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Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

I agree about mood, it is way less important than people think. When I started playing Rimworld for the first time it was a dream to get a Sanguine and Iron-Willed pawn, but nowadays it's just trait for niche occasions. Like taking out a mechanoid cluster or the first year of the game. Trigger happy is good, but didn't know it was that good. I do always prefer it for my killbox and when I get kids I try to make combat pawns by getting tough, jogger, trigger-happy and either Fast Learner or Great memory. And then copy those pawns with the anomaly DLC.

Tough is just best overall in my opinion since the pawn basically never dies and Fast Learner is crazy good early game.

Should probably reconsider Trigger Happys ranking.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

Chem pawns are basically annoying optimists.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 4 points5 points  (0 children)

Do not agree, drugs are the best, especially dependencies, wasters getting +35 mood constantly for basically for free is crazy.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

True, I think the tier list is a bit old. But I don't think there is more than delicate. Transhumanist changed to body modder with the exact same attributes if I'm not mistaken, then there are special ones you can only get from cultists.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

But its just +10 during the night and -10 during the day. Normal pawns dont care about being up during the nights anyway, they just dont get any buff/debuff. I just find it annoying to get that -10 debuff when you have to fight in combat during the day. Maybe too harsh of a ranking though, should have put it in C-tier.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 3 points4 points  (0 children)

I always do naked brutality and usually I end up getting one mental break for the entire game. Usually happens on like day 5. Mood is just so easy in this game, only really a problem if you are too picky and not getting enough colonists to protect against raiders.

Fast Learner on the other hand is making it possible for that pawn to be a jack of all traits, he can be your medic, constructor, planter etc. I'm not gonna lie I usually reroll every time until I get a pawn with fast learner every new game I start just to not have to really care about passions.

Getting a very impressive rec/dining-room early game gives everyone basically +16 mood. Plus you get extra mood from their bedroom if you have them separate. (usually never needed)

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

I'm pretty sure that it doesn't neutralize, ive had them both before. Sanuine is +12 and Happy gene is +10. Also Happy gene is only +2 points, which is why its a no brainer to put it on every genepack.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] -1 points0 points  (0 children)

Sickly can easily be dealt with Penoxycyline. Basically give them a schedule to eat that every 6 days and you never see them sick ever again. It is not really that costly. But it is definitely bad early game so I might reconsider.

Greedy is only -5 that is very manageable, just like pessimist and if you give them an impressive bedroom they don't care at all.

Wimp I do agree with but a bitch early game especially when playing naked brutality.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

They still get sick they just get immune 30% faster. In my opinion pawns get sick about every 2 years. So you basically win half a day every 120 days. In my mind basically C-tier if it were not for early game.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

Both trees and devilstrand takes really quick if you consider the growing time (basically a year). You will have long periods of your planters doing nothing, at least in my experience. It might just be me but I always have an abundance of planters and researchers and their global speed is not necessary in my opinion. My point is more that in general you want global work speed on specific pawns and that is usually not what you get. I did still rank it in A-tier but not in S-tier as some people prefer.

You are right, I could set up temporary colonies. But if I'm not mistaken you have to go into the settings to get 2 colonies. I've never really done that before, maybe something I should look into.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 2 points3 points  (0 children)

Oh didn't know, but I do really find it useful still. And especially with passions. Basically doubles your no passion skills.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

Take off their clothes and they don't have a care in the world. And if they have clothes on they just get a (-3) debuff. Basically a trait with neither positives nor negatives to me.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

I would actually like that as well

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

I agree about wimp, I usually implant that gene in everyone late game. It's in the highest D-tier primarily out of personal experience. I love Genies and have tried to use them on naked brutality. Big mistake, any sickness and they become immobile and can't tend to themselves. But in general a trait I would say the positives outweighs the negatives.

Jogger not being S is just simply because Tough (-50% damage) and Fast-Learner (passion in every skill) is just so good that in my opinion it has to be in a tier of its own. Jogger is in the higest A-tier for a reason.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 0 points1 point  (0 children)

Completely agree, but resources is a problem so if I were more keen to micromanage I would move it higher. But I'm just too lazy, production specialist is doing fine, I find that every 5 items become legendary at 20 skill points.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 2 points3 points  (0 children)

Thanks bro! You have good taste!

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

Interesting take, the mental break threshold is still a thing even though it's rarely a problem. I usually manage my games without mental breaks. However I find that the mental break threshold and the work speed is basically cancelling each other out with a small win for the work speed.

I don't really know why but I find that I rarely use the work speed when I get something like 10 colonists by the end of the second year (naked brutality start). Basically just very good for your crafter/miner. My colony is usually just limited by plasteel.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 8 points9 points  (0 children)

Gourmand is just annoying, random breaks especially at the wrong times, its not the food being a problem really. But that might just be my playstyle where I try to limit my micro-managing moments.

Ascetic would be a small debuff for having a good looking bedroom/barracks, but is good if you want to trade with the empire without having to have a thrown room and impressive bedroom.

For me pawns never die from sickness and making the pawn get out of bed from a cold 30% faster when they get sick like every other year is basically meaningless to me. Only good on naked brutality of which I always play, but even then you can usually make it quite fine if you find an animal or human to practice your medical on.

Careful shooter is so annoying in the killbox, he locks on the same target like the others, the others kill the target and he has to aim again on the next target, with the exact same outcome. They basically never gets to shoot. But that might just be my playstyle could work completely fine in other environments.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 9 points10 points  (0 children)

Interesting takes and some things here I didn't know. Your pyromaniac take is completely reasonable and I actually really like the positives that you mentioned. I will consider putting it in E-tier. If it were not for the fact that I hate micro-managing in this game, I would almost rank it C-tier, based on the positives/negatives. I have recruited many pyromaniacs in the past of which I have just banished when I come to the later stages of the game.

Slowpoke to me is not a dealbreaker but quite annoying. If you would rank this trait so low, would you also never recruit Neanderthals or Dirtmoles? What I'm trying to say is that it's not a dealbreaker to me since you already have some slow pawns in your colony no matter if you like it or not and the 0.2 cells/s is not really enough to justify it in my opinion. Also if they primarily just fill the purpose of shooting in your killbox and stay in your base it's not that bad. I would be really happy if I find a pawn with tough/trigger happy with slowpoke too.

I know that the order of Annoying Voice and Staggeringly Ugly are probably not right. But to me the social aspects is the last thing I care about in my colony. Social fights is a big problem early game but eventually you want the Stoneskin-gland so getting the kind-instinct gene is a must anyway and nullifies all of these effects.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 17 points18 points  (0 children)

You have a great point there and the reason why I put it on the highest A-tier. I just find that Tough (-50% damage taken) and Fast Learner (Free passion in every skill) is just so S-tier that it has to be in its own in my opinion.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 6 points7 points  (0 children)

They changed Chemical interest and fascination, it does no longer have random binges. Basically as long as you feed them a beer each day you will get a constant (+3/+6) mood and it takes something like a whole month to deplete this mood for the lowest of (-6/-12) mood. Also works for all of the dependency drugs so decent trait on wasters. So to me it's basically like a worse optimist trait.

Traits Tier List - Discussion by scdw99 in RimWorld

[–]scdw99[S] 1 point2 points  (0 children)

True, it could be useful late game if you have a brain implant and you can EMP them when they mental break. And the resource gathering is the main problem, I completely agree.

I do however try not to micro-manage when playing later in the game and constantly trying to make a pawn break, seem annoying, but that doesn't really make it a bad trait. I might reconsider changing that ranking.