I dunno if he actually needs a rework to be honest. IMO, i think it'd be more prudent to buff his current skillset with the only skills being reworked outright are Melee Expert, Medic Training and Lockdown. Maybe this would work?
Passives
Weapon Damage: 0.6% * Level (Unchanged)
Global Damage Resistance: 1% * level (unchanged)
Heavy Body Armor: 1% * level (unchanged)
Zed Time Reload: 3% * level (unchanged)
Weapon Switch Speed: 2.4% * Level (New passive, max switch speed of 60%)
Perk Weapon Damage: 0.4 * Level (Max 10%, effectively 25% w/ neutral weapon damage bonus)
Since the Survivalist is to carry an arsenal of guns belonging to multiple perks, it seems prudent for him to be able to switch weapons much faster than everyone else. This can also make weapons with slow switch speeds much more bearable to use.
Level 5: Weapon Handling
Tactical Reload: Now includes Field Medic, Survivalist and Berserker Weapons on top of SWAT, Commando and Gunslinger weapons
Heavy Weapons Training: Now includes Firebug, Survivalist and Berserker Weapons on top of Sharpshooter, Support and Demo weapons
Survivalist, Berserker and Field Medic don't fall under any category of the Tactical Reload skills. The arsenal of the firebug seems to fall in line with what constitutes as a heavy weapon, while the Field Medic's arsenal is mostly some variation of a rapid fire weapon. As for Berserker and Survivalist weapons falling into both categories, there's currently no way to reload faster with Survivalist weapons and with the Tactical Reload skill, you'll most likely be using high RoF low damage weapons, which will likely have the Survivalist rely on the Pulverizer for Large Zed kills.
Level 10: Melee Combat
This section will be reworked outright. Rather than picking between better healing and melee combat proficiency, i think the choice should be replaced with better healing vs better shooting, with both skills giving the same level of effectiveness in melee combat. This is because the extra healing from Medic Training is usually worthless compared to the ability to run faster. Because of this, my suggestions for Level 10 skills are:
Mad Doctor: Increase syringe potency recharge speed 50%, melee attack speed 20%, and move 25% faster when using any melee weapon. All melee weapons deal untyped damage over time.
CQB Training: Increase neutral weapon damage 10% melee attack speed 20%, melee weapon damage 40% and move 25% faster when using any melee weapon.
Mad Doctor is an sort of an amalgamation of Melee Expert and Medic Training, trying to adhere to the cramped space within the text boxes of each skill while also trying to give the best of both worlds. The idea of dealing damage over time seems to be more in line of a crazy doctor who likes their scalpel a little too much. Ideally, the DoT should deal more total damage than Melee Expert in its current implementation.
CQB Training is what would allow the Survivalist to bring his neutral weapon damage up to 25%, so as to catch up with other perks in terms of killing power. The intention i have with this suggestion is to guarantee the acquisition of Melee Expert at level 10 regardless of what skill you choose.
Level 15: Equipment
This is mostly to increase the late game viability of Ammo Vest while also increasing the early game viability of Weapon Harness.
Ammo Vest: Carry up to 15% more ammo for all weapons and your grenade becomes a Medic Grenade. Also increase magazine size 50%
Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Fragmentation Grenade. Begin the game with a second Random Weapon and 100 less dosh
From my experience, most of the Survivalist's killing power comes from being able to carry 20 blocks worth of weapons though this won't do you much good when you start the game. Weapon Harness giving you two starting weapons would give room for more flexibility when you start the game, and you'll probably have a better chance of spawning with a more desirable weapon if you end up starting with the 1858 revolvers or Caulk n' Burn. The dosh penalty is to account for the fact that Tier 1 weapons sell for $100 so overall, you don't actually gain or lose any extra money. Also, i don't think anyone really likes the molotov cocktail at all and the extra weight capacity is a support thing. Might as well give him support grenades, i think.
As for Ammo Vest, increasing magazine sizes seems like the best way to compensate for not being able to carry the harder hitting guns when you're limited to 15 blocks. I think this buff might actually have to go as far as to ignore the hard caps on the DBS (Now a triple-barrel), Doomstick (invisible fifth and sixth barrels) and Buckshot Revolvers (7 round cylinder?) in order to compensate for your limited arsenal.
Level 20: Destruction
I really don't know what can be changed here. Movin' on.
Level 25: Specialist Training
Madman: During Zed Time, all weapons shoot 3x faster. Also increase melee attack speed by 300%
Grenadier: Weapons do not require reloading during Zed Time
The change to Madman is more of a nitpick than anything since it doesn't benefit from melee weapons. You're pretty much SOL if you find yourself triggering zed time with your knife or crovel.
As for Grenadier, i don't think lockdown can be saved. My suggestion is to outright replace it with a weaker version of Whirlwind of Lead that doesn't give you unlimited ammo but allows you to have 240 RPM on all single shot weapons. I can still see Madman being preferable for SWAT and Commando weapons along with high RoF shotguns such as the AA-12, HMTECH301 and VLAD-1000.
Passives
Weapon Damage: 0.6% * Level (Unchanged)
Global Damage Resistance: 1% * level (unchanged)
Heavy Body Armor: 1% * level (unchanged)
Zed Time Reload: 3% * level (unchanged)
Weapon Switch Speed: 2.4% * Level (New passive, max switch speed of 60%)
Perk Weapon Damage: 0.4 * Level (Max 10%, effectively 25% w/ neutral weapon damage bonus)
Since the Survivalist is to carry an arsenal of guns belonging to multiple perks, it seems prudent for him to be able to switch weapons much faster than everyone else. This can also make weapons with slow switch speeds much more bearable to use.
Level 5: Weapon Handling
Tactical Reload: Now includes Field Medic, Survivalist and Berserker Weapons on top of SWAT, Commando and Gunslinger weapons
Heavy Weapons Training: Now includes Firebug, Survivalist and Berserker Weapons on top of Sharpshooter, Support and Demo weapons
Survivalist, Berserker and Field Medic don't fall under any category of the Tactical Reload skills. The arsenal of the firebug seems to fall in line with what constitutes as a heavy weapon, while the Field Medic's arsenal is mostly some variation of a rapid fire weapon. As for Berserker and Survivalist weapons falling into both categories, there's currently no way to reload faster with Survivalist weapons and with the Tactical Reload skill, you'll most likely be using high RoF low damage weapons, which will likely have the Survivalist rely on the Pulverizer for Large Zed kills.
Level 10: Melee Combat
This section will be reworked outright. Rather than picking between better healing and melee combat proficiency, i think the choice should be replaced with better healing vs better shooting, with both skills giving the same level of effectiveness in melee combat. This is because the extra healing from Medic Training is usually worthless compared to the ability to run faster. Because of this, my suggestions for Level 10 skills are:
Mad Doctor: Increase syringe potency recharge speed 50%, melee attack speed 20%, and move 25% faster when using any melee weapon. All melee weapons deal untyped damage over time.
CQB Training: Increase neutral weapon damage 10% melee attack speed 20%, melee weapon damage 40% and move 25% faster when using any melee weapon.
Mad Doctor is an sort of an amalgamation of Melee Expert and Medic Training, trying to adhere to the cramped space within the text boxes of each skill while also trying to give the best of both worlds. The idea of dealing damage over time seems to be more in line of a crazy doctor who likes their scalpel a little too much. Ideally, the DoT should deal more total damage than Melee Expert in its current implementation.
CQB Training is what would allow the Survivalist to bring his neutral weapon damage up to 25%, so as to catch up with other perks in terms of killing power. The intention i have with this suggestion is to guarantee the acquisition of Melee Expert at level 10 regardless of what skill you choose.
Level 15: Equipment
This is mostly to increase the late game viability of Ammo Vest while also increasing the early game viability of Weapon Harness.
Ammo Vest: Carry up to 15% more ammo for all weapons and your grenade becomes a Medic Grenade. Also increase magazine size 50%
Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Fragmentation Grenade. Begin the game with a second Random Weapon and 100 less dosh
From my experience, most of the Survivalist's killing power comes from being able to carry 20 blocks worth of weapons though this won't do you much good when you start the game. Weapon Harness giving you two starting weapons would give room for more flexibility when you start the game, and you'll probably have a better chance of spawning with a more desirable weapon if you end up starting with the 1858 revolvers or Caulk n' Burn. The dosh penalty is to account for the fact that Tier 1 weapons sell for $100 so overall, you don't actually gain or lose any extra money. Also, i don't think anyone really likes the molotov cocktail at all and the extra weight capacity is a support thing. Might as well give him support grenades, i think.
As for Ammo Vest, increasing magazine sizes seems like the best way to compensate for not being able to carry the harder hitting guns when you're limited to 15 blocks. I think this buff might actually have to go as far as to ignore the hard caps on the DBS (Now a triple-barrel), Doomstick (invisible fifth and sixth barrels) and Buckshot Revolvers (7 round cylinder?) in order to compensate for your limited arsenal.
Level 20: Destruction
I really don't know what can be changed here. Movin' on.
Level 25: Specialist Training
Madman: During Zed Time, all weapons shoot 3x faster. Also increase melee attack speed by 300%
Grenadier: Weapons do not require reloading during Zed Time
The change to Madman is more of a nitpick than anything since it doesn't benefit from melee weapons. You're pretty much SOL if you find yourself triggering zed time with your knife or crovel.
As for Grenadier, i don't think lockdown can be saved. My suggestion is to outright replace it with a weaker version of Whirlwind of Lead that doesn't give you unlimited ammo but allows you to have 240 RPM on all single shot weapons. I can still see Madman being preferable for SWAT and Commando weapons along with high RoF shotguns such as the AA-12, HMTECH301 and VLAD-1000.