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Survivalist Rework - How can perk be improved?

Veshydow

FNG / Fresh Meat
Oct 29, 2019
3
1
Greetings, Dear Tripwire Int. And today, I wanna talking about the changes in bonuses and skills for a rarely used perk – the Survivalist. Despite the improvement of 10th and 20th levels skills the perk is still less effective for killing Zeds. For example, Commando, Sharpshooter, Gunslinger weapons with continuous shooting causes a high recoil. Therefore, almost nobody use two pistols, assault & sniper rifles. The weakness of the perk that it has no unique skills like the same Sharpshooter and Gunslinger when headshots increases the damage to 50%. In order to make this perk the most balanced, we need to add unique skills from other perks:

Berserker: Attack speed, Melee weapon damage, Movement speed and Damage resistance.
Commando: More ammo of weapons, Assault rifles recoil reduction, Increased damage for 9mm pistol and knife, Tactical reload and Weapon switching speed.
Support: Welding speed of doors, trader pods, drones and electric shields, Tactical reload, More ammo of weapons.
Field Medic: Syringe Recharge and Syringe Potency.
Demolitionist: Tactical reload, Explosion resistance and Increased area of effect of all explosives.
Firebug: Fire resistance and Increased burn effect.
Gunslinger: Pistols and revolvers recoil reduction and Tactical reload.
Sharpshooter: Sniper rifles recoil reduction and Tactical reload.
SWAT: Submachine guns tactical reload, Heavy Body Armor and Increased damage for 9mm pistol and knife.

Perk bonuses:
Weapon damage - 20% (0.8% / Level)
Heavy body armor - 25% (1% / Level)
Global damage resistance - 25% (1% / Level)
Zed-Time Reload – 75% (3% / Level)
Movement speed - 25% (1% / Level)
+ Starting weapon and grenade choice

Survivalist has an "additional menu" that show what passive skills are available to the player and select grenade and starting weapon slots. For example, Starting weapon: Dual Pistols 9mm, Grenade: Zed-Time grenade.

Level 5 – Weapon handling:

Passive skill:
Increase weapon reload with all weapons.
Tactical:
Increase weapon switching speed 25%
Steady hands:
Reduce weapon recoil 25%

Description: I made elite weapon reload as a passive skill in favor of other skills that need Survivalist -reduced recoil and weapon switching speed. Also, I suggest to you to add exclusive animations for those weapons that do not have tactical reload: Hemoclobber, Eviscerator, HRG Healthrower, Hemogoblin, HRG Incision, Caulk n' Burn, Flamethrower, Microwave Gun, Helios Rifle, Killerwatt.

Level 10 – Survival techniques:

Passive skill:
Increase welding speed 25%
Medic training:
Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 50%.
Melee expert:
Increase melee attack speed 20%, inflict 50% more damage, and gain an additional 30% damage for knife.

Description: Change in “Melee expert” skill. I transferred the movement speed as passive skill, and now Survivalist doesn’t need to get a knife every time to run faster as in KF1. Instead, I added additional knife damage in case you run out of ammo (instead of 70% to 100% knife damage). And yes, I added welding speed as a passive skill, if you added syringe recharge, then add welding speed as well.

Level 15 – Equipment

Passive skill:
Night Vision Goggles for better vision in dark areas.
Ammo vest:
Carry one extra grenade and 20% more ammo for all weapons.
Weapon harness:
Increase carrying capacity by 5 and Increase damage with your 9mm pistol 80%.

Description: Dunno why I added the night vision in a passive skill if Commandos and Berserkers do not use it. But if you have ideas what kind bonus can be there contribute, leave comments. Here I removed the choice between Molotov cocktail and Healing grenade in skills and made changes. In “Ammo vest” skill I increased overall ammunition weapons and added extra grenade instead Healing grenade, skill almost identical with Sharpshooter "Always prepared” skill with difference 20% have Survivalist and 25% have Sharpshooter. In “Weapon harness” skill, I replaced the Molotov cocktail with increased 9mm pistol damage 80% (100% max).

Level 20 – Destruction

Passive skill:
Zeds you kill have a 30% chance to explode, damaging and stunning nearby Zeds.
Burning time:
Increase fire resistance 50%, and fire weapons’ burn effect lasts 100% longer, increasing damage over time.
Make Things go Boom:
Increase explosive resistance and area of effect of all Explosives by 40%.

Description: There is two Firebug skills. Even the newly added explosion resistance to “Make Things go Boom” skill is still not enough, because “Spontaneous Zed-plosion” skill more effective for killing Zeds. So I transferred “Spontaneous Zed-plosion” skill as a passive skill. Survivalist not routinely received bonuses to fire weapons, I fix it. In "Burning time" skill I added fire resistance, so as not to injure yourself when throwing Molotov.

Level 25 - Specialist Training

Passive skill:
Zed-Tine grenade in available.
ZED TIME – Madman:
During Zed time, you shoot and attack in near real time.
ZED TIME – Lockdown:
During Zed time, you move in real time and the power of all incapacitation methods are increased 200% for all weapons.

Description: Level up to 25 you get a Zed-Time grenades that will help you. Throwing this grenade, you will trigger... Zed-Time (it's obviously). In " ZED TIME - Madman” skill I added melee weapon attack, if you can shoot in near real time, then add and this one. In “ZED TIME – Lockdown” skill, I added movement in real time as opposed to the current skill.

Here is so I submit rework Survivalist perk and I hope that TWI realize starting weapon and grenade choice feature. That's all, folks. Leave the comments your opinions about my article and offer your ideas to improve the perk.

P.S. Previously, sorry for the terrible English.
 
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