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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