They all pretty much spec almost exactly the same, with the possible exception of perks and the occasional random stat point. I want clubbers that can actually wear heavy armor without being overencumbered, and gunmen that can dual-wield SMG's.įor that, though, I'd need a clubber with decent endurance, and a gunman with decent strength, neither of which have popped up organically during any point of my 1.5 imprints. Would have preferred a new origin for your hirelings, or a way to influence the development of said hirelings. Feels like it might be a mistake to give the new origin all that, even if it is locked behind an imprint. So now it has the gimmick of the experiment, plus two additional bonuses, along with the same skill focus as the experiment. The new origin says 'no bonuses or drawbacks' at the bottom of it's bonus list, I assume this is not intentional, as this text is only present on one other origin: The Noob.Īlso, why reuse the experiment bonus? Not that it's very good, since in my experience it only works sometimes, and seemingly never when you're on late-game missions.īut the new origin already has two bonuses.