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Agree with my trait tier list?
Sorry if against the rules or something
https://imgur.com/a/zENpwuB
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Showing 1-15 of 57 comments
Undergrounder is a must have trait for my playstyle.
Originally posted by Candy Squirrel:
Undergrounder is a must have trait for my playstyle.
yea, i normally dont take it cause they dont like doing outside tasks
Originally posted by Commandertoblow:
Agree with my trait tier list?
Nope.
Why? Because I don't vet who gets to escape the catastrophe that results in a crash landing.
If I were to plan and consider candidates for a mission to settle a Rimworld, then sure, I'll pick a crew based on their attributes.
However, I play crash landed and I'll take whoever the dice rolls... even if that means they don't like doing outside tasks. I get a real kick out of some combinations of awkward traits and the contrasting sets of individuals makes for some really entertaining stories.
Still, it is your tier list and you choose to play differently than I, which is fine. You will play by your rules and it doesn't matter if anyone agrees with you or not. That's fine too.
Last edited by grapplehoeker; Jan 24 @ 5:30pm
i am just saying that some traits are better than others idk what u r talking about
Originally posted by Commandertoblow:
i am just saying that some traits are better than others idk what u r talking about
You aren't just saying that though...
Originally posted by Commandertoblow:
yea, i normally dont take it cause they dont like doing outside tasks
Clearly, you are choosing your actors based on their traits. As I said, that's fine, but I don't agree with that personally because that's not how I play.
It appears that you rate these traits by usefulness to performance, and select your actors according to that rationale. Right?
I don't select my actors and I find that a random mix of traits, whether they are good or bad results in a better playthrough for me in terms of entertainment rather than optimised performance.
Last edited by grapplehoeker; Jan 24 @ 5:57pm
Originally posted by grapplehoeker:
Because I don't vet who gets to escape the catastrophe that results in a crash landing.
So do you mean that you won't use the reroll button or any other similar mods to get new colonists, but pick among the 8 generated, or do you mean that you land with the 3 initially picked?
From the loading screen tips:
Some colonists are worse than useless. Bad allies are part of the challenge.
"Why does this exist" on Tortured Artist?
Because it's so good, right?

Also, traits like Psychically Hypersensitive can be pretty good with the Royalty DLC
https://www.reddit.com/r/RimWorld/comments/id5o6g/tortured_artist_may_be_the_best_trait_in_the_game/
Tortured Artist provides a pawn with a permanent -8 mood debuff but a 50% chance of having a creative inspiration after a mental break. This trait requires that the pawn have at least a passion in Artistic, however the best tortured artists also have a passion for crafting or construction. Legendary/Masterwork weapons are by far the biggest perk of this trait.
Last edited by Kittenpox; Jan 24 @ 8:35pm
I don't understand why you put Psychopath and Bloodlust so far down. Psychopath and Bloodlust both allow them to butcher humans without mood penalties (which is great for getting cash) and Bloodlust in particular means they are very unlikely to break after combat since they'll see a bunch of people die and be thrilled about it. After combat is normally the most likely time to get breaks due to injuries, seeing dead bodies, and possibly allies or relatives dying (and the most damaging time to get them) but both Bloodlust and Psychopath don't care about the bodies, Psychopath won't care about allies dying, and Bloodlust will get large mood bonuses from seeing people die and especially if they were the killer.

Careful Shooter is better than Trigger Happy on most guns until they have pretty high Shooting. Especially guns with short aim times like revolver, autopistol, machine pistol, and heavy SMG.

Pretty and Beautiful are definitely way too far up on the list. They mostly fall under "meh/10" because it doesn't really do much. Ugly and Staggeringly Ugly are also pretty meh.

Lazy and Slothful both make perfectly usable janitors and are perfectly fine for fighting so organ farming them is a bit extreme.

Pyromaniac is irritating but not really much of a problem. The breaks don't really mean much since you can just follow them with a drafted person to extinguish the fires instantly, or arrest them, so it's really just "can't fight fires".

Sickly should be in one of the bad categories. The medical bonus is usually irrelevant since medical is so easy to train due to tending wounds and performing surgeries, so it's really just randomly making them sick for no reason.
Almost all games I look for (and usually find) what I call a crafting slave: someone with high crafting/artistic with access to a bedroom, the dining room, which also gets to be the recreation room, and the relevant crafting stations. That pawn doesn't leave those places even if hell is raising outside.

I avoid relative low-skilled pawns unless they have the torturing artist trait with no global work penalties, in that case I'll go out of my way and make sure they join either willingly or not. I haven't seen much talk about the trait itself around here but in my opinion, it's a game-changing S tier trait. Exploitable to the end.
Last edited by Dopamine Deficient; Jan 24 @ 11:12pm
Intrspace Jan 25 @ 12:00am 
Legendary hyperweave dusters are better than marine armour :p
Astasia Jan 25 @ 4:31am 
Super-immune is alright but far from OP, it's not necessary and only saves a colonist from a little bit of downtime like once or twice a year if that. Bionic organs also make it mostly redundant later.

Cannibal is always OP, even if (or especially if) you just have one in a colony. They can butcher raiders and the rest of your colony wont care that much, while getting massive sustainable mood buffs from cannibalism and human leather clothes. Likewise Bloodlust is OP in the right situations, if you can keep colonist opinions high (like with the beautiful trait) you can avoid the social fighting and get a bunch of mood boosts, the ability to wear tainted armor without penalty, and another pawn that can butcher raiders.

I would say beautiful is at the right place on the list if you have the DLC. Without the DLC it's literally OP. With the DLC it's usefulness is negated somewhat by aesthetic parts, but then also has the advantage of stacking like stone skin without suffering a beauty penalty so it's still pretty strong. High beauty includes indirect mood buffs from relationships and lovin that people tend to overlook, in addition to increasing colony stability and reducing social fights and breakups.

Very Neurotic is extremely OP in most situations, the only time it's questionable is stacked with some other trait that causes a mood or mental break penalty.

Transhumanist and Sanguine I would swap places there. Transhumanist is like an inverted Beautiful with a permanent mood buff higher than Sanguine.

Not sure why you have Sickly as neutral, +4 medicine is not worth getting extra illnesses every 30 days.

Somewhat of an issue with the tiers is it doesn't account for specialization. I would say the strongest trait combo in the game for a generalist worker pawn would be Industrious, Very Neurotic, and Transhumanist. However the Tough, Jogger, Brawler/CarefulShooter/TriggerHappy combo is best for a combat pawn, depending on the type of combat you want them to do.
Cat® Jan 25 @ 4:36am 
Move Jogger and Fast-Walker up, movement speed is king. Staggeringly Ugly goes in the juicer. Gay is w\e unless you're minmaxing. All social traits that negatively impact the colony are bad-tier; bigots in particular either require segregating your base or allow the negative social scores to pile up, so they might just end up in the juicer too.

And, since movement speed is king: slowpoke and slothful are juicer food. Almost everything else can be worked with.
Originally posted by gimmethegepgun:
Originally posted by grapplehoeker:
Because I don't vet who gets to escape the catastrophe that results in a crash landing.
So do you mean that you won't use the reroll button or any other similar mods to get new colonists, but pick among the 8 generated, or do you mean that you land with the 3 initially picked?
1. Yup, I rarely use any mods and so I do not re-roll.
2. I pick 3 from the 8 that are originally generated or I take the first 3... depending on how I feel for that run ;)
I have played the majority of 183 colonies this way so far and have no regrets.

Cherry picking a starter crew has little bearing on the ultimate success of a run, since the initial three may or may not end up being there at the end and the colony as a whole will have grown to up to a dozen individuals by then. So even if you get a poor roll with the 3 starters, that won't necessarily mean failure... but it will usually make for a more entertaining run I've found.
Last edited by grapplehoeker; Jan 25 @ 5:30am
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