u4gm Why the All Rise Buff Finally Makes Melee Tanky Again

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u4gm Why the All Rise Buff Finally Makes Melee Tanky Again

Most days in Fallout 76, running melee feels like you're playing a different game than everyone else. You spot a target, start charging, and some rifle build wipes the room before you even get in range. I was about ready to shelve my Super Sledges for good, then I skimmed the January 20 patch notes and did a double take. Bethesda quietly reworked All Rise from the "Mayor for a Day" quest, and it's the kind of change that actually makes you want to log in and test things. If you're missing gear or just don't feel like grinding the same routes again, it's easy to see why people look to buy F76 items and get straight back to trying new setups.

What Changed With All Rise

The old All Rise had a neat party trick: 90% weight reduction. The "unique" effect, though, was a joke once you hit endgame. Healing 10 HP per hit doesn't matter when everything is chunking you. Now it's 50 HP per hit, and that's a totally different story. New drops also roll with Juggernaut's and Steady baked in, which basically nudges you toward a full-health bruiser style. You're not dancing around at low HP, you're just staying topped off and hitting harder because you're topped off. Simple, and it works.

Field Test At West Tek

I took it to West Tek because that place tells the truth fast. Normally, if I'm not in power armor or I'm not using something like a Vampire's auto-axe, I'm chewing through stims. With the updated All Rise, the loop is almost brain-off: get in, start swinging, keep swinging. The heal on hit is constant, so mistakes don't snowball the same way. And since you're sticking near full HP, Juggernaut's is doing its job without you thinking about it. Steady helps too, especially if you use VATS to stick to heads when things get messy. It's not "ranged DPS," but it finally feels like melee has a lane.

Perks And Playstyle Tips

If you want this hammer to shine, Strength is where the build lives. First, Incisor is mandatory for punching through armor. Second, Martial Artist makes the weapon feel less like you're swinging in slow motion. Third, stack your usual melee damage cards and don't be afraid to trim a couple defensive picks once you trust the sustain. You'll notice you can play more aggressively, take hits on purpose, and still come out fine as long as your swings keep connecting. It's a good fit for players who don't want to babysit radiation or run a bloodied routine every session.

Patch Extras Worth Noting

The All Rise change is the headline for melee folks, but the patch also cleaned up some long-running annoyances. C.A.M.P. collision behaving better is a big deal if you're tired of items snapping weird or refusing to place. Collectron descriptions getting corrected is small, but it saves you from guessing what you're actually farming. And having a Legendary Exchange Machine at Hocking Hills Station is pure quality-of-life when you're out exploring and your stash is groaning. If you're the type who'd rather spend your time testing builds than shopping vendors for hours, services like u4gm are there for picking up currency or items so you can stay focused on the fun part—running the route, smashing targets, and seeing what the new meta really feels like.

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