This guide covers the traits which benefit players in multiplayer, co-op games in “Remnant: From the Ashes” like Revive Speed, Friendly Fire protection and extending the Teamwork buff. Traits are passive bonuses your character has that can be leveled up, increasing the strength of the effect up to their max level of 20. These bonuses can grant a variety of buffing effects that make your character more powerful and increase their abilities.
Co-op traits are the passives that specifically apply to scenarios where you are playing with other people online in one of the co-op modes. These can help with a team’s survival, like Suspicion which reduces friendly fire damage taken, Revivalist which helps heal downed players quicker or Fortification that protects you while doing it. If for whatever reason, you plan on playing entirely in single player, you can feel free to ignore these traits, however having a team makes the experience of Remnant far more enjoyable in my opinion, so I would highly recommend it. There are also some tasks that are difficult to accomplish on ones own.
Last Updated for Patch: Subject 2923 DLC (August 20th, 2020)
Co-Op Traits By Importance
Note: Traits are listed in terms of my own analysis of their overall importance and impact, starting with the best Trait to max out first (Revivalist) and ending with the least important or impactful (Will To Live). If you disagree with me or have a reason why this order should be changed, I would love to hear your opinions in the comments section below!
Revivalist has top priority of the Co-Op traits thanks to the fact that the big reduction of time spent reviving fallen team mates, makes you far more likely to survive doing so. One of the biggest causes of death during co-op games is when a difficult boss or group of enemies, downs your team mates and leads to a cycle of revives that end with the reviving character losing most of their health or dying right when they finish reviving.
Being able to get out of the way from attacks faster, means it’s far more viable to get your team mates back in the fight during a tough battle when you need them the most, especially if you are being carried by a more powerful player who happened to get downed.
Teamwork takes the second spot thanks to the fact that the co-op buff provides some nice damage resistance and XP gain boost when in range of your allies. There are 2 stacks, one for each team mate in your game (you don’t add your own stack). While this does not directly increase the effects of the co-op range buff, it does increase the range at which it applies, making it far easier to keep the buff active at all times.
At the base range, your allies can easily run outside of the radius even during boss fights in smaller arenas like Calaviger or the Barbed Terror. At max range, it should always be fully active in all boss fights, as its range will be about as far as your render distance.
Fortification is kind of the companion trait to Revivalist, making you tanky as fuck when reviving your team mates. The benefit is kind of limited in it’s use, since having a downed team mate available to use as a temp shield, in order to exploit the effect, isn’t really viable since it’s always better to have a living team mate who can contribute to damage or revive you should you be downed.
In essence it just helps you survive the revival process better, but is pushed down the priority list because having a shorter revival time with Revivalist means getting hit less, which is always better than still getting hit but just taking less damage. While Teamwork doesn’t directly help with revivals, a damage reduction buff (part of the co-op buff effect) is far better, even if significantly lower, than one that’s only active during these specific moments, especially since it helps reduce the number of times you or your team mates will be downed in the first place.
This trait is handy to have if you happen to be playing with some spazzy friends, or are having issues with randos griefing you, or said randos just suck at not shooting you. You already have a significant damage reduction to friendly fire, unless the person shooting you has a high level maxed out weapon when you have low level or no gear on, in which case you’ll definitely see noticeable damage from a stray shot or two. If you are geared similarly however, damage from a single shot will be pretty negligible, meaning the effect only matters if you are taking lots of friendly bullets to the face.
This can be moved around priority wise depending on your personal experiences in the game, but I personally have found it incredibly rare that I will actually die from the bleed out timer before a friendly revives me. The exception to this is when it happens to be in a boss fight that uses high damage AOE attacks regularly, since those tend to be the only time damage is done to downed players, which in turn takes time away from the bleed-out timer (which is technically like its own health bar that falls over time).
Either way, since all the other traits have effects that help prevent you getting downed in the first place, the effects of Will To Live take last place because it only benefits you once you have already been downed.