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WWAUT - Survivalist Tree

Veny;n2276395 said:
And after thinking twice i think survivalist may be fun. With 20 slots and practically no potential damage reduction (his passive damage boost is unversal, right?) i think i will be finally able to unleash my RPG+Microwave or RPG+ Medic assault rifle combo without fear from huge off-perk reduction.
And after adding more weapons, new and interesting combos may appear.

Without "Bring the heat" or "Hollow point rounds", which respectively increase the weapon damage for firebug and commando for 35% and 20%, there are a lot of penalties unlike what you're thinking. Or the multiple zerker skills which make skyrocket the resistance, health/speed and melee damage, the gains of the survivalist on his melee skill are ridiculously not worth it. Don't forget the Support has a penetration passive the Survivalist hasn't, and "Salvo", increasing the damage by a whopping 30%. While the penalty will be less present for Sharpshooter weapons, it'll still be present since you're lacking the headshot damage, and you will only have molotovs or medic nades instead of cryo nade or flashbangs.

Where don't you see the penalties ? Only the medic weapons lose 5 possible percents in damage bonus while using the survivalist, but you lose so much on almost every aspect by playing medic as a survivalist instead of pulling an actual one yourself. The only benefits of the perk I see is you can go for 20 slots, and the damage resistance + heavier armor are good passives. That's all. The worst is the current classes seem to have more versatility by off perking than the Survivalist does.
 
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Veny;n2276345 said:
To be completely honest, i expected more.
Releasing hybrid perk as the last of the perks had a great potential - with more levels and more perks we could do more specializations, more XP grinding and more unique choices. This? This survivalist is simply made of recycled perks, with no new mechanic and no new weapon (except for machette and grenade, that we wont be using anyway).

I think 100 levels (at level 50 this perk may be renamed into Horzine specialist at he is not "master-of-none" anymore) and 40 perks would bring much more fun and it could provide great way, how to prepare for HoE difficulty.

No offense but this look like a way, how to rush developement and fulfil promise of 10 perks without adding actual content, sorry.



actually the m,a,chete is already in game
 
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The concept of the perk is really cool but I just don't think the skill tree system really allows it to do what it wants. Picking between 2 skills on 5 separate occasions isn't really a great way to allow the player to blend 9 different perks together. Square peg round hole

I know that Tripwire has their own views on what the perk is really meant to be but the impression I got when they revealed it was like the ultimate off-perk perk. No such thing as an off-perk weapon for the survivalist. Want to use a flamethrower and a grenade launcher? Survivalist. The problem I see with the skill tree right now is that it's limiting the weapons you want to buy, when Survivalist is the excuse to buy anything you want.
 
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Well... It's exactly what I expected. I don't usually say that from all of you at Tripwire, who loves to bring some surprises with each updates... But this time, you got lazy. Even as a "jack of all trade" perk, it's pretty lackluster... It seems more like a frankenstein-monster of a perk to be honest. I don't really see why you would play this perk instead of choosing one that is very effective at doing his job.


Maybe that's just me though and that I'll find some usefulness to the perk later on.
 
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Ok guys calm down, Survivalist perk is nice idea but need some changes to give players more freedom. Here's my suggestions:

- give players option to choose T1 weapons
- give players option to choose granade types

lvl 5 skills:

Tactical Trainging- increase all weapons reload speed by 30% and reduce recoil
Combat Training- increase all weapons damage by 20% and 25% increase magazine size

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.
 
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I was neutral before this annoucement. When I read the passive, I was starting to think it could be interesting, but...

But, after reading the level 5 skills, I realized something was wrong. After reading level25, I was like : Oh... That's it oO ?

Skills which divide weapons (while it was supposed to be a jack of all trades), random separation (medic/melee), random grenade swap... I mean, level 10 ask you to specialize in medic, but you get the grenade medic at level15 because you wanted to increase your ammo ? (increase of ammo is not supposed to go with DPS perk ?)

Or, a random molotov because you wanted to increase the weight you can carry ? (the most useless grenade in the game ? how the molotov is related to an increase of weight ???!)

And then, a "out of nowhere" demo skill or... having zed explose when you kill them, which makes total sense when you kill something with a .magnum, they explode !!! This skill was already ridiculous with firebug, but now, it's even worst...

To sump up : Really, there is not even one perk choice which makes any sense... at all. It's like someone decided to put skills at random, not even letting the possibility to have some combo.

I'm just going to mention once again stuff that people already said : No random/swtich for grenade, no random weapon for T1... and then delete the skill three and try to do something which makes at least sense... It's supposed to be a custom perk, right ? :)
 
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I think right they have pretty much painted themselves into a box regarding skill tree for this NEW *cough* perk. IMO if the Survivalist was able to be so interchangeable why would you play the other perks??

55 responses to new info from the developers? I think you guys really need to shake a leg and get the Beta into the community to get ahead of what needs to be finalized for Release Date! What are you guys waiting for? Its not like it took you this long since last patch to do new artwork for the perk or new weapons, not even new skills?

I've been running a modded martial artist Perk on my server for over a month. Same concept Field Medic/Berserker combination. I've even added Holiday skins Player and Zeds for Halloween.

It would also be nice to have some type of compression added to the game, like ucc compression for custom content...:rolleyes:

b_350_20_FA2E1A_FFFFFF_000000_1202D5.png
 
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Hmmm... Many critiques have already been voiced & I agree with many... Particularly this oversight in Random T1 weapon spawn while Perk skills designate weapon style bonuses.

I would like an see an overhaul of the skills to be less like revisions and more unique and survivor-like... Tactical reloading seems like paramilitary skill. Short sayings/phrases like 'Tooth & Nail', 'Scavanger', 'I will survive', 'Come What Will', 'Eat to Survive', 'Find a new Use', 'A Helping Hand'- say "Survivor" to me and perhaps awaken the imagination for new skills.

Here are some of my ideas:
*'Tooth & nail' - melee weapons & bashes slow the enemy
*'Come What Will'- you spawn with a random tier 2 to start the game
*'I will survive' - picking up a deceased players weapon grants you a damage bonus (or that class's bonus) with that weapon till next round or just simple buff upon ally death
*'Scavenger' - gain a ammo-crate worth of munitions when landing the killing blow on Tier3+ Zeds
*'A Helping Hand' - allies can claim 33% armor restored from you (as per Supplier perks)
*'Eat to Survive'- chain killing Zeds grants health regen for you & nearby allies

I think more Random throw-ups or mash-ups of other class skills could be interesting too. Ex:
Your grenades could be two-fold. Choose either: EMP/Medic. VS. Flashbang/Molotov (White-phosphorous grenade!?) Or... Pick your grenade type & have it siren-proof.

You could have Commando's ability to see stalkers but it wouldn't apply to team and tack on a little move speed bonus with stability... (Like Gunslinger but lesser).

That or make it apply small bonuses from the many class passives to the entire group as Perk skills. A total support class...

I also would love some unique guns for the Survivalist... or unique to skill guns for the class even. Maybe a stunrod for the default melee weapon (you could bludgeon them with primary attacl & stun with a recharging 2nd function of an electric stun). Or a bloat-bile grenade...

Anyway class icon should also be unique in my opinion. A gasmask, a hand bent in anguish, the Horzine symbol, a rat... Something... Not just an equal sign.

As for the "gorefaster"... Is it really identical to the Gorefast's model just with 2 blades? Because in that case Gorefaster seems logically the best choice (although my T9 wants you to call it - Forecaster). With a little model editing... mostly weapon dependant... the Gutter, Ripper, Shredder, Hooker, Shiver, Impaler, Wretched, Butcher, hmmm... Disemboweler.
 
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Supurdave;n2276363 said:
It just occurred to me that putting specializations on the right side and general skills on the left would be a great way to manage this skill tree.

for example put tactical reload (all weapons) next to +20% recoil reduction, start with mp7 and flashbang grenade.

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.
This.

With each right tier offering a different grenade/weapon for starting equipment the issue comes up where more than one is selected- how to choose which one is used for starting equipment?

A) Perk skills that specify starting equipment tweak the balance of the RNG for equipment spawned with (mp7 and flashbang now have 50% chance to be chosen on spawn, all other options combined into remaining 50%)

B) Only the highest/lowest skills are used for starting equipment (mp7 and flashbang for now, replaced by level 10's right skill of shotgun and frags(would also offer another bonus like extra ammo capacity))

...Are two ways that could function.
 
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For grenades choices to be non-restrictive, maybe a passive could simply be "You may choose any type of grenade, which can be exchanged for free at trader menu". This way you could have control over what grenade you wanted on each wave, with no penalty to your skill choices.

Here are some of my ideas:
*'Tooth & nail' - melee weapons & bashes slow the enemy
*'Come What Will'- you spawn with a random tier 2 to start the game
*'I will survive' - picking up a deceased players weapon grants you a damage bonus (or that class's bonus) with that weapon till next round or just simple buff upon ally death
*'Scavenger' - gain a ammo-crate worth of munitions when landing the killing blow on Tier3+ Zeds
*'A Helping Hand' - allies can claim 33% armor restored from you (as per Supplier perks)
*'Eat to Survive'- chain killing Zeds grants health regen for you & nearby allies

While I maybe would come up with some slightly different ideas, the overall concept of skills thought up by liamtranzig is definitely the right kind of idea. Something more original, or an unorthodox approach to survival compared to other classes.

With the weapons not being unique, the skills and passives are where the opportunities lie to make the perk stand out as a viable, fun, and different- feeling class. Taking passives and skills from other perks simply won't cut it.
 
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