Thesis / Overall problem
Survivalists role in the game is too be the jack of all trades by allowing all weapon use at the expense of some damage and to have skills that give utility and survivability. The problem with the perk though is that it not only deals less perk bonus damage but none of the skills increase damage output by much while most other perks have multiple damage increasing skills (except swat.) An additional problem is that with each patch that comes out more weapons are made for the other perks, which usually fills a different problem that the other weapons of that perk has. With more weapon choices within the bracket of each perk, the less of a use the ability to dabble into other perk's weapons has.
link to Current survivalist: https://wiki.killingfloor2.com/index.php?title=Survivalist
Rework ideas:
Tier 1 - Weapon Handling
Tactical Reload: Increase weapon reload speed.
Nimble Hands (Temp Name): Increase weapon switch speed by 25% and reduce recoil of weapons by 25%.
Tier 2 - Survival Techniques
Fallback - Increase damage with your 9mm pistol and knife by 85%, and Increase Ammo Capacity by 15%.
Military training - Increase move speed by 10%, carrying capacity by 5, melee attack speed 20%, and inflict 50% more damage with melee weapons.
Tier 3 - Equipment
Medical Training - Increase the potency of all your healing 30%, decrease the cooldown of your syringe and healing darts 50%, and your grenade becomes a healing grenade.
Weapon Harness - Carry one extra grenade and Increased explosive resistance and area of effect of all Explosives by 40%. (including grenades though I don't know if it normally would or not.)
Tier 4 - Zoning
Spontaneous Zed-plosion - Zeds you kill, have a 30% chance to explode, damaging and stunning nearby Zeds. (same as before.)
Lockdown - Increase the power of all incapacitation methods by 50% for all weapons and increase damage against incapacitated zeds by 10%.
Tier 5 - Specialist Training
Madman - During Zed time, all your weapons shoot 3x faster. (same as before)
Escape Artist - During Zed time, you cannot be grabbed from clots or immobilized by E.D.A.R lassers (removing the effect of it upon zed time), and you move and switch weapons in real-time.
I am too lazy to write the rationalization of every change idea, so feel free to ask if you are curious.
Survivalists role in the game is too be the jack of all trades by allowing all weapon use at the expense of some damage and to have skills that give utility and survivability. The problem with the perk though is that it not only deals less perk bonus damage but none of the skills increase damage output by much while most other perks have multiple damage increasing skills (except swat.) An additional problem is that with each patch that comes out more weapons are made for the other perks, which usually fills a different problem that the other weapons of that perk has. With more weapon choices within the bracket of each perk, the less of a use the ability to dabble into other perk's weapons has.
link to Current survivalist: https://wiki.killingfloor2.com/index.php?title=Survivalist
Rework ideas:
Tier 1 - Weapon Handling
Tactical Reload: Increase weapon reload speed.
Nimble Hands (Temp Name): Increase weapon switch speed by 25% and reduce recoil of weapons by 25%.
Tier 2 - Survival Techniques
Fallback - Increase damage with your 9mm pistol and knife by 85%, and Increase Ammo Capacity by 15%.
Military training - Increase move speed by 10%, carrying capacity by 5, melee attack speed 20%, and inflict 50% more damage with melee weapons.
Tier 3 - Equipment
Medical Training - Increase the potency of all your healing 30%, decrease the cooldown of your syringe and healing darts 50%, and your grenade becomes a healing grenade.
Weapon Harness - Carry one extra grenade and Increased explosive resistance and area of effect of all Explosives by 40%. (including grenades though I don't know if it normally would or not.)
Tier 4 - Zoning
Spontaneous Zed-plosion - Zeds you kill, have a 30% chance to explode, damaging and stunning nearby Zeds. (same as before.)
Lockdown - Increase the power of all incapacitation methods by 50% for all weapons and increase damage against incapacitated zeds by 10%.
Tier 5 - Specialist Training
Madman - During Zed time, all your weapons shoot 3x faster. (same as before)
Escape Artist - During Zed time, you cannot be grabbed from clots or immobilized by E.D.A.R lassers (removing the effect of it upon zed time), and you move and switch weapons in real-time.
I am too lazy to write the rationalization of every change idea, so feel free to ask if you are curious.