As the Sole Survivor sets out into the harsh post-apocalyptic world of , they face many threats and enemies. Luckily, they don't have to go it alone and have the opportunity to recruit companions to aid them in their journey, each with their own personalities and goals. As well as helping in combat and offering opinions on quests, all companions also have unique perks that help boost certain skills. However, some are more useful than others.
has 16 companions that can be recruited in the base game along with the game’s DLCs. While some require quests to be completed first to get them to come along on adventures, others will happily join the Sole Survivor as they search for Shaun. Affinity must be maximized to get companion perks, so knowing what each perk does can determine which companion to focus on when playing. Although some companion perks are universally useful, others are better suited to particular builds or niche playstyles.
Nick Valentine is a brilliant companion to travel with, and his hacking skills come in handy often, but his companion perk is not very useful. With Nick’s perk, the Sole Survivor will get one extra guess when hacking terminals in , and the cooldown when getting locked out is 50% faster. One extra guess is a waste of time for anyone familiar with the mini-game, and can also be gained with the Science bobblehead. The lockout cool-down is also pointless, reducing a 10-second wait to five, making Nick’s perk the weakest of the bunch.
On the surface, Cait is a companion whose perk relies on the Sole Survivor being at low health but the in-game description for her perk, Trigger Rush, is incorrect as her perk is bugged. After completing her personal quest, Cait is meant to regenerate Action Points 50% faster when the Sole Survivor is below 25% health. However, the perk actually triggers when their Action Points are 25 or fewer. Unfortunately, the regeneration rate is also bugged with it currently only giving an 8% boost, making it barely
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