of 15 or 20 minutes).
-Night person:The Int bonus only affects your science in +/-4%. (in original fallout IN also was used in some dialog checks)
1) +/-1Ch +/-1PE. With the Ch bonus a char with 2 Ch will be able to make quest/trade/get professions during night.
2) +/-1AG +/-1PE. So a player with and odd value in Ag can have 1 more AP during night.
3) +/-1AG +/-1Ch +/-1PE. Combination of 1 and 2.
-Gifted: (replacing the unused sex appeal)
Same trait but +1 in St,Pe,Ag,Ch (+4 special) instead of +1 in each attribute (+7 special).
Lets analyze it for balance purposes: putting 3 points in Int will give 1skill point (sp) extra per lvl (21 sps) and still you get 1 more special point. Also you get -10 for all skills, commonly 3/4 skills are used (-30/40 sps). 21 -30/40 = you get a -19/9 sps.
So you get +1 special point at the cost of 19/9 sps. but also you get some limitations, you cant create a char with 1 CH (or Pe, Ag,St) and you cant get more than 20 sps per lvl. (some build like sneaker require 23-25 sps).
-Bruiser: now its only useful for some not combat builds (alts in most cases). I was thinking in a complete different trait:
You are much less likely to be knocked down in combat, but when you are knocked it takes you the double amount of time to get on your feets. Also knockdown and knockbacks do 50% more dmg to you (The bigger they are, the harder they fall).
May be can be OP in combination with stone wall.
Thoughts?