2Clicks;n2278129 said:
Ive seen average and bad players play as demo or sharpie or med on lvl 25 and others having to carry them.
Mr A is a great player, he played Killing Floor 2 for a long time. So did Mr B, he also played KF2 for the same amount of time. They have the same player skill, and knowledge of maps, or mechanics. But Mr A prefers to stick to tried and true classes, whose he knows how effective they are, and what are their strengths and weaknesses. On the other side of the fence, Mr B sees a new perk released, he loves it, very fun perk that allows you to pick any weapon, and to carry more than usual, he's therefore going to play it, and meets Mr A ingame.
Mr B gets into an argument with Mr A about the effectiveness of this new perk he just fell in love with. That's where the problem begins to show : when Mr B wants to heal his team with his perk, he isn't even a shadow of what Mr A can do as a medic, when he wants to kill fleshpounds & scrakes, he's still inferior to Mr A when he plays as a sharpshooter or as a demolitionist, and so on and so forth on this point. But when Mr B admits that Mr A is better for specialized roles, he also claims that he has better survability with this perk, and can use effectively weapons to negate the weaknesses of his primary weapon. Mr A, playing demolitionist, just says : my RPG with +100% damage bonus and my offperk P90 will be better than your RPG and P90, with their petty 15% damage bonus which changes nothing on the bigger picture. Mr A will always perform better, unless he's getting hit a lot, since he lacks the resistance of this new perk.
TLDR : please, to everyone in this thread, quit saying you can carry scrubs as a survivalist, or people with mainstream perks can be terrible as hell, because that's stating the obvious. But a player who played all classes up to level 25 will ALWAYS perform better if he keeps his main weapon on his perk, and just adds something else to the mix to complement what he's good/make him better when his effectiveness starts to go down; rather than when he play survivalist.
Not convinced ? Take the survivalist, any set of skills you want, do your thing on any server, then get back to this same server, take any perk you want, off perk a weapon like the SMGs or the DBS (or anything you're comfortable with), while keeping your main perk weapon, and make a comparison. Yes, you're just killing fleshpounds quicker, or clearing trash more efficiently, while not having that much a loss in healing effectiveness (if you're not playing medic), the only difference you perhaps noticed is a tiny loss in survivability (25% resistance is big, I admit, but that's the only good thing about this freaking perk). I let you draw any conclusion you want, but if you persist in saying the Survivalist has a place in the big picture, then you're either completely crazy, or actually needed those 25% resistance and 20 weapon slots so badly that you'd sell ALL of the remaining perk benefits to have them, which means you've some sort of weird fetish. I won't judge you on that, but be wary that you're not a lot to feel this way for this perk.
Yoshiro;n2278149 said:
We are watching player feedback on the perk now that they have had hands on with it. There are several camps and we are keeping a close eye on the feedback from all of them. Those who like it, those who see potential in it but don't think it stands up and those who don't. We will continue to iterate on the Survivalist and other aspects of the game as we move ahead. Development doesn't stop and feedback/iteration end, just because we reached launch.
Reassures me that some devs actually read the threads about survivalist, you guys are so silent about this matter it just worries the hell out of me sometimes.