Since the old "Ideas and Suggestions" threads were unfortunately lost, I felt compelled to repost my Survivalist rework with some new tweaks I've come up with after further thought. Again, I haven't spent countless hours of my precious life going over every single bit of math, so some of the balance might be a little off. (The point is just to get the idea across.) My goal with this rework is to try to make the Survivalist powerful through utility rather than raw numbers (brain rather than brawn), keep some of what is working, add some thematic elements, and give him/her some unique skills while still keeping the "perk sampler" FEEL of the character. This time around I'm going to do a lot less explaining of each choice; rather, I'm going to try to let the ideas speak for themselves! Enjoy!
STARTING LOADOUT:
Dual 9mm Pistols with full ammo.
Goreshiv
Noisemakers
One complaint I've repeatedly read has been regarding the Survivalist's weird grenade situation. I recommend simply giving the Survivalist their own grenade to remedy this (like how they were given the Goreshiv knife). The grenade I came up with was the Noisemaker, a thematic utility-oriented grenade to make the Survivalist more about brain than brawn. A Noisemaker would do no damage but rather would draw the attention of ZEDs as though it were another player (EDARs, enraged enemies, and bosses would be immune to this effect). Noisemakers could briefly take some pressure off of the team and/or conveniently group some of the hoard for killing. A Siren could still deactivate Noisemakers, so you wouldn't want to draw their attention.
WEAPON HANDLING [5]:
[Dexterous:] Increase Reload Speed with all weapons.
[Run-N'-Gun:] You may reload, swap weapons, and use the syringe while sprinting.
SURVIVAL TECHNIQUES [10]:
[Home Remedy:] Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 40%. Your healing removes any negative status ailments.
[CQB Training:] Increase melee attack speed 20%, inflict 50% more damage, and move 25% faster when using any melee weapon.
EQUIPMENT [15]:
[Calibrate:] Your 9mm pistols and Goreshiv deal 50% extra damage. You are unaffected by the weight of upgrades.
[Stockpile:] Increase carrying capacity by 5. Begin each game with a random Tier 1 weapon.
DESTRUCTION [20]:
[Spontaneous Zed-plosion:] Zeds you kill have a 30% chance to explode, damaging and knocking down nearby Zeds.
[Pesticide:] All flame, explosive, electric, and freeze weapons can also poison ZEDs, inflicting damage over time. Poisoned Zeds are slowed 10%.
SPECIALIST TRAINING [25]:
[ZED TIME - Respite:] During ZED Time, you move, reload, swap weapons, and use the medical syringe in real time.
[ZED TIME - Scavenger:] During ZED Time, your weapon recoil is reduced by 25% and you earn increased Dosh for assists and kills.
MAXIMUM PASSIVE BONUSES:
25% Heavy Body Armor
25% Global Damage Resistance
50% Weapon Swap Speed
15% Additional Ammo
Increased Dosh for surviving a Wave (difficulty dependent)
25% Heavy Body Armor
25% Global Damage Resistance
50% Weapon Swap Speed
15% Additional Ammo
Increased Dosh for surviving a Wave (difficulty dependent)
STARTING LOADOUT:
Dual 9mm Pistols with full ammo.
Goreshiv
Noisemakers
One complaint I've repeatedly read has been regarding the Survivalist's weird grenade situation. I recommend simply giving the Survivalist their own grenade to remedy this (like how they were given the Goreshiv knife). The grenade I came up with was the Noisemaker, a thematic utility-oriented grenade to make the Survivalist more about brain than brawn. A Noisemaker would do no damage but rather would draw the attention of ZEDs as though it were another player (EDARs, enraged enemies, and bosses would be immune to this effect). Noisemakers could briefly take some pressure off of the team and/or conveniently group some of the hoard for killing. A Siren could still deactivate Noisemakers, so you wouldn't want to draw their attention.
WEAPON HANDLING [5]:
[Dexterous:] Increase Reload Speed with all weapons.
[Run-N'-Gun:] You may reload, swap weapons, and use the syringe while sprinting.
SURVIVAL TECHNIQUES [10]:
[Home Remedy:] Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 40%. Your healing removes any negative status ailments.
[CQB Training:] Increase melee attack speed 20%, inflict 50% more damage, and move 25% faster when using any melee weapon.
EQUIPMENT [15]:
[Calibrate:] Your 9mm pistols and Goreshiv deal 50% extra damage. You are unaffected by the weight of upgrades.
[Stockpile:] Increase carrying capacity by 5. Begin each game with a random Tier 1 weapon.
DESTRUCTION [20]:
[Spontaneous Zed-plosion:] Zeds you kill have a 30% chance to explode, damaging and knocking down nearby Zeds.
[Pesticide:] All flame, explosive, electric, and freeze weapons can also poison ZEDs, inflicting damage over time. Poisoned Zeds are slowed 10%.
SPECIALIST TRAINING [25]:
[ZED TIME - Respite:] During ZED Time, you move, reload, swap weapons, and use the medical syringe in real time.
[ZED TIME - Scavenger:] During ZED Time, your weapon recoil is reduced by 25% and you earn increased Dosh for assists and kills.