So, I like Survivalist being a jack-of-all-trades perk, but feel it needs to actually be more flexible in that regard. So, let's just get straight to the ideas:
Passives:
* Damageboost = Raised to 20%, and gives 2x bonus on melee weapons (meaning 40% for melee, instead of 20%)
* Damage resistance = Kept as is, but resistance to fire and explosives are doubled (50%)
* Heavy Armor Training = Removed
* Survivor = Increases max health by 25% at max level (1% per level).
* Weaponswap speed = Increase weapon swapspeed by 25% (1% per level)
* Strength = Increases carrying capacity by 3 (1 every 7 levels).
* ZED Time Reload = Kept as is.
The reasoning for these changes:
* Melee damageboost - This is because melee weaponry needs a bigger damageboost than other weapons to keep up, and making a talent (Melee Expert) specifically for boosting melee power is way too niched for a perk like this. Hence, baking it into its passive. Sidenote; The reason it's only 2x bonus (instead of 3x to make it more similar to current Survivalist's melee boost) is because I'd like for Melee weapons to be stronger by default (about 20%), and Berserker's talents to be changed in tandem, to indirectly help other perks' melee crossperks (such as Survivalist with any melee, or Demolition with Pulverizer) to be more viable damagewise.
* Explosive/fire resistance - To reduce selfharm, mainly, when wielding these weapons, to allow safer uses of these types if you wish, but also gives a general survivability boost against Husks, Bomber EDARs and various bossmoves.
* HAT removal - This passive hinders the value of healing talents quite a bit (since they aren't valuable for oneself until you have lost most/all armor)
* Health passive - To compensate a bit for the removal of HAT.
* Weaponswap speed: Jack of all trades kinda needs to swap faster to go faster to each "trade", so to speak.
* Carrying capacity - To allow the Survivalist to be a bit more flexible with weaponchoices by default, without necessitating to pick Weapon Harness.
Talents:
* Level 5 - Dexterity - Reduce all recoil by 15%, increases reloadspeed of ALL weapons (elite reload).
* Level 5 - Tactical Magazines - Reduce all recoil by 15%, increases magazinesize of all eligible weapons by 50% or grant elite reloads to weapons that are not eligible for the magsize boost.
* Level 10 - Mad Doctor - Increases melee attackspeed by 20%, movementspeed by 10% (20% when using melee or syringe), potency of all your healing by 30% and reduces healing dart/syringe cooldown by 50%.
* Level 10 - Survival Instincts - Increases melee attackspeed by 20%, movementspeed by 10% (20% when using melee), regenerate 1 health every second and you can't be grabbed by Clots.
* Level 15 - Combat Vest - Increase ammo by 20%, damage resistance by 5% (additive to passive), allow allies to take ammo from you (like Support), and you may choose between HE Grenades, Freeze Grenades and Medic Grenades (Can be chosen at the trader or in the perk UI by clicking on the grenade icon)
* Level 15 - Weapon Harness - Further increase weaponswap speed by 25% (additive to passive), carrying capacity by 2, max grenades by 1, allow allies to take grenades from you (like Demolitionist) and you may choose between HE Grenades, Molotovs and Flashbangs (Can be chosen at the trader or in the perk UI by clicking on the grenade icon)
* Level 20 - Zed Buster - Increase your max health by 25%, and every 4th Zed you kill will explode, damaging and stunning all nearby Zeds.
* Level 20 - Havoc - Increase all weapon incapacitation effects by 100% and grants weaponspecific bonuses:
-- Non-penetrating, non-explosive ballistics = +2 penetration power (Like SMGs, ARs, Killerwatt fullauto etc)
-- Innately penetrating ballistics = +200% penetration power (Like all shotguns, Railgun etc)
-- AoE weapons = +40% AoE (All Demolitionist weapons, but also includes any of your handgrenades and fiery AoEs)
-- Beam weapons = +40% range (Like Freezethrower, Flamethrower, MWG, Killerwatt charge-attack etc)
-- Melee weapons = 40% reduced damagepenalty on directional attacks (Note: I have a similar talent idea for Berserker in my rework for it).
* Level 25 - Madman - Same as now (3x attackspeed)
* Level 25 - Unstoppable - EDIT: Run with full movementspeed, a 25% movementspeed boost and deal massive damage and knockdown power to any enemy you run into (i.e. a copy of SWAT's Battering Ram). Kudos to MarkoS98 for this suggestion!
The reasoning for these changes:
* Dexterity - Making reloadspeed universal is key to keeping the Survivalist a true jack-of-all-trades. The recoil reduction is to make sure the Survivalist can handle more types of weapons.
* Tactical Magazines - The best counterpart to reloadspeed is magazinesize. But not all weapons are eligible for that bonus - which is why they then get the elite reloadbonus if not eligible! (Imo, this is how Support's High Capacity Magazines talent should work too for the Boomstick & Doomstick, and Commando's High Capacity Magazines for M16M203 altfire and HMT501 altfire).
Weapons that get elite reloads instead of magsize = Pulverizer, Hemoclobber, Eviscerator, Boomstick, Doomstick, all Demolitionist weapons (except Husk Cannon, and the primary mag on M16M203 - its altfire still gets the elite reloading though!), all Gunslinger weapons (except Spitfires and HMT101), all Sharpshooter weapons (except FAL) and HMT501's altfire.
Or from another angle; All weapons that get the magsize bonus are = All Commando weapons (except M16203 and HMT501 altfire), all SWAT weapons, all Support weapons (except Boom & Doom), all Medic weapons (except HMT501 altfire), all Firebug weapons, all Survivalist weapons. The rest (and the exceptions) get elite reloads.
In short, all weapons that can't get magsize bonuses by its original perks get elite reloads instead.
* Mad Doctor - Keeps the improved healing aspects, but bakes in better movementspeed and melee attackspeed (Since Melee Expert was removed and partially baked into the passive). The movespeed bonus is universal, but further improved when wielding melee weapons or the syringe.
* Survival Instincts - A selfish and passive version of Mad Doctor, basicly, but also less potent in regards to potential healing-output (both for self and others).
* Combat Vest - The damage resistance bonus is there since the other bonuses (Grenade type and max ammo) do nothing for you if you don't have enough money. The ammo-supplies is just to give the Survivalist a bit more supportive potential.
* Weapon Harness - The weaponswap speed is there since the other bonuses (Grenade type, max grenades and increased carrying weight) do nothing for you if you don't have enough money, and also as a compensation for the lesser usefulness of the weightincrease (compared to current Survivalist, now when you partially get it in your passives). The increased grenade amount is also compensation for the lesser weightbonus, but also because its grenadechoices are generally a bit inferior to those provided by Ammo Vest. Further, the grenade-supplies is just to give the Survivalist a bit more supportive potential.
* Zed Buster - The healthboost is there to at least give this talent some useage even when you're fighting singular targets. The explosion was also made non-RNG!
* Havoc - Incapacitation bonus makes this talent relatively useful regardless of weapon you use. The other bonuses (penetration, AoE, beam range, directional-melee-penalty-reduction) are all there to increase your fighting qualities in various weapon-specific ways, but they all relate to increase your "group fighting" and/or "fighting range" capabilities.
* Madman - Is good, so is kept as is.
* Unstoppable - Since Lockdown was more or less given to the Havoc talent, this talent was changed to be the same as SWAT's Battering Ram, which is both a cool and functional skill, which also brings something quite different to the table compared to Madman.
What do you say? Good enough? Or overpowered, even?
Passives:
* Damageboost = Raised to 20%, and gives 2x bonus on melee weapons (meaning 40% for melee, instead of 20%)
* Damage resistance = Kept as is, but resistance to fire and explosives are doubled (50%)
* Heavy Armor Training = Removed
* Survivor = Increases max health by 25% at max level (1% per level).
* Weaponswap speed = Increase weapon swapspeed by 25% (1% per level)
* Strength = Increases carrying capacity by 3 (1 every 7 levels).
* ZED Time Reload = Kept as is.
The reasoning for these changes:
* Melee damageboost - This is because melee weaponry needs a bigger damageboost than other weapons to keep up, and making a talent (Melee Expert) specifically for boosting melee power is way too niched for a perk like this. Hence, baking it into its passive. Sidenote; The reason it's only 2x bonus (instead of 3x to make it more similar to current Survivalist's melee boost) is because I'd like for Melee weapons to be stronger by default (about 20%), and Berserker's talents to be changed in tandem, to indirectly help other perks' melee crossperks (such as Survivalist with any melee, or Demolition with Pulverizer) to be more viable damagewise.
* Explosive/fire resistance - To reduce selfharm, mainly, when wielding these weapons, to allow safer uses of these types if you wish, but also gives a general survivability boost against Husks, Bomber EDARs and various bossmoves.
* HAT removal - This passive hinders the value of healing talents quite a bit (since they aren't valuable for oneself until you have lost most/all armor)
* Health passive - To compensate a bit for the removal of HAT.
* Weaponswap speed: Jack of all trades kinda needs to swap faster to go faster to each "trade", so to speak.
* Carrying capacity - To allow the Survivalist to be a bit more flexible with weaponchoices by default, without necessitating to pick Weapon Harness.
Talents:
* Level 5 - Dexterity - Reduce all recoil by 15%, increases reloadspeed of ALL weapons (elite reload).
* Level 5 - Tactical Magazines - Reduce all recoil by 15%, increases magazinesize of all eligible weapons by 50% or grant elite reloads to weapons that are not eligible for the magsize boost.
* Level 10 - Mad Doctor - Increases melee attackspeed by 20%, movementspeed by 10% (20% when using melee or syringe), potency of all your healing by 30% and reduces healing dart/syringe cooldown by 50%.
* Level 10 - Survival Instincts - Increases melee attackspeed by 20%, movementspeed by 10% (20% when using melee), regenerate 1 health every second and you can't be grabbed by Clots.
* Level 15 - Combat Vest - Increase ammo by 20%, damage resistance by 5% (additive to passive), allow allies to take ammo from you (like Support), and you may choose between HE Grenades, Freeze Grenades and Medic Grenades (Can be chosen at the trader or in the perk UI by clicking on the grenade icon)
* Level 15 - Weapon Harness - Further increase weaponswap speed by 25% (additive to passive), carrying capacity by 2, max grenades by 1, allow allies to take grenades from you (like Demolitionist) and you may choose between HE Grenades, Molotovs and Flashbangs (Can be chosen at the trader or in the perk UI by clicking on the grenade icon)
* Level 20 - Zed Buster - Increase your max health by 25%, and every 4th Zed you kill will explode, damaging and stunning all nearby Zeds.
* Level 20 - Havoc - Increase all weapon incapacitation effects by 100% and grants weaponspecific bonuses:
-- Non-penetrating, non-explosive ballistics = +2 penetration power (Like SMGs, ARs, Killerwatt fullauto etc)
-- Innately penetrating ballistics = +200% penetration power (Like all shotguns, Railgun etc)
-- AoE weapons = +40% AoE (All Demolitionist weapons, but also includes any of your handgrenades and fiery AoEs)
-- Beam weapons = +40% range (Like Freezethrower, Flamethrower, MWG, Killerwatt charge-attack etc)
-- Melee weapons = 40% reduced damagepenalty on directional attacks (Note: I have a similar talent idea for Berserker in my rework for it).
* Level 25 - Madman - Same as now (3x attackspeed)
* Level 25 - Unstoppable - EDIT: Run with full movementspeed, a 25% movementspeed boost and deal massive damage and knockdown power to any enemy you run into (i.e. a copy of SWAT's Battering Ram). Kudos to MarkoS98 for this suggestion!
The reasoning for these changes:
* Dexterity - Making reloadspeed universal is key to keeping the Survivalist a true jack-of-all-trades. The recoil reduction is to make sure the Survivalist can handle more types of weapons.
* Tactical Magazines - The best counterpart to reloadspeed is magazinesize. But not all weapons are eligible for that bonus - which is why they then get the elite reloadbonus if not eligible! (Imo, this is how Support's High Capacity Magazines talent should work too for the Boomstick & Doomstick, and Commando's High Capacity Magazines for M16M203 altfire and HMT501 altfire).
Weapons that get elite reloads instead of magsize = Pulverizer, Hemoclobber, Eviscerator, Boomstick, Doomstick, all Demolitionist weapons (except Husk Cannon, and the primary mag on M16M203 - its altfire still gets the elite reloading though!), all Gunslinger weapons (except Spitfires and HMT101), all Sharpshooter weapons (except FAL) and HMT501's altfire.
Or from another angle; All weapons that get the magsize bonus are = All Commando weapons (except M16203 and HMT501 altfire), all SWAT weapons, all Support weapons (except Boom & Doom), all Medic weapons (except HMT501 altfire), all Firebug weapons, all Survivalist weapons. The rest (and the exceptions) get elite reloads.
In short, all weapons that can't get magsize bonuses by its original perks get elite reloads instead.
* Mad Doctor - Keeps the improved healing aspects, but bakes in better movementspeed and melee attackspeed (Since Melee Expert was removed and partially baked into the passive). The movespeed bonus is universal, but further improved when wielding melee weapons or the syringe.
* Survival Instincts - A selfish and passive version of Mad Doctor, basicly, but also less potent in regards to potential healing-output (both for self and others).
* Combat Vest - The damage resistance bonus is there since the other bonuses (Grenade type and max ammo) do nothing for you if you don't have enough money. The ammo-supplies is just to give the Survivalist a bit more supportive potential.
* Weapon Harness - The weaponswap speed is there since the other bonuses (Grenade type, max grenades and increased carrying weight) do nothing for you if you don't have enough money, and also as a compensation for the lesser usefulness of the weightincrease (compared to current Survivalist, now when you partially get it in your passives). The increased grenade amount is also compensation for the lesser weightbonus, but also because its grenadechoices are generally a bit inferior to those provided by Ammo Vest. Further, the grenade-supplies is just to give the Survivalist a bit more supportive potential.
* Zed Buster - The healthboost is there to at least give this talent some useage even when you're fighting singular targets. The explosion was also made non-RNG!
* Havoc - Incapacitation bonus makes this talent relatively useful regardless of weapon you use. The other bonuses (penetration, AoE, beam range, directional-melee-penalty-reduction) are all there to increase your fighting qualities in various weapon-specific ways, but they all relate to increase your "group fighting" and/or "fighting range" capabilities.
* Madman - Is good, so is kept as is.
* Unstoppable - Since Lockdown was more or less given to the Havoc talent, this talent was changed to be the same as SWAT's Battering Ram, which is both a cool and functional skill, which also brings something quite different to the table compared to Madman.
What do you say? Good enough? Or overpowered, even?
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