[quote=“SpadeDraco, post:15804, topic:42”]So, I’m working on a shamelessly powergamey trait setup for my next character. It looks like this:
Fleet Footed
Indefatigable
Light Step
Nightvision
Parkour Expert
Quck
Negatives are the usual Poor Hearing, Heavy Sleeper, Forgetful etc. atrocity that has literally no actual negative downsides.
How close am I to achieving munchkin nirvana? What can I change\swap to make the character more of a late game superpower? The only two that really come to mind are Robust Genetics and Fast Learner.[/quote]
IMO Strong Back and Packmule are OP, so of course I often go with them. These are something I call comfort perks. I’m not sure if Strong Back and Packmule are powerplay perks but they’re definitely comfort perks - perks that enable smooth sailing and neutralize headache or chores. I am a huge sucker for comfort perks.
IMO Poor Hearing is basically a positive perk that grants you skill points despite being classified as negative. :P. With it you’re less likely to wake up due to noises. Yes. Please. Although if you’re against cheating, you might consider dropping it. Poor Hearing is also a comfort perk to me.
Personally I have disowned skill decay, so I don’t touch the associated perks at all - neither good nor bad.
Your list is very good though, if not perfect. Very much what I have gone with in the past.
I might drop Parkour Expert though, maybe? Never saw the appeal. At one point I thought it didn’t work. Keep an eye on it.
And what sort of powerplay are you looking for? Certain playstyle? An OP melee character? A master-of-all-trades? Shooter? As much of everything as possible?
You might want high INT and DEX though, for the CBM installation, although some of them are quite risky to install even with max everything.
Have you planned getting any mutations? There’s couple I suggest. First you’ll need Fleet-footed, which is in Spider category. You’ll need that to get Roadrunner, which is in Bird category. There might be other similar cross-class mutation paths. But then again, you already have Fleet-footed, so… Maybe drop it and get it via mutagen? Or keep it? Up to you. It’s a hassle to gamble with mutations until you get the right ones, and even crafting the mutagens basically requires cooking 10, at which point you’re probably quite advanced regardless. Not to mention finding all the right mutagen recipes in the first place, which likely requires diving into multiple labs. This is especially true with the Alpha mutagen category.
You could try CBM hunting. Max out the Survival skill and start clearing power substations, FEMA camps and public works. They always have zombie technicians, shockers and zombie scientists - the main sources of easy CBMs outside labs. Avoid butchering them until the Survival skill is high and you have a good butchering tool. If/when you have a tough vehicle, you could also drive through cities, hit-and-grab shocker corpses, and butcher them at a safe location.
I did once try to create an endgame OP powerhouse. I concluded that I’d go with modest attributes because the Alpha category mutagen can bring them up to 15, and the saved points I could use on various positive perks. But in the end, that turned out to be pretty lengthy process, due to the recipe hunting… The Alpha mutagen uses few other mutagens as ingredients, and the ingredients of those mutagens aren’t available year-around… =/