Fallout 76 Rant: The Impact of Legacy Removal
While Pipe might be life in Fallout 76, the Legacy removal might actually mean the death of Fallout 76. While some gamers are praising the removal of Legacy weapons from Fallout 76, those who are impacted by this change might actually have the power to sink the Fallout series, and possibly even Bethesda itself. Let’s explore.
Misguided Maneuver
It’s clear that Bethesda is horribly misguided internally. On the one hand, I get Bethesda’s rationale behind the removal of these “illegal” mods from Legacy weapons. On the other hand, Bethesda’s rationale is entirely misguided and fails to take into account the real damage that has now been inflicted on the game and, ultimately, the game’s player base. The real question now is not whether the game is better, but whether Fallout 76, ironically a survival game, can survive this change.
One thing is certain, some players are reeling from this change and rightly so. Bethesda itself also doesn’t seem to fundamentally understand the player base which has been born out of these legacy weapons having been included in the game for literal years.
What is a Legacy Weapon? A Legacy weapon is any weapon that was formerly in the game and could be obtained through loot drops, but was removed from the loot drop list by Bethesda Fallout 76 devs in the game’s early years (loot drops removed around 2018-2019). This meant there was no way to obtain these weapons after the loot drops stopped… until Legendary Modules were introduced when Nuclear Winter began in 2019. Once these legendary modules were added, for a short time it may have been possible to craft such weapons on a crafting bench until the crafting of these weapons was also patched. Since then, these weapons have been unavailable.
Which Weapons were Removed?
The “Legacy” weapons to which this article refers are any legendary energy or plasma weapon with an explosive attachment. These explosive attachments have now been deemed “illegal” by Bethesda even though they were perfectly legal when they originally dropped. Such weapons could be obtained earlier in the game’s life legitimately, but today are no longer obtainable and are now marked as “illegal” by Bethesda’s Fallout 76 team. Weapons which have now been removed include:
- Explosive Gatling Plasma
- Explosive Laser Pistol
- Explosive Laser Rifle
- Explosive Gatling Laser
- Explosive Flamer
- Explosive Gauss Rifle
- Explosive Gauss Shotgun
- Explosive Gauss Minigun
- Explosive Gauss Pistol
- Explosive Tesla Rifle
All of the above weapons have had their explosive attachment removed by the Fallout 76 devs, turning many 3 star Legendary weapons into 2 star weapons.
Note, I won’t even get into the severe bugs introduced as a result of the removal of these Legacy weapons… bugs which have heavily impacted many rogues in addition to the Legacy removals. It’s not pretty for Bethesda or Fallout 76 right now.
Righting Wrongs
Once Bethesda knew these weapons shouldn’t have been included in the game back in 2018-2019, a patch should have been swiftly crafted and implemented then to remove these “illegal” weapons. This would have saved Bethesda this headache today. Instead, Bethesda waited and let this situation fester for going on nearly 5 years now. Not only did it fester, it actually born a whole new type of gamer in Fallout 76… a type of gamer willing to spend real cash money to not only obtain and own these “illegal” weapons, but who were also willing to pay Bethesda for Fallout 1st and pay Bethesda for Atoms to buy the Atomic Shop’s literal valueless junk.
Yes, this new type of gamer is the one who is literally propping up Bethesda’s Fallout 76 game. These are the gamers who are paying Bethesda’s bills, keeping Bethesda’s lights on and ensuring their staff remain employed.
Removing these weapons is literally a situation of “biting the hand that feeds you!”
Fallout 76 Gamer Types
When Fallout 4 began and also when Fallout 76 began, the primary type of gamers that Bethesda had hoped for were those interested in playing the game firmly on their “golden path”. In programming, a “golden path” is the path that most users will take when using any piece of software. This path is the path the engineers design the game for users to find and use. I dub these types of users the “golden” users. The vast majority of software users fall into “golden” users. Video game software users take a different route.
Gamers are somewhat different for this “golden path” approach for a number of reasons. The primary reason gamers are different is that video games entice children to play. By the very nature of this product being a video game, children are naturally one of the video game industry’s primary demographics… regardless of the game’s rating.
Let’s define children. Children include ages 8-17, with the primary age of most children playing ranging from 12-14. Because children don’t have a lot of life experience, their minds aren’t constrained by “adult” thinking. Children play games in ways that suit their fancy, which means children do not always remain on the golden path. In fact, in most cases, children stray from the golden path frequently in video games. Children actively try to poke holes in, find problems with and generally do things that an adult gamer might never think to try.
Children aren’t the only players doing this, however. Many adults can maintain this childlike poke and prod thought process well into their 30s. This leads to the next type of gamer I dub the “rogue” gamer.
Rogues vs Golden
Rogue gamers don’t follow the golden path laid out by the developers. These gamers intentionally and actively seek to find bugs, exploit holes and obtain “rare” objects in a game, including weapons. Almost every “rogue” gamer seeks to one-up their fellow player by finding something that their friend doesn’t have, whether that be a way to build under the map, go out of bounds or obtain a weapon that few other players have.
Rogue players don’t play the game as intended and are unwilling to follow EULA rules. They’re so flippant in the way they play the game, they actually don’t really care if their account gets banned or if Sony shuts their PlayStation down by disabling their PSN account, for example. In the gaming world, Rogues don’t care about the rules or abiding by them. With that said, they do care about finding the latest rare thing to have in the game.
The thing is, many of these rogue gamers come from well-to-do, dare I say wealthy families. This means they are willing to pay and pay and pay. They will pay for Fallout 1st. They will pay for Atoms in the atomic shop. They will even pay other players real cash money on places like eBay to buy rare in-game items.
In short, many rogue gamers keep Bethesda’s (and by extension, Microsoft’s) bills paid and the lights on. That’s not to say that every rogue gamer is wealthy enough to do this, but many are. At this point, I think you might understand where this is heading.
One thing that rogues typically don’t care about is the game itself or even the game’s story. They’re not playing the game because it’s Fallout and they’re not playing it because it has interesting lore or interesting quest lines, they’re playing the game because it’s an MMO, because it has multiplayer, because it has combat and because they can find and exploit heavy guns that no one else has. Rogues will only follow down a quest line because it unlocks their character to have or use something unique or better than someone else, not because of interest in the RPG aspect or the story.
Golden players, on the other hand, play the game by the rules using weapons considered legal within the game. These are also players who typically respect the Fallout canon, who are genuinely interested in the story being told, who play by the rules, who choose to play using guns the game provides and who don’t stray outside of the bounds simply because they find a loophole. These are dedicated Fallout players who’ve likely played many previous Fallout games, if not all of them.
Mixing The Two
These player types are not hard walled into two groups. Some players remain mostly golden, but go occasionally rogue when they deem appropriate. For example, some of Bethesda’s rigid game rules go too far. Some players become rogue when it’s necessary to bypass some of these Bethesda rigid rules, simply to save time, to cut weight down or for other reasons that help them play the game better.
Bethesda doesn’t get its player base
One thing is certain, Bethesda does NOT fundamentally understand who’s actually playing Fallout 76 and who is actually paying their bills. It goes even deeper than this.
Because there was a whole separate black market for these high powered “illegal” weapons, Bethesda completely overlooked this aspect of its game. Instead of taking advantage of these payers and bilking them for money, they decided to remove the weapons from the game.
It’s clear, you can either benefit from these players by making real money off of them or you can alienate them… and alienation is exactly where we are now.
Black Tuesday
On Tuesday January 24th, 2023, rogue players had to say goodbye to their “illegal” weapons. Bethesda removed weapon modules from the game, which during the 2018-2019 years were perfectly legal to own and use. This change sends not only a mixed message to players, it sends an exceedingly bad message.
It says that Bethesda really doesn’t give one crap about a huge segment of its very player base who are paying its bills, keeping its staff employed and keeping the game from going under.
This change is likely to be the beginning of the end for Fallout 76. Why?
Perplexed
Rogues are as perplexed and mystified by this late change now as anyone. For years these weapons were in the game and remained so. However, it’s just now that Bethesda decides to rid the game of these weapons?
Because these rogue players comprise a substantial portion of the revenue given to Bethesda for Fallout 1st and other pay-for-play features, it’s surprising Bethesda was so willing to risk losing that revenue and possibly even the entire game over this silly change.
Rogue players must now make a choice. They can either stay and play a hobbled version of the game using no special weapons or they can go find a new game where they can, once again, feel special and own special weapons. This is the actual real danger to Fallout 76. Rogues are fickle players. They only stay and play where they can find their “specialness”. If they can’t find and remain special, then the game is done and they leave it.
That’s exactly the crossroads at which Bethesda now finds itself. The question is, are there enough newbie players to keep the lights on and the staff employed? The answer to this question comes in how Bethesda chooses to respond.
High Levels and Endgame
After playing any game, not only have you amassed levels for your character, you have unlocked perks and skills. The problem is, once the quests have ended, what do you do with these skills? That’s fundamentally the problem with most games. You spend your time playing through the quest lines leveling up your player only to find that when you reach the end, all of that leveling up and those perks were for nothing… as there’s no endgame content.
Many gamers find little to no endgame content to utilize that high level skill. That means, you reach the end and you go find a new game to play.
Fallout 76 is only different in its endgame because it offers Events (and Legacy weapons). After the quests are done and there’s no more quest lines to follow, the Events and Daily quests are what’s left. These are repetitive activities that offer a slight chance for rare loot rewards. It also offers the chance to try out a new overpowered weapon.
Leveling up in Fallout 76, unfortunately, is mostly worthless. Because guns cap out at level 45 or 50, that essentially means your player is capped out at level 45 or 50, regardless of the level number your player may actually achieve. The only benefit to leveling up is to max out the Legendary perk cards, an addition that gives higher level players a tiny bit of an incentive to stay with the game.
Once a player reaches level 650-700, that player can easily have maxed out the Legendary Perk cards. Max leveling these Legendary Perk cards sees a tiny bit more damage out of weapons, if utilized correctly. So then, what’s left after this? Not much, other than going Rogue and trying to find unobtainable, but overpowered weapons which formerly existed in the game.
While these weapons were once in the game circa 2019, they have since stopped dropping as loot long, long ago. That means that new players can’t easily obtain these overpowered weapons unless they monetarily buy them from another player. Hence, a player economy is born.
Initially, caps were the answer to this economy. Unfortunately, caps became mostly pointless as a currency in the game when Bethesda moved to bullion, scrip and stamps offering up the newest, most rare items. This is when players moved to selling these highly prized and overpowered weapons for real cash money, as in USD. Internet forums and trading boards came to exist to list and sell these weapons for real money.
In one fell swoop, Bethesda shut all of this down… the trading, the sales, the weapons, all of it. Without these weapons in the game, there are no more sales of them. You can’t sell what’s no longer in the game.
It goes way deeper than that. Not only did it kill third party sales of in-game weapons, it is poised to see a massive number of high level players abandon Fallout 76 and cancel their Fallout 1st subscriptions. Why play a game when there’s nothing special left?
Endgame content is firmly limited to Events. Unfortunately, in retaliation for these high powered weapons being in the game, Bethesda ramped up these events to be likewise overpowered. Without these weapons in the game, the events are STILL way overpowered…. to the point where these events are likely to FAIL the vast majority of the time when using standard weapons. Bethesda retaliated against the players by removing the weapons, but failed to reduce the overpowered nature of the events back to a level where standard weapons can be successful. Right now, these “golden” level 45 and 50 level weapons are not enough against these highly overpowered event enemies.
It gets worse, as players dwindle from the game due to natural attrition and now because Legacies have been removed, new players will be hard pressed to find enough higher level players on a server to take on the Scorchbeast Queen, the Titan or even Earle. These events are now so overpowered because Bethesda souped them up against Legacies, it’s near impossible to win these events with non-Legacy weapons, especially if a server has maybe 10 players on it.
Bethesda is definitely at a cross roads.
Microsoft
Now that Microsoft owns Bethesda, Bethesda is most definitely playing with fire. In fact, Bethesda’s choices surrounding Fallout 76 have always been questionable. Legacy removal is probably one of THE most questionable changes Bethesda has ever made for Fallout 76, considering when the problem actually started. Why does Microsoft matter? We’ll come to that answer in a bit.
For now, Fallout 76 is on the cusp. We don’t yet know the fallout (ha) from Bethesda’s meddling with Legacies. The point is, we cannot know how the rogue players will respond or how much financial damage these players who abandon the game can literally do to Bethesda.
It’s clear, without these Legacy weapons in the game, rogues who were playing Fallout 76 solely because these weapons existed will evaporate… and along with that, so will the income from Fallout 1st and all other income that keeps Fallout 76 afloat. Are the rogues a big enough population to make a dent in Bethesda’s income stream? My personal guess is, yes… at least for the longevity of Fallout 76. Without the rogues, Fallout 76 may be hard pressed to remain a viable entity, let alone Fallout as a franchise.
Does Fallout keep Bethesda afloat? It most certainly isn’t the only game that Bethesda publishes. However, Fallout 76 is currently the only Fallout franchise title available. In short, probably not.
Obsidian, another developer, was purchased by Microsoft in 2018, the same year that Fallout 76 released. Obsidian contains the remnants of Black Isle Studios, the original studio who developed the Fallout franchise. Because Microsoft now owns both Bethesda and Obsidian, it’s possible that someone at Microsoft could easily mandate the transition of the Fallout IP and franchise from Bethesda back over to Obsidian to handle.
Bethesda is clearly out of their depths with Fallout and they clearly don’t understand the franchise. Worse, they don’t even understand multiplayer systems in relation to Fallout. This first multiplayer Fallout game is probably the worst implementation that could have possibly been imagined. Partly this is due to its design goals, but partly it’s due to the inept team who couldn’t actually build a workable product… and here we are today. Because the Fallout 76 team failed to build a workable product, they’re now forced to remove a feature from the game that shouldn’t have been in it in the first place. Yet, that feature remained for nearly 5 years, solidifying them as legitimate in the game.
What Bethesda has done is tantamount to yanking a baby bottle from a baby after that baby has already begun to drink. If you didn’t want to give the baby bottle to the baby, it’s simpler not to do it up front than yanking it away after you’ve already given it to the baby. Heartless.
Can Fallout 76 tank Bethesda?
At this point, maybe not. What the loss of Fallout 76 will do is sour future gamers towards Bethesda games.
“Once bitten, twice shy.”
Few will step up to the plate again knowing the disaster that befell Fallout 76, especially once it disappears. Believe me, Fallout 76 WILL end. The question isn’t if, it’s when. After this Legacy removal, I believe Fallout 76’s end days are here. It’s just a matter of time before the remaining high level players (many of whom are now rogues) walk away and find a new game.
Gamers are fickle and these kinds of stupid maneuvers are ripe for rage quitting. Some die hard gamers will remain and play, but only for a short time until they become frustrated with the crappy standard weapons and find a new game to play. At a minimum, I’d certainly expect to see a rash of Fallout 1st subscriptions cancelled in the next 30 days.
The answer is that, alone, Fallout 76 likely can’t tank Bethesda. However, Fallout 76’s demise can most certainly make a big enough dent that someone at Microsoft (Phil Spencer?) retaliates against Bethesda through layoffs (Buh Bye Todd Howard), closures and by handing over various game IP to better equipped and better managed studios.
It’s clear, the current developers are ill equipped to understand what Fallout 76 should be. Let’s understand why…
Rogues, Games and Marketing
Rogues, whether a game studio likes them or not, are a market force. These are players who have money and are willing to spend it. A game studio can either embrace this fact, or go bankrupt trying to eliminate these gamers from the game. As they say, “Get woke, Go Broke!”
Bethesda is firmly in this latter camp. I don’t know what impetus is driving Bethesda’s management team and devs to take this “woke” approach, but clearly it’s not about trying to make money. Clearly, rogues represent real money sales. If a single player is willing to pay $20 or $50 or $150 real cash money for a single over powered weapon in the game, then Bethesda clearly isn’t actually trying make money. Who leaves money on the table?
Leaving an untapped market on the table is not only stupid, it’s probably one of the stupidest things I’ve seen Bethesda (or in general, a game developer) do.
Pay for Play
As much as gamers harp on the pay for play scheme, it’s a real thing, it exists and it needs to exist. Yes, buying an in-game weapon for real cash money is considered pay for play. You can’t deny that. Whether pay for play is good or bad thing is entirely debatable. One thing is certain. Pay for play makes money… and that’s exactly why game developers are in business, to make money.
In fact, pay for play already exists in Fallout 76 with Fallout 1st and Scrap Kits and Repair Kits and the list goes on. Even foodstuffs like Perfect Bubblegum and Lunch Boxes are forms of pay for play. Selling overpowered rifles for real cash money is just the next logical step.
At this point, Fallout 76 is almost 5 years old. When a game is brand new, perhaps pay for play isn’t something that’s needed. However, 5 years later with 95% of players at endgame, then pay for play is perfectly fine and, dare I say, necessary. It extends the life of a game. Anything that extends the life of a game I consider a good thing. It allows new players to step in and know their time won’t be wasted because the game must close down due to lack of players. It allows rogues and endgame players a means of keeping the game interesting and keep them coming back for more play. Anything that keeps players playing is a good thing. That alone continues to make money for Bethesda. I’d say that’s win-win-win all around. Everyone wins.
High Level Players, Veterans and a New Map
One thing that Bethesda has failed to take into account, in among Fallout 76’s many failures, is the failure of planning for high level players reaching the endgame. In The Elder Scrolls Online, this game’s devs seemed to properly plan for endgame high level players. In fact, ESO devs went so far as to convert level 100+ players into then new “Veteran” levels. For example, for every 100 levels, you got 1 Veteran level. A level 300 player would convert into Veteran level 3. These new Veteran levels were denoted by a Veteran symbol next to the player’s new rank, just above their head. This distinguishes Veteran players from low level players of a similar number.
In addition to being converted into Veteran levels, this change also unlocked the game to be played from the beginning using a new harder Veteran challenge level. Eventually, the devs even opened up a new Veteran level territory that required teaming up with other Veterans to handle this new difficult area. This area was so challenging, in fact, there was simply no way to solo it. The hordes were so difficult, you were forced to go in with a team even as a high Veteran level. While the lower level territories remained trivially easy for a Veteran, the Veteran territories were intensely challenging. Even group dungeons were incredibly challenging.
Likening this to Fallout 76, there is no way to liken this. While Fallout 76 devs are busy introducing silly and bugged out territories like Nuka World and slapping high level players on the wrist by removing legacies, the ESO devs (at about this same time in ESO’s lifecycle) were treating high level players like valued players and giving them more challenges. Effectively, the Fallout 76 devs are treating high level players like a nuisance when they should be celebrating players who’ve made it to level 600 or 800 or 1200 or 2000. This celebration should include rewarding these players, not chastising them.
If a player has given up a year or two of their life to play Bethesda’s Fallout 76 game and reached level 1000 (and who continues to actively play it), that’s a celebratory moment. Bethesda devs should be celebrating long standing players who continue to play the game instead of slapping these players on the wrist and saying, “Bad”.
ESO celebrated high level players the right way. Fallout 76 devs treat high level players like nothing more than a mere annoyance.
Here you have one team at Bethesda who fully understands and embraces their entire player base. On the other hand, you have an inept team who hasn’t the faintest clue of who their player base even is. I shake my head at this incredible disparity within the same corporation. It simply makes no sense.
Inept Developers
You’d think that if anything, The Elder Scrolls Online would have taught the Fallout 76 team some valuable lessons. Unfortunately, you thought wrong. It seems that these two MMO system teams do not at all communicate their valuable lessons from one team to the other.
The reality, which has become incredibly apparent, is that the Fallout 76 development team is wholly and completely inept; not just from a development perspective, but from a money making perspective. They don’t seem to understand the value of keeping ALL of the players happy and, most importantly, paying.
A game studio makes money by keeping people playing the game WHILE spending money. You don’t make money when you chase away your paying players. It’s pretty simple. Removing legacies from the game is a seminal chase-away-players moment. It’s also quite clear that the Fallout 76 developers and even the management team don’t get the real danger here.
Instead of embracing the legacies and the whole real money economy that’s grown up around these weapons’ accidental existence, Bethesda turns its back on the players by removing the weapons from the game. Not only has this shut down that entire real world economic situation (which Bethesda could have tapped), players who wanted these items have no reason to stay, pay and play the game any longer.
This means some walk away from Fallout 76 immediately and others leave slowly over time as they lose interest, “because it’s boring”. Some players, specifically rogues, must make their own fun in a game. Legacies were the rogue’s way of making that fun and cutting the boredom. Without the legacies, there’s honestly no reason for these players to remain playing the game… let alone spend any more money on it.
Business Lessons
While I hadn’t intended this article to become a business lesson, it’s moving quickly in this direction. Let me take this section to discuss this aspect of business operations.
Every college student should be required to take at least one or two business classes. What I mean here is that it’s vitally important for students learning software development to understand how their work impacts the bottom line of the company. Not all software features are good for business. There is no more clear illustration of that here than the removal of the Legacy weapons from Fallout 76. Adding new features can help out users. Removing features can easily cause people to walk away from your product.
This is where business classes come into play. Business classes teach students to have the smarts enough to realize that, “Hey, this feature that I’m being tasked to implement has a high chance of losing 70% of our PAYING clients!” Businesses must empower all employees to speak up when they see problems like this.
While software architects come up with ideas, they may not be privy to exactly how many people might actually be using a given feature. Before implementation of any feature that impacts the userbase, someone needs to put on the brakes and say, “Let’s pull the numbers of how many people are actually using this feature before rolling it out!” Sanity must always prevail in any software business. You can’t simply roll out a feature without understanding exactly how it might impact your existing bottom line.
This is why business classes, and more importantly, business intelligence and reporting is important. Blindly making changes without understanding the business impact can easily tank a business. Case in point, Musk’s incredibly poor handling of Twitter. Now we have yet another poor business case, Bethesda’s shitty handling of Legacy removals in Fallout 76.
Too Late
This article is written after-the-fact. Unfortunately, removing these weapons is more or less a done deal. What I mean here is that knowing the way that Fallout 76’s code is written, there’s no way to undo this change. Meaning, it’s easier to stop a code rollout before it happens than it is to undo a change already made. In many cases, it’s actually impossible to undo code changes due to the nature of the way it was rolled out.
At this point, Bethesda is stuck with this change, for better or worse. At this point, unfortunately, we’re probably at the “or worse” point. As I said above, we’re nearly 5 years into this game’s lifecycle. Instead of Bethesda celebrating high level player achievements, these players are being chastised and chased off by removing weapons these players relied on.
The point in becoming a high level player is to take the benefits that go along with that high level, which includes high damage weapons. That’s an expected staple of any game that supports having high level players. If level 1000 players are reduced to using weapons at the same level as a level 50 player, what’s the point in playing Fallout 76? In fact, what’s the point in leveling up beyond level 50?
Not only does this Legacy removal impact high level players, it impacts low level players because they know they can’t get these weapons in the future. That means that players who might have hung around to level their character up to level 1000 for the chance of getting one of these weapons might now get to level 100, quit and go buy something else. That drastically reduces the income of Bethesda… and by extension Microsoft.
When the Fallout 76 team could have embraced these weapons and monetarily leveraged the external market by retooling them to be legitimate and finding legitimate ways to sell and use them, the Fallout 76 team’s lack of business intelligence and foresight prevailed.
It’s anyone’s guess if Fallout 76 can recover from this change. My guess is that this Legacy removal will be the last major thing the Fallout 76 team does before the plug gets pulled on Fallout 76 by Microsoft. Bethesda, prove me wrong.
Compensating Controls
This final thought is yet another failure of business intelligence on the part of Bethesda management regarding the legacy removals. One idea that many game developers employ to soften the blow of any negative change is introduce a compensating positive change. For example, when something gets removed from a player’s inventory because of a policy change, the developer will offer up some kind of freebie for all of those players who are impacted. This can include free currency, a free new weapon, a freebie in the game store or something similar. This freebie offsets that player’s item loss in compensation.
Unfortunately, with this Legacy removal, Bethesda offered players no form of any kind of compensation for the loss of their weapon. They still had their weapon, yes, but severely altered. Bethesda might as well have removed the weapon as the weapon that remained is pretty much worthless. It’s surprising that Bethesda has offered up no compensation at all, but here we are.
For all of the above reasons, the rogues are likely to abandon this game entirely… perhaps even the franchise itself… said as if rogues even care about Fallout as a franchise. That leaves the golden players left to carry the weight, but unfortunately there are likely not enough of these golden players willing to shell out for Fallout 1st in the numbers needed to keep the game afloat. Thus, this change is likely to be Fallout 76’s death knell.
Way to go, Todd! Phil, if you’re reading this, you probably need to have a sit down with Todd to figure out what the hell is going on with the Fallout 76 development team.
Update: 1/29/2023 — Positive Changes vs Balance
While I didn’t discuss this above, there was really no need to state the positive changes by removing legacy weapons. We all know that exactly what taking overpowered weapons from the game means. For those who need this spelled out, it means less powerful weapons now exist in the game. That means shooting more, making more ammo and grinding more to keep your guns working. It also means the need for finding more ways to buff your weapons using Magazines, Bobbleheads and other consumables. It also means reworking perk cards to max out the damage done with these weapons.
In short, it means spending more time reworking your character to find the highest damage build based around the game’s crappy level 45 and 50 weapons. Ultimately, it’s an exercise in futility.
Does the game have balance after legacies? No, it does not! Fallout 76 is actually quite unbalanced. It is entirely because Bethesda has now given enemies many questionable unbalanced buffs. Removing legacies from the game doesn’t in any way negate these problematic introductions around enemies. Let’s list these enemy problems…
- Enemies are allowed to instantly and silently teleport right behind you and instantly damage or kill you. Not balanced.
- Enemies are still given perfect aim with every single shot, where players are given VATs that misses more frequently than it manages to hit. Not balanced.
- Enemies have perfect accuracy with every single shot and are given 100% anti-armor per shot while players must live with weapons that afford drastically reduced accuracy and are given zero anti-armor per shot unless using perk cards and/or Anti-Armor legendary weapons. Even then, anti-armor afforded to the player is never 100% even though enemies are given 100% anti-armor shots. Not balanced.
- Enemies have majorly enhanced perception, which can instantly negate Sneak cards. For example, if one enemy “sees” you, the horde around them all instantly see you. It’s not enemy by enemy, but by the horde. Not balanced.
- Daily Ops is worthless due to actual enhanced perception given to enemies. Players spend major amounts of time building their character’s method of combat. If the player has chosen a sneaky sniper build, for example, Daily Ops entirely negates that. This means Bethesda expects us to completely retool our build strictly around Daily Ops? Not balanced.
- Daily Ops, once again, is worthless due to stealth fields given to all enemies. Stealth invisibility fields negate using VATs. If you’ve built your character around using VATS criticals, once again Bethesda has negated that. Not balanced.
- HP bar above an enemy lies. If an enemy’s bar says level 50, yet it takes hundreds of shots to kill it, that’s not level 50. A level 50 enemy should take a similar number of shots to kill it no matter what type of enemy it is. Not balanced.
- Weapons show a high level of accuracy in the UI, but do not provide that high level of accuracy when shooting. Not balanced.
- Weapons show specific damage numbers, but never actually provide that level of damage when shooting. For example, an Instigating Fat Man purports around 1500 damage in sneak, but never actually shows more than about 100-200 damage when landing a direct hit while sneaking. Not balanced.
As you can see, the vast majority of Fallout 76 has no balance at all. Unless you consider enemy tactics and damage stacked against the player as balance, there is very little balance about the game. The legacies were, in fact, the only way to negate Bethesda’s entirely unbalanced game. In fact, the legacies gave balance back to a game against Bethesda’s unfair and unbalanced enemies.
Unfortunately, we’re now right back to a completely unbalanced and unfair game, where enemies can cheat against the player using tactics like teleportation where the player been given no such ability or defense.
Balance in Fallout 76? Hardly.
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Fallout 76: A Guide to a Bloodied Build

It seems a lot of people don’t really understand how to manage a Bloodied character build in Fallout 76. It’s not terribly hard once you understand the details. Let’s explore.
[UPDATE: 3/17/2022] “Invaders from Beyond” brought with it a new alien event, but also nerfed VATS critical shots. VATS critical shots formerly never missed. This “never miss” critical made sense. It takes about 5-10 standard shots to fill the critical bar, affording one critical shot about every 5-10 shots, a few less if you have VATS critical luck cards on. VATS criticals are already heavily nerfed from this inability to use VATS crits frequently. Yet, with this latest update, VATS critical shots now miss with the same frequency and sometimes more often than standard VATS shots. If you rely on VATS critical shots, expect your gun to miss often, wasting your precious VATS critical bar. This issue now builds upon my previous update just below.
With all of these nerfs to VATS, Bethesda is slowly and silently gutting VATS. In fact, hip-fire shots are way now more useful in this game than VATS… which is the wrong direction for Fallout. This forces people to build “tank” builds rather than sneaky snipers. Sneaky sniper builds have almost always been the strongest builds in Fallout, yet Bethesda devs have taken it upon themselves to effectively nerf the sneaky sniper to offer half or less the damage of a “tank” build. Bethesda is only serving to chase off more and more of its core gamers.
While this bug isn’t specific to a Bloodied build, it directly affects it. VATS has recently been updated to be far less accurate. In a recent change to Fallout 76, Bethesda has made an update (one of many) that drastically reduces the accuracy of shots made through VATS. Originally, VATS was designed as a sure shot method of fire. Meaning, VATS was intended as a form of aim assist that simply just worked and landed shots every time. No longer. Since the game’s launch, Bethesda has seen the need to muck about with the VATS system and has broken it many times since 2018. With some weapons, VATS is still entirely broken.
In fact, with the Flamer, VATS is still fully broken. Using hip-fire shots at close range, the flamer weapon is 100% accurate. Using VATS at that same close range, the Flamer is 0% accurate (missing the target completely) even though the flame has clearly engulfed the enemy. This is the kind of broken that I describe.
With the Lever Action Rifle, a rifle known to have high accuracy levels even at great distances, Bethesda has decided to screw with VATS again. While you can sniper scope shots with 100% accuracy, performing the same shot with VATS offers maybe a 10-40% chance of a hit. That’s a drastic reduction in accuracy for the Lever Action using VATS. It gets worse.
The change that Bethesda recently made is that the accuracy of the shot is directly related to the position of the head / body part (facing towards you or away from you). It doesn’t matter whether the body part is obscured, it matters the position in space. This change in accuracy is questionable. A head sticking out there is just as accessible facing towards as it is away. Yet, VATS now reflects a drastic reduction in accuracy under this condition. Facing towards, the accuracy shows 95%. Facing away, the head shot shows an accuracy of as low as 40-60%. Because the NPC is constantly moving, this VATS value is recalculated in microseconds. Meaning, what you see on the screen isn’t the accuracy that applies when you fire. Thus, you can see miss-miss-miss-miss with each bullet striking above or to the side or somewhere else, but not hitting the target at all.
What this translates into within Fallout 76 is a lot of wasted ammo and missed shots. It’s also exceedingly frustrating that even facing forward, shots can now literally miss multiple times in a row. I’m standing within the rifle’s distance of an enemy. I could bash them as close as they are, yet VATS misses multiple times in a row at a distance that shows a 95% hit chance. It’s also frustrating and annoying that it’s recently come down to the fact that the creature can now land a blow AFTER I’ve shot them and killed them.
However, that’s an entirely separate and long standing bug from VATS. Some creatures and robots can now land melee blows from yards away. For example, I hear the melee swatting noise from a Mr. Handy, yet the closest one is at least 10 yards away. I’ve also had this bug show with both Mutant Hounds and Liberators. Worse, enemies are now allowed to instantly warp to your position and land blows. There is literally no mechanism given to the player to avoid enemy teleportation. Typically, when enemies warp, they appear outside of the play field view, so you have no idea a creature has warped behind you. In fact, there’s no sound when it occurs. Yet, swat-swat-swat forcing you to turn around.
Bethesda has literally found ways to cheat against the player in Fallout 76. If the combat in Fallout 4 was fair, Fallout 76 now offers combat that’s anything but fair.
[UPDATED: 10/30/2021] As of early Sept. 2021, Bethesda has rolled an update to Fallout 76 that disabled interaction and collection of Toxic Goo at West Tek Research Center. However, as of October 29th, this issue has now been resolved and Toxic Goo is now, once again, collectible from the vat pools.
New Legendary Effects
In a previous update (but not necessarily the one above), Bethesda introduced a number of new legendary effects into the game (along with the ability to now roll legendary effects directly onto armor and weapons and now even power armor). These new legendary effects include Aristocrat’s, Gourmand’s and Juggernaut’s. Why is this important? Because these are brand new effects, it seems that Bethesda’s devs have given these effects higher priority over older effects, making these legendary effects more likely to drop as loot than the older effects.
This means that you’ll need to read the below knowing that when I said, “rare” in relation to Bloodied, it’s now even more rare and less likely to get a Bloodied weapon as a loot drop because of these new “higher priority” effects. The same goes for Unyielding armor, which was a rare roll anyway, but now it’s way more rare… especially on power armor pieces. The plus is that legendary enemies are dropping crap tons of power armor legendary pieces, mostly one star. They’re heavy, yes, but legendary PA pieces also offer more Scrip per piece when sold than standard legendary armor.
And now back to our regularly scheduled programming….
Bloodied Weapons
There are many different types of legendary weapons and armor in Fallout 76, but none really more rare than Bloodied weapons. In fact, there are a number of relatively rare spawning legendary items in the game including Unyielding Armor and Bloodied weapons. Just visit Purveyor Murmrgh at the Rusty Pick and roll your chances to find out. You’ll find that it’s quite rare to roll a Bloodied weapon or get a piece of Unyielding armor. The most common armor received from the Purveyor are Assassin’s, Bolstering and Zealot’s, with the most common ranged weapons being the Zealot’s Gatling Laser and Zealot’s Laser Pistol.
What exactly is a Bloodied weapon? This legendary weapon effect increases damage of the weapon as the player’s health decreases. To get the most out of this legendary weapon effect, you must keep your character’s health as low as possible. Unfortunately, Fallout 76’s developers didn’t offer the player a way to manage the character’s health directly. Instead, the player must find substances in the world to keep the player’s health low.
Combat?
One might initially think that combat is the way to do this, but no. Well, it is one way, but it’s not the most optimal way. There are easier ways to do this, but it will take just a little effort to find the necessary items to manage a low-health character situation.
Toxic Goo
⬆️ See update note above. ⬆️ There are few items within Fallout 76 that confer a substantial amount of health reduction on the player. One of these mechanisms is radiation. As radiation increases, health points (HP) decrease. By keeping radiation of the character high, the HP always remains low no matter what foods or medicines are consumed. In fact, this game mechanic is really the only mechanic that functionally works to keep your character’s health at a specified level. By keeping rads high and health low, you can take advantage of both of these conditions using different Perk cards.
One foodstuff item that can impart a boatload of radiation onto the player rapidly is Toxic Goo. This consumable is found primarily at one location in Fallout 76. That location is WestTek Research Center in the Savage Divide. This consumable adds 125 radiation points per vial consumed (more if you suffer from Radworms). It also does it even with the Lead Belly card in place, which means you can leave the Lead Belly card on while still consuming and taking 125 rads per vial. It takes about 3-5 vials (depending on your HP bar length), to get HP under 60. Don’t take too much or else your character will die.
As a side note, I’ve recently found that having the Aquaboy/Aquagirl card on prevents Toxic Goo from working. I don’t quite understand why. The Aquaboy card has nothing to do with consuming food items at all. In fact, drinking dirty water imparts radiation damage even with Aquaboy on. Why this perk card prevents Toxic Goo from working is anyone’s guess. My guess is yet another Bethesda bug. Bottom line is, always remove the Aquaboy / Aquagirl card when needing to consume Toxic Goo.
To obtain Toxic Goo, head to the WestTek Research Center (not far from Foundation), which houses a lot of super mutants. You’ll want to enter through the back door of the building. Going in through the front is pointless unless you really like mowing down lots of super mutants to get to the large cylindrical vats of goo in the back. If you enter through the rear of the building, the vats are right there. On the outside of the rear of the building, there are about 5 super mutants, a turret and a dog. Once inside, you only have to clear out one or two dogs and about 5 super mutants to get to the vats. If you have the Sneak card, you might even be able to get away with only one or two kills and then sneak your way up to the vat and grab a bunch of goo and fast travel out of there.
You’re also going to need the perk card Traveling Pharmacy or the backpack equivalent perk to reduce the weight of aid items. This will reduce Toxic Goo weight so you can carry a bunch with you. I usually stock up and carry about 150 of them at a time. When I get down to about 20, I head over and fill up again.
Under 60 HP?
Keeping your character’s health under 60 is the magic number for a Bloodied build. Over 60 and you don’t reap the rewards of a Bloodied weapon or Unyielding armor. Though, you can still reduce your health more and gain a few more damage points. This number exists for several reasons. A Bloodied build is a bit more complicated than simply drinking Toxic Goo and grabbing a Bloodied Gatling Gun. While that will work, you’ll want to also outfit your character with some damage and radiation resistance to avoid mucking with this build. This number is also optimal for keeping most creatures from one-shotting you instantly. Though, recently, Bethesda has given a major buff to too many enemies in the game and too many enemies can one-shot your player, regardless of either’s level, depending on their attack method.
Armoring up for a Bloodied Build
Note, there is no Bloodied legendary effect on armor. This effect only exists for weapons. There are several armor effects which work well with a Bloodied build, including Unyielding and Bolstering armor. Sentinel armor formerly existed in Fallout 76, but was removed and replaced with a crappy equivalent.
Sentinel armor formerly afforded 100% protection while standing still (effectively god mode armor), but this legendary armor effect was removed from the game. Sentinel armor was a fan favorite for a Bloodied build for the first 12 months of the game’s existence until Bethesda did away with Sentinel as a primary effect. Bethesda’s developers replaced and updated a tertiary Sentinel effect equivalent, which is literally worthless (75% chance to reduce damage by 15% while standing still). Not only does it reduce damage resistance down to a max of 15%, it will only offer that protection 75% of the time… which with Fallout 76’s developer math will actually occur less than 10% of the time. Worse, you won’t even know if the effect is working or not. There’s no notification to the player if the legendary armor’s effect has actually worked. Worthless.
Unyielding and Bolstering are the armor legendary effects of choice for a Bloodied build. These effects operate 100% of the time as you would expect of any legendary effect. How can you call something a legendary effect when it only works no more than 75% of the time? Why even add something that crappy to the game? Simply just get rid of it from the game entirely. I digress.
Unyielding works not only by having damage resistance (limited to the armor piece worn), but by increasing all SPECIAL stats (except Endurance) by up to +3 for each piece of armor worn. This means that you can gain up to +15 to every SPECIAL stat if you wear a full set of Unyielding (two arms, two legs and chest piece). Why is this important? Because you’ll get a permanent +15 buff to strength, perception, charisma, intelligence, agility and luck so long as you maintain low health. You can raise up Endurance in other ways, but not with Unyielding armor. If you happen to find 5 pieces of Unyielding Marine armor, you can really get your damage resistance up there.
Bolstering armor, on the other hand, doesn’t buff any SPECIAL stats, but it does increase damage resistance the lower your health. By keeping your health low, whatever armor type you are wearing will see a buff to damage resistance and hopefully keep your character alive even up against large foes. In this case, you won’t necessarily need to wear Marine armor to get a higher amount of damage resistance. Though, wearing Bolstering Marine armor wouldn’t hurt.
Personally, I prefer Unyielding armor because of the +15 extra charisma points means I don’t need to worry about putting on the Hard Bargain card to get the best buy and sell prices at vendors. Adding +15 to luck also means better drops at the end of quests and from dead enemies, especially from enemies like the Scorchbest Queen. Unfortunately, any extra points cannot be used to place more perk cards on the stack. Only applying a Legendary SPECIAL card and ranking this card up will afford extra points for card use, but that means you’ll need your character to be at least level 200 to have enough spare slots and enough perk coins to spend. As for armor itself, mix and match Bolstering and Unyielding in whatever proportions work best for your character.
Damage Resistance
Because a Bloodied build requires keeping health low, that means your character is constantly vulnerable to certain types of attacks, like Suicider Super Mutants whose mini nuke can easily kill your character in one hit. Additionally, being hit by the Scorchbeast Queen or Wendigo Colossus or even just a plain old Wendigo can probably take your character out with one hit. For this reason, Bloodied builds will want to combine with Sneak and other sneaky features to remain hidden while attacking. Not only does this keep you at distance from your enemies, it affords you 2x or more bonus damage from attacking while hidden.
Brahmin Milk
One trick to maintaining to a Bloodied build at just the right amount of health is Brahmin Milk. Before this consumable came along, there was no way to tweak your health in small amounts easily. This consumable is the only foodstuff in the game that not only increases health, it simultaneously removes a small amount of radiation. This means you can nudge your health up by a tiny amount while reducing rads. I believe each Brahmin Milk adds about 8 HP and removes an equivalent amount of radiation. Best of all, drinking Brahmin Milk has no chance of removing mutations from your character. This means you can combine Toxic Goo and Brahmin Milk even with characters below 30 and run a Bloodied build.
Unlike Radaway which affords a chance to remove a mutation without having a maxed Starched Genes card in place, drinking Brahmin Milk doesn’t do this. Though, without a maxed Starched Genes card, you can still gain more mutations.
This next part is where wearing Unyielding armor becomes a major benefit. Milking a Brahmin is entirely dependent on your character’s luck. With the +15 buff to luck while wearing Unyielding armor, you are guaranteed to get at least one milk every time. Typically, you’ll get 3 or more. Wearing Unyielding armor, I have occasionally received 5 milks from all 9 of the Brahmin in Flatwood… that’s 45 milks! With the additional 3 Brahmins now at the Wayward, that adds a possibility of 15 more milks for a possible total of 60.
If you’re willing to adventure a little, both Big Bend East and West tunnel entrances, the very long tunnel which links the Ash Heap to the Cranberry Bog, have Brahmin which can be milked: two Brahmin on one side, three on the other, adding a possible 25 milks. Between all of these locations, I pick up no less than 30 milks, and with Unyielding + Low Health, there’s zero chance of seeing that kicking behavior from the Brahmin, that you failed to milk it.
To carry this much milk around, you’ll need to have the Good with Salt perk card. This card reduces food spoilage by 90%. This means you can carry around a lot of Brahmin milk for a long time, though Toxic Goo doesn’t expire.
Note that Chally’s milk is special and not the same as standard Brahmin milk. If you run into Grahm, you can milk Chally, but it has special benefits. Recently, I’ve recently also run into a number of wandering caravans with multiple Brahmin which can also be milked, but these are random encounters.
If you’re really wanting even more milk, assuming you haven’t found enough already, you can start the Riding Shotgun event at the East side of the Big Bend tunnel, by talking to Vinny Costa. This event spawns 2 Brahmin which can be milked, but you’ll have to enter the tunnel to milk them. Of course, you can always server hop and usually get more milk each time from each location listed above. If you have Fallout 1st, you can load into that server and collect even more.
Finally, it’s worth noting that even with the Good With Salt perk card, Brahmin milk spoils rapidly. It’s one of the fastest spoiling foods in the game. Don’t rely on using a fridge or a fridge backpack mod, which only reduces spoilage by 50%. Instead, you’ll need to rely on a maxed out Good With Salt card (90% reduction of spoilage) to maximally slow spoilage of Brahmin Milk and offer the longest carry time.
Other things to do with Brahmin Milk
One recipe that Brahmin milk is useful for is Pepperoni Rolls. These rolls confer 30 carry weight for ~30 minutes when consumed. You can purchase this recipe from Molly at The Crater. You’ll need Gulper Innards x2, Pepper x2, Brahmin Milk x2, Razorgrain x2 and Wood x1 to craft. Pepper may seem a difficult ingredient to find, but check every kitchen, diner or restaurant you happen upon. You’ll usually find at least one pepper at each of these locations. You can amass a lot of pepper quickly. Gulper Innards can be had at Gulper Lagoon and from two gulpers near Crevasse Dam in the water. Be sure to use Butcher’s Bounty to get the most innards possible.
This recipe is an excellent way to use up Brahmin milk before it spoils.
Perk Cards
As mentioned above, there are a number of perk cards you’ll want to consider while keeping rads high and health low.
Low Health + Unyielding:
- (I) Nerd Rage — While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen (3 star)
- (A) Dead Man Sprinting — Sprint 20% faster at increased AP cost when your health is below 50% (3 star)
- (L) Serendipity — While below 35% health, gain a 45% chance to avoid damage (3 star)
- (E) Lifegiver — Gain a total of +45 to your maximum Health. (4 star)
- (L) Last Laugh — You drop a live grenade from your inventory when you die. (1 star)
- (A) Evasive — Each AGI point adds +3 Damage and Energy Resist (Max 45). [No Power Armor] (3 star)
High Radiation:
- (E) Radicool — The greater your rads, the greater your strength! (+5 Max) (1 star)
- (E) Ghoulish — Radiation now regenerates even more of your lost Health! (3 star) (only somewhat effective)
More Damage:
- (A) Adrenaline
- (I) Nerd Rage
- (P) Rifle, (A) Pistol, (S) Melee, (S) Heavy Gun and/or (S) Shotgun damage multiplier cards
- (L) Better Criticals
- (L) Bloody Mess
- (I) Demolition Expert
- (C) Tenderizer
Damage Evasion:
- (E) Rad Resistant — +40 Radiation Resistance (4 star)
- (E) Nocturnal Fortitude — Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m (2 star)
- (E) Ironclad — Gain 50 Damage and Energy Resistance while not wearing Power Armor (5 star)
- (E) Fireproof — Take 45% less damage from explosions and flame attacks (3 star)
Sneaky + Bloodied + Unyielding:
- (A) Sneak — You are 75% harder to detect while sneaking.
- (A) Covert Operative or (A) Ninja — Ranged or Melee sneak attacks do 2.5x normal damage (3 star)
- With Unyielding, take advantage of ALL luck cards to gain better chances to repair armor, weapons, better VATS chances and better critical damage. Too many Luck cards to list here, but take advantage when wearing Unyielding.
Cards and Armor to avoid:
- (A) Born Survivor — Falling below 40% health will automatically use a Stimpak, once every 20s. (wastes Stimpaks)
- (E) Sun Kissed — Slowly / Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m. (ensure teammates DO NOT share this one).
- (Legendary Perk Card) What Rads? — X Rad Resist, restore X Rads per second. (like Sun Kissed, avoid)
- (Legendary Armor) Life Saving armor — This armor, like its sister card Born Survivor above, wastes Stimpaks.
What are some other useful legendary armor effects?
Of course, there are other useful legendary armor effects, but none more useful to a low health, high rads build than Bolstering or Unyielding. These are the two best primary effects to wear. However, if you wish combine your Bloodied build with the Chameleon mutation, then you can’t use Bolstering or Unyielding and still have the Chameleon mutation work. To have Chameleon work, the only armor that’s useful to wear is Weightless. In fact, the Chameleon mutation requires that you are limited to Weightless armor if you wish to combine a Bloodied character with a functional Chameleon mutation AND still have functional armor.
Other secondary effects that are useful to a Bloodied + Chameleon (and, in general, a sneaky Bloodied sniper) is the “Increases action point refresh speed” secondary legendary armor effect. This effect stacks with each piece of armor worn and drastically (and constantly) increases action point refresh speed. This legendary effect is quite useful if you intend to use V.A.T.S. It is also great at being able to run extremely long distances without stopping… great at getting away from persistent enemies and remaining at a distance. You’ll only find these secondary effects on 2 and 3 star armor… with 3 star armor being the best to find.
However, because V.A.T.S. is fairly broken in the most recent builds of Fallout 76 (spring 2021), your V.A.T.S. mileage may vary depending on your weapon and amount of action points (AP). Regardless, having a lot of AP and regenerating it rapidly is exceedingly important for anyone who depends on V.A.T.S. for getting hits on enemies. You don’t want to be standing around waiting for AP to regenerate at a snail’s pace. You’ll need to consume AP enhancer foods (i.e., Corn Soup or Company Tea), wear Action Boy/Girl, or, better, wear the “Increases action point refresh speed” legendary effect on armor. Though, it’s exceedingly rare to find (or roll) this effect on legendary armor.
Other effects that can help a Bloodied build, but that aren’t super important are +1 to a specific SPECIAL. This secondary effect can be found on both legendary armor and weapons. If you’re planning on being a sneaky Bloodied melee build, having +1 to Strength on weapons and armor is important to add damage to the melee weapon. Keep in mind that the +1 to a SPECIAL doesn’t allow you to add more perk cards. Only the Legendary perk SPECIAL cards do this, up to a maximum of 5 points and even then you have to be above level 50 to even get one legendary perk card slot. However, having one character above level 50, allows all secondary characters to have the same number of slots as the high level character. For example, a character who is above level 300, will see all 6 Legendary perk card slots opened, allowing all other characters (of any level) in that account to also have 6 slots. At least, this is currently how it works as of 2021. Bethesda is constantly changing the rules of this game, so this rule could change in the future.
One other effect that is also useful to a sneaky sniper is “become harder to detect while sneaking”. This effect is equally rare to the action point refresh speed perk. It’s doubly rare to find it on Unyielding or Bolstering.
Most other legendary armor effects, while they can be nice, don’t offer that much benefit to a sneaky Bloodied build.
Rolling for Legendary Effects
Some useful effects can come attached to Legendary weapons that you can get from Purveyor Murmrgh. However, these effects are only active while you actively wield that weapon. If you put the weapon away or switch weapons, the effect is gone. If you rely on a specific effect on a weapon, you’ll need to keep that weapon out 100% of the time.
I prefer not to let my character become dependent on effects attached to weapons and, instead, prefer to find the effects attached to armor pieces which can be worn. This is why I’m constantly using Scrip to roll new 3 star Legendary armor pieces and hope that I get one decent piece every 20-30 rolls. However, I’ve been recently getting one Unyielding piece about every 30-50 rolls at Murmrgh. Unfortunately, those 3 star Unyielding pieces that I roll tend to have useless secondary effects… effectively making it a one-star Unyielding. I don’t keep these.
I’m specifically wanting Unyielding with “Increases action point refresh speed”. So far, I’ve gotten zip from Murmrgh in the last 100-200 rolls. When I top out at 1000 5000 Scrip (cap raised to 5000, fall 2021), I will roll about 6 pieces and see what I get. Then, Scrip those that are useless. Repeat until the machine runs out of Scrip for the day. Yes, I lose Scrip in this process, but it’s the only way to get exactly what I’m wanting. Though, it’s kind pointless that this is the process Bethesda has saddled us with in this game. I don’t know why we can’t choose the effects we want rather than having to roll the dice and waste excessive amounts of time and Scrip. After the cap raise to 5000 Scrip, Beth didn’t raise the Legendary Scrip machine payout cap.
It’s great we can now carry 5000 Scrip, but the max you can buy, then Scrip in one day is still limited to ~500 Scrip… unless Beth offers a double Scrip weekend on Legendary Scrip machines. It’s too bad we can’t buy stuff from the Legendary Scrip machine directly to replenish Scrip in the machine, like we can replenish Caps at vendors by buying things.
Other Legendary Effects
Another legendary weapon effect that’s extremely useful in low health situations is Vampire’s. This legendary effect gains a brief amount of health regeneration per bullet. This effect is particularly pronounced with high fire rate weapons.
Weapons such as the Minigun, Gatling Laser, Gatling Gun, Flamer and most other automatic weapons work exceedingly well with Vampire’s. It also works reasonably well with fast melee weapons, such as small knives and a Vampire’s Mr. Handy Buzz Blade. The best weapons, however, for the Vampire’s effect are shotguns. Because shotguns spew out up to 30 pieces of shot at a time, each piece of shot offers a regeneration effect, with up to 30 pieces acting like consuming a Stimpak. With a high fire rate shotgun, you can maintain your health even while being struck by gun fire or by melee attacks even from larger creatures like the Mirelurk Queen’s acid spray. Some consider these high fire rate Vampire’s weapons god mode weapons. However, you have to be cautious because while it does keep your health high, you can still be staggered which can then open you up to attacks. Also, some enemies can one shot a Bloodied player at around 60 health.
Note, there is some discussion that the Vampire’s Legendary effect might be removed from Fallout 76. If you’re wanting Vampire’s weapons, you might want to go searching now (Spring 2021). Unfortunately, if the effect is removed from the game, it is also likely that Bethesda will drastically nerf by reducing the effectiveness of the Vampire’s effect, effectively negating it, like its sister Two Shot Explosive weapons before it. While Bethesda can’t remove already owned Vampire’s weapons from people’s inventories, they can reduce the Vampire’s effect to being effectively useless.
Bethesda can even completely change how Vampire’s works. For example, instead of transferring health to the player, it could change to only confer health 10% of the time. The Bethesda developers can also make it so that players can no longer sell, drop or transfer Vampire’s weapons via vending or trading, thus making these weapons entirely useless and worthless. Be cautious if you are making your character reliant on this weapon. You might want to also consider trying other weapons instead, like Bloodied.
If Bethesda does get rid of it as a primary effect, it’s likely that Bethesda will turn Vampire’s into a secondary legendary effect that only operates some percentage of the time. A secondary effect could even turn into something stupid like 75% chance to add 1 point of health over 3 seconds as a secondary effect. Not only would that limit how fast the health is transferred, it only offers a maximum of +3 HP over 3 seconds and reduces the chances of actually getting it by 25%. Not only would each bullet strike roll the dice on whether you even see the effect, if you do get the effect, it’s limited in how much health you get out of the deal. Whatever Bethesda does in this area, it will make Vampire’s weapons effectively useless. If you’ve got Vampire’s weapons, use them now while they still work as they were originally designed.
Nuke Zones and High Radiation Areas
If you’re in a Nuke Zone, you’ll need to wear Starched Genes at max level and wear some form of high radiation resist armor (Chinese, HazMat, Power Armor or Diving Suit). If you don’t rely on Speed Demon (see bugs below), you can wear Power Armor. However, you’ll want to drink a radaway to keep your rads at a lower level, but also leave your health low. Don’t drink food or take stimpaks, though. Eating or drinking any HP increasing foods, will halt your bloodied build. If you lose any health, drink water only. This will increase health by only a little and allow you to maintain a Bloodied build. Also, remove any cards like Dromedary, Good Doggy and Slow Metabolizer that yield more HP for food eaten while in a radiation zone.
Putting It All Together
Toxic Goo increases radiation by +125 for each vial consumed regardless of Lead Belly. Each Brahmin milk decreases radiation and increases health by 8. These two together allow you to maintain your character’s health just below 60. You can keep it lower than this if you prefer, but this combination of foodstuffs is the only way I’ve found to achieve and maintain consistently high rads and low health at a specific level.
Weapons that boost your abilities at this low health include Vampire’s and, of course, Bloodied. Armor like Unyielding and Bolstering enhance the Bloodied build to allow this build to be maintained without constantly dying, particularly in combination with the above listed perk cards and properly configured legendary armor.
Secondary armor effects that can enhance your build include “Increases action points refresh speed” and “Become harder to detect while sneaking”.
Finally, a low health Bloodied build works best as a sneaky sniper build which doubles the damage level of the weapon and maintains a distance from the enemy.
Bugs
This article wouldn’t be complete without mentioning various bugs in Fallout 76 when maintaining a Bloodied build.
- When your character falls in battle and respawns, your character’s health resets to a default value of between 70 and 80 HP. This is frustrating if you’re trying to keep your health at or below 60. The game forces this reset upon respawn… which leads to the next bug…
- Toxic Goo fails to work for approximately 1 to 3 minutes after respawning OR logging into a server. This means that if you were in a heated battle and you want to get back to it quickly, you can’t lower your health until Toxic Goo begins working. This can be particularly problematic if your character has become overencumbered as a result of respawning with higher HP when combined with losing strength buffs from wearing Unyielding armor.
- Some world servers load your character in with HP and Rads different (and higher) from how you last logged out. This is similar to bug #1 above. You may need to wait for Toxic Goo to work to apply the +125 rads to lower your health and begin playing.
- I’m happy to report that this next bug appears to have been fixed in the September 2021 update. Entering and exiting power armor no longer seems to trigger this mutation bug. Please keep this in mind while reading. While not exactly related to this build, it can affect your Bloodied build. Many players rely on the Speed Demon mutation to increase reload speed and to run faster. Wearing Power Armor breaks this mutation. If you enter any Power Armor set, Speed Demon’s faster reload stops working while in it and for a time after exiting. The game will eventually correct itself after a couple of fast travels. The takeaway is, don’t use Power Armor if you rely on Speed Demon for faster weapon reloads. Instead, opt for the Cave Diving suit, Chinese Armor or a HazMat suit to avoid radiation damage in nuke zones and avoid broken mutations… and rely on being a sneaky sniper to remain far away from enemies and still do maximum damage.
One possible workaround for a broken health situation when combined with the Toxic Goo failure is to drink Brahmin Milk first. This can force a change to HP and rads and sometimes allows the Toxic Goo to begin working faster. Sometimes this workaround doesn’t work. Dirty water may also work. Carrying around dirty water isn’t as optimal for this purpose as Toxic Goo, but it may avoid the Toxic Goo failure-to-work after respawn bug, but it also means carrying and drinking a crap ton of Dirty Water to match the 125 rads you get from drinking one Toxic Goo.
Annoyances
Suffice it to say that Fallout 76 has a lot of annoying little problems. With a Bloodied build, there are plenty to find. One in particular is the new ally by the name of Solomon Hardy. He’s a former medic from the Brotherhood of Steel. While it’s nice that he’s a medic and a merchant, his dialog is particularly annoying if you choose to carry a Bloodied build. Several of his dialog pieces contain annoying bits about “bleeding all over the floor” or that the player “shouldn’t be bleeding like that”. Solomon makes incessant comments about bleeding everywhere and being injured, constantly offering to treat the injuries. That’s pretty much what makes up his dialog every time you pass him.
Unfortunately, there’s no way to get him to stop with his incessant badgering and complaints for medical assistance. I got so annoyed by this constant unnecessary dialog that I ended up removing him from my CAMP and replacing him with another ally. I know that I’m carrying a Bloodied build. I don’t need to be reminded about it every few minutes by Solomon. Be warned that if you choose to add Solomon to your CAMP and you carry a Bloodied build, you’ll be forced to listen to his incessant complaints about your character’s low health condition.
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