Not sure who all is still playing Fallout. I finished all the known quests on my PC Sniper, spent some time rolling through the repetitive radiant quests for more xp as well as shits and giggles. Ultimately I decided to reroll a new character though. While the xp and levels are infinite, it would take an impossible amount of time to max all the SPECIAL traits and by level 50+ even on Survival most creatures don't pose much threat, hence the reroll.
There was some discussion among which Perk trees are strong and which ones are weak. Charisma was deemed to be the weakest, and I put that theory to the test. I maxed out my Charisma between skill points and the SPECIAL book under Shaun's crib, and left Luck and Agility around 8. The idea is to exploit Charisma as much as possible, while using pistols paired with Agility perks for fighting purposes. So far I've been pleasantly surprised. While I'm not a big fan of pistols and still feel they're the weakest weapon, I've been succeeding with my new character on Survival. Previously with my Sniper I kept danger at a distance, and while I still can't take much damage given the fact I'm rolling with 1 Endurance, I'm finding ways around it by being sneaky and utilizing my other traits.
Here's an example. When going after Nick Valentine you have to traverse a subway with a boatload of "Triggermen" which are basically mobsters with automatic submachine guns. They're quite a few clustered together, and given their automatics it's quite a task to clear the larger subway room (Especially at level 10). I picked up the Intimidation perk in Charisma though, and using that perk I was able to Pacify every enemy except for one that looks to have been higher than my level. By doing that I took a potentially impossible fight as a Pipe Pistol wielding squishy level 10 character and reduced my enemies down to 1. The only caveat with Intimidation is it requires you to keep your gun drawn at all times while a target is pacified. If you holster it for whatever reason, or do anything that causes it to be holstered (Like jump in Power Armor or sit down) it breaks the charm. In the below picture you can see 3 Triggermen with their hands up. What you don't see is there's another behind the train cars in the back, and two more pacified off camera to the right. Only one enemy had to be killed outright in a gunfight, which is much better odds than 7 on 1.
Once only pacified targets remain you can choose to move forward to the next area and leave them reaching for the sky, or you can one by one put a bullet in the back of their head. Killing one won't cause the others to aggro amazingly enough, and I've even been able to take a nap on a bed next to a pacified target and it didn't break the charm. Once I get to level 22 Intimidation will be even more powerful as I'll be able to incite pacified targets to attack anyone that I haven't/can't pacify. At 50 I can supposedly give commands to pacified targets, which I understand is almost like having extra companions. I also have the Wasteland Whisperer perk which allows you to pacify and control basically anything that isn't a Brahmin, Yao Guai, or Molerat. That includes Deathclaws, Feral Ghouls, Mirelurks, Super Mutants, and even Synths.
So, the pacification perks can be borderline overpowered depending on how they're used, and given the fact my Perception and Endurance are both at 1 I have to utilize any advantages I can get. Even at point blank range on a pacified target my chance for a VATs heashot isn't better than 75%, that's not good. I've also been traveling exclusively with Dogmeat since I left him behind basically on my first playthrough so I could get all the companion perks. I'm thinking about picking up some of the Attack Dog perks in Charisma too, since they'll help with my VATs targeting if Dogmeat has an enemy by the throat. Plus, the Lone Wanderer perks work even if Dogmeat is your companion, that's another Charisma perk I plan on getting.
I'm already missing Gun Nut, given the fact my Intelligence is 1, but I haven't found anything my 10mm or Pipe Pistol can't take down. I'm making use of a few Luck perks too, and engaging criticals more often than I did on my Sniper (Mostly out of necessity). I'm finding that Mysterious Stranger is procing much more often (Mostly because my pistol can't finish off most targets in comparison to a sniper rifle) so that's been very helpful. So far the Gunslinger perks have nearly been a waste of points though. Pistol damage is already painfully low, 20% gains provide little change in overall damage. It's nice getting several VATs shots before AP runs out though, and I've been trying to keep my pistol's weight down to minimize the AP cost of each shot in VATs.
Nothing else to report, having a lot of fun with this build so far. It's challenging in some ways, but on the flip side I'm finding pacification to be an incredibly powerful tool especially for characters that aren't built to soak up damage or win long range shooting contests.