And well, what happened to taking damage some time after taking stimpacks? They weren't health potions before. Why did radiation become something that kills you after at most 1000 seconds rather than something that does it slowly over a longer period? What happened to HPs? They were in double digits throughout most of the game in 1 and 2, and now you start off with over a hundred. Why is every late game enemy a Frank Horrigan level bullet sponge? What happened to injecting enemies with meds? What happened to wrecking doors? What happened to electronic lockpicks? What happened to power armour? It could shrug off small arms fire in previous games, so why is it storm trooper armour in 3 (and thankfully restored to the walking tank it was supposed to be, in 4)? What happened to miniguns? They've been garbage since FO3. In fact, all weapon types have had this bland DPS balance applied to them.
It just goes on and on, and some of it FO4 actually undid, such as the power armour being crap, but all the worst balance changes that made everything in the game world so bland were in 3, as far as I'm concerned. And you could argue these changes didn't make it less of an RPG, but to me they made it an RPG so bland it could be an MMO.
Stimpacks have always been just health restoration.
Every single fallout game.
What you might be thinking of is super stimpacks, which healed 75 hp and did 3 then 6 damage at the 1 then 2 minute mark, at least in FO1 and 2.
HP had inflated, but so has damage.
Ignoring poison...
Radscorpion in FO1 does 1-8 damage per melee attack.
Radscorpion in FO3 does 22 damage per melee attack.
Radiation was an issue in what, one place in FO1 and FO2? The Glow in FO and... maybe the Toxic caves in FO2?
It works pretty much the same way, as well; while FO2 did a little bit of HP damage as well, what it did was reduce your special stats by successive amounts as rad count increased. Though, if one of them reached zero, you died. Or you got over 1000 rads, when you died after 24 hours.
But it pretty much wasn't ever a concern.
The minigun does still have a higher DPS than any of the conventional small guns or energy weapons in FO3, and has one of the highest DPSs of all in NV.
Oh yeah, CHA was a dump stat through and through. END as well, since gameplay tended to favor the same old super-high-damage stealth alpha strikes where you instagib most of the enemies and clean up with VATS. LUK was a dump stat (especially after the level cap was raised by DLC and mods) since you'd max your skills pretty quickly anyways and it only affect regular crits, while sneak attack crits were guaranteed. STR wasn't quite a dump stat in 3, but you could safely leave it at 4-6 points, wherever you felt most comfortable having your carry weight at. It became a core stat for most characters in NV to some extent because of the return of weapon STR requirements. PER could safely be dumped unless you were doing an energy weapons build from the start or needed the crutch of the psychic compass markers.
AGI was core in 3 because it gave you your AP for VATS and applied to two of the most important skills in the game. It only became more core in NV because they added extra utility to it. INT was likewise core because it directly increased your rate of advancement, affected three key general skills, and was used in (what felt like to me) much more than 1/7th of the attribute dialogue options.
So yeah. Pretty much every character in 3 and NV would pump AGI and INT plus one or two other stats, leave STR at average (unless they pumped it), and dump the rest into the gutter. Unless you were doing a deliberately suboptimal build, that is.
Really? I always considered AGI a dump stat in NV, since they nerfed VATS. STR was useful, I liked having decent END for the implants, and high luck let you get dat money early on in gambling quickly.