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WWAUT - Survivalist Tree

I dunno if it's just me, but for a perk that's all about flexibility, the skill tree seems rather rigid. Although my suggestion would definitely have to wait until post release, i don't know if it'd be reasonable to allow more of a "create a class" sort of thing with selectable skills based on what you've unlocked from previous perks. Of course, they'd probably have to have a "conflicts with" rule with certain skills in order to prevent survivalist from being a better version of the other perks. (though i have to wonder if Survivalist could already be described as a better version of the Zerker due to having the option of ranged combat)

At the very least though, I think we can all agree that the starting weapon should be a drop down menu.
 
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No love for Firebug weapons.

Supurdave;n2276363 said:
this way you could include 5 diferent perk grenades and equipment while not forcing any on the player. The left side could include many generic bonusses that could benefit any perk.
Realisticly I think You would only want medic, zerker, SWAT, molotov, sharpy, and commando grenade

How would you choose between them though?
 
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First Pass Suggestions


Passives:

Weapon damage (0.6% per level)
Global damage resistance (0.8% per level)
Heavy Body Armor (1% per level)
Zedtime Reload (3% per level)


Level 5 - Survival Techniques:
  • Sturdy - Increase Health by 25% and damage resist to sonic and poison by 10%
  • Speedy - Increase run speed by 15% and 10% more when using a melee weapon.
Level 10 - Weapons Handling
  • Tactical Reload - Increase reload speed with all weapons and decrease the cooldown of your syringe and healing darts by 25%
  • Deadly Metal - Increase damage for all weapons by 15%, melee damage by 5% more, and melee attack speed by 15%
Level 15 - Equipment
  • Ammo Vest - Carry up to 15% more ammo for all your weapons, potency of all your healing by 20% and your grenades are swapped out for Healing Grenades
  • Weapon Harness - Increase carrying capacity by 5, your grenades are swapped out for Molotov cocktails, and afterburn lasts 50% longer
Level 20 - Destruction
  • Spontaneous Zed-plosion - Zeds you kill have a 20% chance to explode, damaging and knocking down nearby Zeds
  • Boom, Swoosh, Bang - Increase area of effect of all explosives, range of all Firebug weapons, and decrease bullet spread of all weapons by 25%
Level 25 - Specialist Training
  • Madman - During Zed time all your weapons shoot 3x faster
  • Lockdown - During Zed time the power of all incapacitation methods are increase by 200% for all weapons
Supurdave I would love to hear more specifics about your suggestions
 
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I was fearing something like this would be the result. I'm not feeling the connection with the Survivalist name here. Just rename this to Horzine Specialist and redo Survivalist with something like this...

Passives:

Weapon Damage (0.5% per level)
Move Speed (0.5% per level)
Carrying Capacity Increase (1 per 5 levels)
See large Zeds through nearby walls.


Level 5 - Survival Techniques:
  • Survivors Instinct - For every wave survived, gain 1% of Firing Speed (melee and ranged), Reload Speed and Movement Speed. This resets on death.
  • Ready for Distress - Your healing is 20% more efficient and whenever you take more than 20 damage within 1 second, gain 10% movement speed and become immune to Clot Grabs for 3 seconds.
Level 10 - Scavenging Techniques
  • Gravedigger - Zeds drop tissue that last for 5 seconds. Collect 10 tissue to increase health by 1 and to heal 10% health. Bonus health is lost on death.
  • Scroundel's Luck - Weapons picked up from the ground deal 10% more damage always have at least 70% ammo left. When dropped by the Survivalist, all extra ammo is lost and will not be regained via this skill for at least 120 seconds.
Level 15 - Equipment Techniques
  • Quick Learner - Every round, gain 1% increased weapon damage and 5% recoil reduction for weapons used by the Perk you have weapons equipped for. Bonuses are not lost on death and will stay even if weapons are sold.
  • Metal Man - You have 25% more armor. Large Zeds (Fleshpounds and Scrakes) drop armor scraps worth of 20 armor that last for 10 seconds.
Level 20 - Luck Mastery
  • One of Them - Small and Medium Zeds will not rage against you.
  • Fear of God - After being hit by a Large Zed, gain 50% damage resistance for 3 seconds. Can't trigger more than once every 10 seconds.
Level 25 - Miracle Mastery
  • Dead Man Walking - When you take lethal damage, trigger Zed time and become invulnerable for it's duration. Can't trigger more than once every 40 seconds.
  • Last Stand - If you are the last man standing, deal 50% increased damage and become immune to displacement as long as you stand still for more than 3 seconds. This will trigger only once per wave and only if you are the last man alive. (Does not work for solo play).
 
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Hmm... this is not at all what I envisioned. I think it will be interesting to see if any amazing hybrid perks can be built from this tree, but as of right now, I don't think this is a perk I want to use.

I don't like the hard grenade choice at level 15 at all.

The starting random T1 weapon isn't as offensive -- in fact, I think it's kind of funny. You're a survivalist, right? Make do with what you've got. If you don't like what you get, all you need to do is survive wave 1 and sell it. That's not difficult to do. Though, you could consider it a penalty of sorts if you draw a weapon completely out of your playstyle or skill build.

Count me among those that are hopeful that the Survivalist transforms into a more open-possibilities perk as it is tested and improved upon.
 
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So I've given it a little more thought and if I were to try and improve the skill tree for survivalist it would probably look something like this

Passives:
(fine as is)
Weapon damage (0.6% per level)
Global damage resistance (0.8% per level)
Heavy Body Armor (1% per level)
Zedtime Reload (3% per level)


Level 5 - Survival Techniques:
  • Tactical Reload - Increase reload speed with all weapons
  • Melee training - Increase move speed by 15% and attack speed 10% when using a melee weapon. spawn with crovel and emp grenade
Level 10 - Weapons Handling
  • Sturdy - Increase Health by 25% and damage resist to sonic and poison by 10%
  • Accuracy - increase headshot damage when using ADS by 20%, spawn with mp7 and flashbangs(replaces earlier grenade choice)
Level 15 - Equipment
  • Weapon Harness - Increase carrying capacity by 3, carry 1 additional grenade.
  • Ammo Vest - Carry up to 20% more ammo for all your weapons, start with caulk and burn and molotov cocktails(replaces earlier grenade choice)
Level 20 - Destruction
  • firing discipline - reduce weapon recoil 25%, and increase fire and explosive damage 20%
  • Medic training - increases potency of healing by 20%, reduces dart recharge time 25%, spawn with medic pistol and medic grenades(replaces earlier grenade choice)
Level 25 - Specialist Training
  • Madman - During Zed time all your weapons shoot 3x faster
  • Lockdown - During Zed time the power of all incapacitation methods are increase by 200% for all weapons
This Is by no means a perfect tree but I think it has something for everyone and offers reasonable choices at each tier that aren't OP. I'm sure with a little brainstorming we could come up with something even better.
 
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Cannonaire;n2276415 said:
I've been calling Gorefasts "GoQuicks" since KF1 - to demean them because they can be frustrating on HoE. I think GoreQuick would be the best name for them.

People are saying they should call them gorefaster, which is hilarious... but that can get confusing trying to communicate. GoreQuick is way better.

Gorequick sounds like a teenager gorefast or smth like that.. :D


Radio4ctive;n2276418 said:
lvl 15 skills:

Ammo Vest- no longer gives medic granade, instead u can carry additional grenade
Weapon Harness- no longer gives molotov coctail, instead u start game with two 9mm pistols

Add new passive: Survivalist instinct - Survivalist can see big zeds possitions through the walls.

Two 9mm pistols for lvl 15? Kinda meh, it's for lvl 5 at best. And the passive you're suggesting will take away a big portion of fun from the game on later waves.
 
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Furious Imbecile;n2276510 said:
[*]Survivors Instinct - For every wave survived, gain 1% of Firing Speed (melee and ranged), Reload Speed and Movement Speed. This resets on death.

Needs an inital bonus or is worthless when you spawn. This will lead to people not picking it. Initial bonus should be meaningful like 5%

Furious Imbecile;n2276510 said:
[*]Gravedigger - Zeds drop tissue that last for 5 seconds. Collect 10 tissue to increase health by 1 and to heal 10% health. Bonus health is lost on death.

What are we cannibals now?

Furious Imbecile;n2276510 said:
[*]Scroundel's Luck - Weapons picked up from the ground deal 10% more damage always have at least 70% ammo left. When dropped by the Survivalist, all extra ammo is lost and will not be regained via this skill for at least 120 seconds.

How do you prevent this from being exploited by another player just dumping all thier low ammo weapons to give to the survivalist?

Furious Imbecile;n2276510 said:
[*]Quick Learner - Every round, gain 1% increased weapon damage and 5% recoil reduction for weapons used by the Perk you have weapons equipped for. Bonuses are not lost on death and will stay even if weapons are sold.

Im confused as to how this works.

Furious Imbecile;n2276510 said:
[*]Dead Man Walking - When you take lethal damage, trigger Zed time and become invulnerable for it's duration. Can't trigger more than once every 40 seconds.

Needs movement in real time or else this really doesnt do much.

Furious Imbecile;n2276510 said:
[*]Last Stand - If you are the last man standing, deal 50% increased damage and become immune to displacement as long as you stand still for more than 3 seconds. This will trigger only once per wave and only if you are the last man alive. (Does not work for solo play).

Meh last man alive situations shouldnt be prepared for unless theres another bonus.

The more I think about attaching grenades to certain skills the more I realize thats fairly restrictive. I personally think the survivalist should be able to change grenades in the trader menu with the penaly of losing all your current stash (No selling grenades or exchanges)
 
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What Survivalist really needs is something that makes it stand out on its own merits, not being mediocre at everything. As it is, it's not even mediocre at everything, it's just mediocre at the few things the overly restrictive skill tree lets you choose. I don't propose anything ground breaking like allowing more than 2 skill choices per level, I just think the skills need to be massively reimagined. Most importantly, Survivalist should be a jack of all trades, not a jack of 2 trades. It shouldn't be as good at any specific role as the specialist perks, but it should be a star at general roles that no other perks specialize in. If its role is to survive and make do with what you have, you need skills that apply for any loadout, not skills that restrict your loadout.

The first and most important thing that means is no perk-specific bonuses. The increased blast radius is an egregious offender, but the level 5 skills are nearly as bad. They should both be rolled into a general tactical reload skill that applies to all weapons. There should also be a skill for +damage for all weapons (but less effective than the perk specific ones), increased survivability like HP, armor, speed, health regen. Weapon swap speed. Ammo capacity.

But what should really set Survivalist apart is the ability to do general non-weapons-specific things better than anyone else. Melee bashes do extra damage and can knock down zeds. Get extra ammo from crates. Get HEALTH from crates. Trigger zed time by getting headshots in midair. The sky's the limit. Just please do something creative that is truly unique and effective for any (or most) loadout. I have faith in your creativity, but I know there's no way to get it done before November 18. Delay Survivalist, I don't care. Or at least be willing to completely overhaul it after launch. Just please, PLEASE don't release the half-assed Survivalist you have now just to have 10 perks for launch, and move on to other things. You have an opportunity to make a truly amazing and unique perk, but you're not there yet and it won't happen by November 18.
 
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Never forget. Never forgive..

fetch
 
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Survivalist looks like an uninspired, bland, just-there-for-a-tenth-perk-so-we-can-call-it-a-content-update mess of a concept right now. Not getting to choose a spawn weapon, then locking you into a specific build (medic zerk demo or firebug) is retarded. I'm sorry but there's no other way to describe this skill tree except retarded. Who thought this up? This is a waste of dev time to even be coding this. I don't get why we couldn't get the MA instead like was always intended.
 
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Oy The Destroyer;n2276637 said:
Survivalist looks like an uninspired, bland, just-there-for-a-tenth-perk-so-we-can-call-it-a-content-update mess of a concept right now. Not getting to choose a spawn weapon, then locking you into a specific build (medic zerk demo or firebug) is retarded. I'm sorry but there's no other way to describe this skill tree except retarded. Who thought this up? This is a waste of dev time to even be coding this. I don't get why we couldn't get the MA instead like was always intended.

I would have to agree here. I thought we were going to get a new perk. Instead, they are throwing together a half assed mess and calling it a perk.
 
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