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Survivor!

KingJoker

Grizzled Veteran
Jun 15, 2009
761
3
Far Far Away
A quick idea I came up of :O I nicknamed it the super mega ownage perk...........
Anyways quick idea because I’ve read posts about perks with awesome attributes so I decided too add my own :eek:.... anyways:
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Survivor Perk
---Level Six---
*More recoil 15-30%%
*Damage resistance 20%
*Siren resistance 30%
*50% damage too Lever-action rifle, Shotgun, 9mm tactical pistol, Fire axe, Machete, Knife
*Movement Speed 15%
*20% faster reload/firing rate/speed of swipes
*Syringe 25% faster recharge
*ZED Extensions - 3
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Level up by:
*damage taken(or amount a player has healed on you),
*Crawler kills
*Zerker damage (small percentage compared to the zerkers)
*The listed guns damage (NOT HEADSHOTS.)
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The idea of the perk is for players who play differently o_O…?????????

*More recoil with more damage BUT not equivalent to the regular level six sharpshooters/support specialists/Zerker. ALSO with fast firing rates + recoil you can get out of control with your weapons. But you also have speed/some syringe strength/ and damage resistance.

*The weapon ideas just seem right, like if you were some sort of survivor and walked into a house lol.

*The way you level up seems correct too me, being a survivor you would take a lot of damage probably but you would be healed….. The crawler kills seem right since no other perk has it and you cant mut it :p (also if I was a survivor and saw a giant spider jumping id freak out >_> and throw my gun at it…) And the damage is increased by the weapons you use and the zerker weapons.
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The perk is like a giant fusion of all the perks.
Tell me what you like lol or hate >_>
(when I reread this I notice this is godly o_O kind of…)
 
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Reactions: Olivier
Thats probably the most refreshing perk idea i've seen on this forum! GJ
+ rep buddy :)

EDIT: But without the seryinge

Meh We dont need the syringe i guess :D and thank you lol....


Some mean people ^^^^

Come on think about IT TWI already made every perk possible lol, i believe my perk has some use lol.... even if you add it all up your basically playing a level 0 perk with extra speed and damage resistance...... at least in my opinion :p)
 
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Olivier, you must be kidding.

This is just...


...I have no words for it.

I'll just let the angry mob get to it.

Well i dont really want other weapons. SO this perk seems fine to me. Some people DO own weapons and are able to shoot well with them (reload time). But the more recoil thing is something i would like to see. I don't know what the 50% is so....:(

Also remove the Siren thing thats just.... :eek:

So a perk based on this idea is fine for me. Just some of those ideas are not fine at all. But i would definitely like to see a Survivor perk.
 
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Well i dont really want other weapons. SO this perk seems fine to me. Some people DO own weapons and are able to shoot well with them (reload time). But the more recoil thing is something i would like to see. I don't know what the 50% is so....:(

Also remove the Siren thing thats just.... :eek:

So a perk based on this idea is fine for me. Just some of those ideas are not fine at all. But i would definitely like to see a Survivor perk.

I shall tweak it a little i guess... i made up the idea in 2 minutes lol...
 
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My apologies, man. Wasn't trying to be rude; just that: This perk has too many bonuses.

Reread the perk closely it seems to be it has no bonuses at all. a medic at level six can barely outrun a gorefast, they can still be grabbed by clots, damage resistance a zerker it self has and sometimes still dies. the survivor has no extra bloat resistance like the zerker instead siren. Yes the guns do seems somewhat too powerful but the recoil tries to counteract that so you cant just spray without a problem.

In my opinion this perk is like all the level 3 perks added into one. It doesnt exactly have bonuses or faults :D
 
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Bit different to usual, so I feel inclined to at least post :)

Things I like: -
- recoil is made worse for this class for all weapons he uses, and with lack of damage on other weapons its makes him worse using them than a medic.
- weapons chosen are all ones that exist in the game already.
- weapons are all tier 1 and 2

Things I dislike: -
- Perk bonuses look like just a Berserker with improved healing and guns.
- On the same point Bloat damage is simply swapped for Siren damage.
- Although on face value it seems strong, its actually quite weak.
- 50% damage to only tier 1 and 2 weapons is nowhere near enough to even attempt to take on Scrakes, Fleshpounds or the Patriarch. The resistances and healing will be only marginally helpful in Suicidal, and the speed boost will encourage kiting, which the class will have to do to survive.
- The line "This perk is like a fusion of all other perks" - No point when you have all other perks. If fixed up to be functional, this just promotes playing alone rather than playing in a team, since it would have no inherant weakness.
- Nothing that makes the class really individual, although its a unique concept, it doesn't have enough identity to jsutify it.
- It would be something I woud be P/Oed to have to level

Overall a No from me :)
 
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Bit different to usual, so I feel inclined to at least post :)

Things I like: -
- recoil is made worse for this class for all weapons he uses, and with lack of damage on other weapons its makes him worse using them than a medic.
- weapons chosen are all ones that exist in the game already.
- weapons are all tier 1 and 2

Things I dislike: -
- Perk bonuses look like just a Berserker with improved healing and guns.
- On the same point Bloat damage is simply swapped for Siren damage.
- Although on face value it seems strong, its actually quite weak.
- 50% damage to only tier 1 and 2 weapons is nowhere near enough to even attempt to take on Scrakes, Fleshpounds or the Patriarch. The resistances and healing will be only marginally helpful in Suicidal, and the speed boost will encourage kiting, which the class will have to do to survive.
- The line "This perk is like a fusion of all other perks" - No point when you have all other perks. If fixed up to be functional, this just promotes playing alone rather than playing in a team, since it would have no inherant weakness.
- Nothing that makes the class really individual, although its a unique concept, it doesn't have enough identity to jsutify it.
- It would be something I woud be P/Oed to have to level

Overall a No from me :)

well then you suck! D:

this perk has 50% damage to most weapons yeah it doesn't do a lot too scrakes or fleshpounds the perk is basically a civilian thats why they use weapons you could find in a household possibly a civilian who sees a fleshpound is going to **** his pants and go through spasms on the floor. (By the way one bolt in the head by a sharpshooter should be enoug heven on suicidal :p so whats the problem Haha. :))

If you remember like back when the chainsaw thing was still around everyone went zerker on the first wave then switched too other perks selling there chainsaws well now they can use another perk just like that its not meant for anything really just in between. and if you want to me skeptical of this being zerker = Medic is a Zerk with no damage boost just syringe recharge.

Also if you've played level six medic / six zerker the speed boost of 20%-25% does not actually help since they redid the speeds its actually just gives you a second to run before they hit you, yeah you could outrun them but in most cases you have a gorefast hitting you ever 50 seconds same with fleshpounds catching up and scrakes catching up when enraged. this perk is too kill almost anything lower then scrakes, 50% damage is enough to kill a siren if im correct or at least two shots from a shotgun. You could rambo with this perk but if you think about it "Survivor" Lol :D
 
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I like this perk for a number of reasons. First, there is not excessive discount to weapons, particularly the tier 3. Second, damage buffs only go to the lower level guns.
That being said, rather than make a new perk like this, the existing perks could be modified so that they conform to this standard without making a huge number of new perks (or this perk).
 
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Allow me to explain why I don't like this perk at all.

The whole point of the game, being a CO-OP GAME after all, is that the different perks, *gasp*, work together. Each perk has different weaknesses (except SS) and different strengths (except berserker) that require you to work as a team in order to be effective as possible and to not die. The perk system is so that no one person is a solo "super mega ownage" player as you so eloquently put. This perk smashes that whole idea all to hell. It's not particularly overpowered, but it doesn't have any real weaknesses either, especially since the syringe/reload/movement speed bonuses allow you to skirt around and survive enemies while soaking up tons of damage to begin with.

Here are a few good questions you and anyone else posting here should ask themselves:

- Does this perk/weapon/specimen fill a niche that isn't already adequately covered by another perk/weapon/specimen?
- If yes to the above, could this be more easily accomplished by rebalancing existing perks/weapons/specimens?
- Does this entirely defeat the purpose of the game?

It seems like most posters here spit out half-baked ideas onto this board in the mistaken belief that Killing Floor is catastrophically broken because it's still possible to actually die on occasion.
 
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Bit different to usual, so I feel inclined to at least post :)

Things I like: -
- recoil is made worse for this class for all weapons he uses, and with lack of damage on other weapons its makes him worse using them than a medic.
- weapons chosen are all ones that exist in the game already.
- weapons are all tier 1 and 2

Things I dislike: -
- Perk bonuses look like just a Berserker with improved healing and guns.
- On the same point Bloat damage is simply swapped for Siren damage.
- Although on face value it seems strong, its actually quite weak.
- 50% damage to only tier 1 and 2 weapons is nowhere near enough to even attempt to take on Scrakes, Fleshpounds or the Patriarch. The resistances and healing will be only marginally helpful in Suicidal, and the speed boost will encourage kiting, which the class will have to do to survive.
- The line "This perk is like a fusion of all other perks" - No point when you have all other perks. If fixed up to be functional, this just promotes playing alone rather than playing in a team, since it would have no inherant weakness.
- Nothing that makes the class really individual, although its a unique concept, it doesn't have enough identity to jsutify it.
- It would be something I woud be P/Oed to have to level

Overall a No from me :)

You would choose another perk besides this to take on those, like Support.
That's why they're called perks, they have certain 'perks' that help in certain ways or against certain enemies.
 
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If memory serves me right, there was sergeant perk in KF 2.5 that had small bonuses to pretty much everything, so that idea is not so fresh after all.

Reasons I say 'no' to this idea:

Perks are made for specialization purposes. An all-arounder defy the sole idea of perks itself.

Next problem is that levelling up support, berserker or sharpie will also level up this one, so it's just pretty much free bonus perk.

Why Lever-action rifle, Shotgun, 9mm tactical pistol, Fire axe, Machete, Knife and not for example katana, ak47 and M79? Everyone should get a perk personally tailored to their playing style, then.

And above all - taking damage for levelling perk? This just ruins the idea of survival game and rewards poor skills. How would power levelling look like? Grabbing a medic and getting owned on pondamonium several times?
 
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If memory serves me right, there was sergeant perk in KF 2.5 that had small bonuses to pretty much everything, so that idea is not so fresh after all.

Reasons I say 'no' to this idea:

Perks are made for specialization purposes. An all-arounder defy the sole idea of perks itself.

Next problem is that levelling up support, berserker or sharpie will also level up this one, so it's just pretty much free bonus perk.

Why Lever-action rifle, Shotgun, 9mm tactical pistol, Fire axe, Machete, Knife and not for example katana, ak47 and M79? Everyone should get a perk personally tailored to their playing style, then.

And above all - taking damage for levelling perk? This just ruins the idea of survival game and rewards poor skills. How would power levelling look like? Grabbing a medic and getting owned on pondamonium several times?

You changed my mind good man!
 
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