To be fair you could slap Power Armor on yourself or any of your companions in Fallout and Fallout 2 without any problem. The whole point of the perk was that you could end up in situations in Fallout 3 where a BoS paladin or knight died fairly early on (such as outside GNR) and you were then able to loot their power armor. Had you been able to equip the late game super armor at level 5 it would have have been a disk one nuke and would have totally broken any form of power curve and made armor looting useless (since Fallout 3 also used a level-based loot chart). So they locked Power Armor behind a perk that was given at an appropriate point late in the story.Denamic said:I think Power Armor's better represented in FO4 than in any other Fallout game to date. It actually feels different than normal armor. In Fallout 1 through NV, it was basically just sci-fi platemail. That it costs resources to use and maintain adds a lot of 'specialness' to it as well. I'm only a bit disappointed that you can immediately pilot it perfectly as soon as you get it. You're supposed to need training to use it effectively. I think it would have been cooler if you had worse accuracy and reload speed, and perhaps be unable to sprint, when you first pilot the thing. Then you could have gotten training from Danse, or perhaps have a tiered perk that improves the longer you pilot power armors.
Now that the Power Armor has other gameplay restraints (lack of fusion cores early on and the high price of repairs) and is obviously meant to be a staple of the gameplay it makes sense to remove the silly perk restriction. I personally feel that Fallout 4 restricts the Power Armor use in a much more elegant way, while also making it far more of an option among others and less of a "BESTEST ARMOR"-deal.