Feats are mostly ordered based on epeli's character builder.
A feat being in a category does not neccesarily mean its only for those types of builds.
Priority dictates how soon you should take it, Priority 1 means as soon as its available, Priority 2 means after Priority 1 feats and so on for the others.
Priority is not a rating for how good the feat is, its a rating for how soon you should take it on builds that will use that specific feat.
If you disagree with anything and have more experience with a certain feat than me (I have 700 hours (now 1000 as of last edit) and have played with ~95% of these) please comment so I can fix its description/priority.
Use CTRL + F if you want to find something specific and don't want to read all of this
While reading this keep in mind that this list is speaking in very general terms and most of the time a feat can't be evaluated in isolation.
Big thanks to Raven on the discord for helping significantly with editing and categorizing
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Category: General Combat Feats
Expertise: Priority 2
Good for builds with many attacks and after some testing not a bad feat for builds that don't crit, lets say your doing 200 damage an attack by endgame and aren't critting, expertise boosts that by 20 which is 10% extra damage and it lasts the whole fight unlike blindsiding.
Opportunist: Priority 1
Very good and reliable damage bonus, depending on your build a solid amount of time you will be attacking stunned or rooted enemies. Does not work on robots
Recklessness: Priority 2
Essential for builds stacking crit chance, such as crossbow and dexterity based melee. The penalty is barely noticeable on the builds its used on, which are often glass cannons.
Sure Step: Priority 2
Very good for close range builds, since you can just spam crawler caltrops everywhere
Versatility: Priority 2
Probably one of the most powerful feats in the game, if used right. There are other more important things early on however, and this doesn't start to shine until mid game.
Survival Instincts: Priority 1
Can make some very powerful builds if used right, also with 9 con your health is equal to a 3 con at 60% so this health penalty isn't as bad as it seems.
Yell: Priority 2
Very good feat especially if you have high evasion or dodge. Even without either you can still lower enemies hit chance to their minimum at high skill.
Vile Weaponry: Priority 3
Pretty decent feat and it also boosts DoT effects, but I would recommend taking taste for blood first if your a melee.
Hypertoxicity: Priority 1
Good on throwing knife maining as well as trapper builds, since you will be doing lots of your damage from poisons. Decent on crossbows in the early to mid game as well.
Uncanny Dodge: Priority 2
Guaranteed dodge is very good, if you have high agi and no points in dodge its worth putting some just for this.
Evasive Maneuvers: Priority 3
Niche feat, its good in some situations but your usually better off moving behind a corner
Blitz: Priority 3
Pretty good if you have other movement point sources like Hit and Run and Fancy Footwork, still decent without.
Ripper: Priority 2
Very good on knife builds for the increased crit damage, and especially good on knife throwers since they have few crit sources.
Critical Power: Priority 1
If your build uses crits and has decent crit multiplier take this ASAP, even with the nerf this is easily one of the strongest feats.
Blindsiding: Priority 3
Good to get if your running out of other damage feats and engage from stealth often.
Brutality: Priority 3
Take this late, its pretty decent especially if you have Death's Grin.
Heavyweight: Priority 3
Pretty good feat if you have high armor penalty, the crit damage bonus from this is pretty insane and basically means your crits will kill nearly anything in one hit. Note that this is useable on some fist builds as well not just hammers and that armor penalty can go beyond 95.
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Category: Utility
Ninja Looter: Priority 4
Only potential use for this is pickpocketing enemy crossbow bolts which makes them unequip their crossbow.
Pack Rathound: Priority 3
Not really neccessary, though if you have low strength and are a build that needs to carry more (trappers) this is fine to take early.
Paranoia: Priority 3
Decent defensive feat, though initiative is not as useful as stealth and manual combat entering the detection boost is always helpful and the stealth enemy damage boost is notable on high perception high damage per shot builds.
Quick Pockets: Priority 2
Good for builds that have many weapons or require swapping them in mid-combat (knife thrower and versatility pistol/melee hybrids). Extra utility slot is excellent as well
Snooping: Priority 4
Completely useless, there are enough perception buffs in the game to see everything even with 3 perception, though you will find the buffs a bit later on, there aren't any important perception checks anyway.
Burglar: Priority 4
More of a convenience feat, also lets you access some unimportant areas and containers while in stealth that would normally aggro a important faction. Not useful at all to be honest.
Doctor: Priority 3
Another convenience feat, note that this does not work with regenerative vest and for some reason bandages.
Trigger Happy: Priority 2
Paranoia is better in pretty much every way, plus this one has a dexterity requirement. Only use on no stealth builds or if you really want high initiative.
Quick Tinkering: Priority 2
Still good after the nerf, being able to block a chokepoint with a bear trap or place a mine in the middle of combat is extremely powerful.
Trap Expert: Priority 3
Good if you want enemies to not avoid your traps, however in the case of mines I find that its usually better for them to detect the trap so you can trigger the trap with a grenade when many enemies are near it.
Salesman: Priority 4
Not useful at all, your better off travelling around and going to other merchants.
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Category: Crafting
Armor Sloping: Priority 2
Very good for builds that want to stay mobile yet relatively tanky.
Clothier: Priority 3
Its alright if you want to really pump stealth as high as it can go, but not worth it otherwise
Gun Nut: Priority 3
Not that good of a feat, there are many better sources of damage. Plus it requires 7 points in intelligence too
Power Management: Priority 2
This increase lets you make very powerful shields, though it does not work for regen vest healing. (It increases the capacity but regen vests always use 10% of capacity each turn)
Skinner: Priority 3
Not bad for a crafting feat, you can get some extra crit chance or evasion from your infused armors and i've heard you can make melee immunity armor more easily with this as well.
Disassemble: Priority 4
Very nice for recycling expensive parts from your previous weapons as well as turning damaged gear back to full easily, can make you very rich as well. Not worth it in my opinion since money is not a problem in this game even on DOMINATING.
Weaponsmith: Priority 2
Decent on machete and important on knife users, you want as much crit chance as possible on knife.
Bowyer: Priority 2
This is a pretty big crit damage increase, take it immediately after priority 1 feats.
Neurology: Priority 3
There are more important feats to take early for psi cost, take this mid game when your running out of other psi reduction or boosting feats.
Practical Physicist: Priority 3
Extra damage is always welcome, but this one is not that good since energy pistols already have ridiculously high critical damage bonus, take this late if at all.
Mad Chemist: Priority 2
Chem Pistol addon effect is already very powerful, boosting it is a very good idea.
Ballistics: Priority 2
9 DT for a whole feat slot. Only good in the early game.
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Category: Mobility
Nimble: Priority 1
Best used with dodge or evasion, also useful for increasing your movement points and stealth if your wearing heavier armor.
Hit and Run: Priority 2
Good for ranged users that can reliably kill things as well as high action point melee users, especially with specialization points
Sprint: Priority 1
Good for builds with high armor penalty or ones that engage from stealth and lack fancy footwork or hit and run. Note that sprint movement point boost ignores armor penalty unlike hit and run and fancy footwork.
Interloper: Priority 3
Its ok for stealthy melee, but in my opinion there are many better feats to take such as Fancy Footwork and Sprint.
Escape Artist: Priority 2
Good feat to take in the midgame, when your doing the Expedition DLC since nets have a minimum 25% chance to hit. Also good if you want to use XAL or are having trouble with Depot A
Fancy Footwork: Priority 2
One of the best feats for melee with many attacks, is ok even on high action point melee if you have contraction and adrenaline
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Category: Tank
Conditioning: Priority 2
Controversial feat, some say its only good for stacking damage reduction with other sources, others say its necessary on all tanks.
Fast Metabolism: Priority 2
Very good feat for regenerative vest users, and not a bad feat for psi builds that can afford it.
Juggernaut: Priority 3
25% health is a pretty big boost but I would prioritize taking fast metabolism and then this if you want to be a tank
Shield Arm: Priority 2
More important than boarding up, since shields already block alot of damage. The block chance increase is pretty big so you should take this relatively early compared to other shield feats if your using shields for defense.
Stoicism: Priority 2
Very good feat if you can afford the requirements, this with canned meat or mushroom brew, conditioning, morphine and aegis can make you temporarily invincible to mechanical damage for three turns while below 35% hp. Note that this also decreases the amount of health you need to survive morphine
Thick Skull: Priority 2
Very good feat if you can afford it, especially good on agile tanks since unlike stun daze still allows you to dodge and evade.
Last Stand: Priority 3
Very good with specialization points, decent otherwise. Take this mid to late game.
Guard: Priority 4
Mediocre feat, if you want to block damage there are many better sources
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Category: Ranged Weapon Feats
Strafe: Priority 2
Important for spearhead sniper users and crossbow builds that want to hit more accurately.
Aimed Shot: Priority 1
Essential for most high damage per shot gun builds, though not nearly as good on crossbow ones. Is a requirement for sharpshooter and snipe
Suppressive Fire: Priority 1
Amazing feat, not only does it lower enemies movement, action points and ranged accuracy it can also proc oppurtunist for bonus damage.
Steadfast Aim: Priority 3
Not worth it on pistols in my opinion, while any extra crit chance is pretty good this requires 2 stat points
Kneecap Shot: Priority 3
Its a nice disable and more importantly it gets the special attack bonus, up to you if you want to take it, there are more important special attacks to get unless your using a shotgun.
Point Shot: Priority 2
Very good special attack on pistol builds, not that good on other gun types however.
Snipe: Priority 1
Not a bad feat for some crossbow builds (Though unnecessary on a standard critical crossbow build). Very good on sniper rifle builds
Ambush: Priority 1
Very good feat even if you don't pump stealth, extra hit and crit chance is amazing. Best used with some throwing so you can reliably trigger ambush with molotovs.
Full Auto: Priority 2
This is at minmum at 25% damage increase, take immediately after more important feats.
Rapid Fire: Priority 1
Very good on pistols and mediocre on other weapons. Low cooldown is amazing as well
Sharpshooter: Priority 3
Pretty good feat, though usually if you crit with a strong pistol crossbow or sniper the enemy is dead. Take this only if you have trouble one shotting enemies or if your on DOMINATING and want to kill bosses easier. Note that this is permanent extra crit damage on firearm pistols.
Execute: Priority 3
Very big damage and can even crit, note that this costs 5 ap more than a normal attack.
Commando: Priority 1
Another free burst for killing a enemy is very powerful, since that burst will likely kill another enemy especially since you can fire the free burst from a stronger gun
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Subcategory: Firearm Pistol
Gunslinger: Priority 1
Essential for firearm pistol users, the initiative boost is really nice as well.
Gun Fu: Priority 1
Very powerful damage feat, lets you have more disable as well since you will have melee skill for dirty kick and pneumatic gloves
Bullet Time: Priority 1
Take and specialize into this asap if your using firearm pistol.
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Subcategory: Energy Pistols
High Technicalities: Priority 2
Big damage boost for energy pistols, this will let you reliably kill almost anyone in one shot with high int.
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Subcategory: Chemical Pistols
Cooked Shot: Priority 1
Very good feat, lets you apply chemical pistol effects to evasive enemies and has a very short cooldown.
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Subcategory: SMG
Spec Ops: Priority 1
Lowering SMG burst cost to 200% is extremely powerful, special grenade (flashbang, chemhaze and stingball) duration lower (and specialization) is extremely powerful as well for builds with grenadier.
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Subcategory: Assault Rifle
Concentrated Fire: Priority 2
This is a massive damage increase, take it early.
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Subcategory: Sniper Rifle
Shooting Spree: Priority 1
Incredibly good on snipers, lets you kill many enemies a turn. Take this and specialize into it ASAP
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Subcategory: Shotgun
Sixth Shell: Priority 1
Gives you a very big damage bonus on shotguns, take as soon as possible.
Leading Shot: Priority 1
Evasion ignoring is very powerful, means you can get by with much lower perception.
Pellet Mayhem: Priority 3
Decent feat since each pellet has its own crit chance.
Barrel Stare: Priority 1
Its 20% damage, what else is there to say?
Perfect Scattering: Priority 4
Completely useless, at most thats 40 extra damage if your using 20p
Fragmented Chaos: Priority 2
More crit damage is good, especially since you will be taking critical power later on.
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Subcategory: Throwing
Grenadier: Priority 1
Throwing grenades is currently very powerful, especially on the lower difficulties where a single grenade will kill a whole group. This feat combined with Limited Temporal Increment, will let you clear many crowds in the first two turns even on DOMINATING difficulty.
Pinning: Priority 2
Good and semi-reliable root and can trigger opportunist, don't use unless your using knife throw often and have high dex.
Fatal Throw: Priority 2
Very good if you have points in throwing and can reliably land throwing knives
Three Pointer: Priority 2
Very good for damage if you have high dex and are pumping throwing, will let you clear crowds with ease even on DOMINATING
Remote Surgeon: Priority 2
This is basically 50% extra damage, take it soon though it won't help much against heavily armored targets
Split Spare: Priority 2
Extra attack on another enemy is useful. Haven't used this one personally
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Subcategory: Crossbow
Marksman: Priority 1
Needed for crossbow users and versatility builds that use special bolts often.
Concussive Shots: Priority 2
Pretty good if you aren't a critical based crossbow user, since if you are most enemies will die in 1 or two shots making the debuff unimportant.
Special Tactics: Priority 2
Free special bolt attack is pretty good, especially since it costs no AP meaning you can fire it from a more powerful crossbow
Deadly Snares: Priority 1
If you can bother with preparing the battlefield with traps beforehand or use versatility acid pistol taking this is probably a good idea.
Elemental Bolts: Priority 1
Very powerful feat, a significant portion of your damage comes from the elemental bolt damage.
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