Thesis / Overall problem
A Survivalist's role in the game is to be the jack of all trades by allowing all weapon use at the expense of a lot of damage and to have skills that give utility and survivability. The problem with the perk though is that it has oddly specific skills that limit choices. Another problem is that with each patch, more weapons are made for the other perks, which sometimes fills a different problem that the other weapons of that perk have. With more weapon choices within the bracket of each perk, there is less use to be able to dabble into other perk’s weapons.
My hopes of this rework isn’t to do a major buff to Survivalist (though the changes are 100% a buff except killing the melee build), but rather to open up more playstyle options by replacing oddly specific skills with ones that have a variety of uses.
Link to Currant Survivalist: https://wiki.killingfloor2.com/index.php?title=Survivalist
Problem By skill set
Tier 1 - Tactical Reload & Heavy Weapons Training
The problem with this tier is that it is very awkward. Dividing the reload bonus into two different skills that have three perks each is quite problematic. First given that the starting weapon is random you have to guess which half to pick for your weapon. Secondly, the point of the perk is to give the ability to use weapons of multiple perks but the very first skill you get incentivises you into one of two tracks. Thirdly, neither perk includes firebug, Field Medic, Berserker, or the survivalists own weapons. Since a large portion of the fire, field, or berserkers weapons that reload are cross-perk weapons it is unlikely the developers would add them to either side.
Also neither perk would help if started with a shovel.
Tier 2 - Medical Training and Malee Expert
Malee Expert - The problem with this skill is that it is almost useless unless you buy a melee weapon. The Malee Expert perk gives you a lot of useful stuff if holding a melee weapon but is only better then the Berserker when both are lv 10-14. This makes the skill very specialized and thus there is almost no reason to grab unless malee.
Difference summary of bez and survivalist at 10-14 (assuming bez goes skirmisher and butcher): Survivalist deals 26-24.4% more melee damage, +5% more move speed when not sprinting, 4-8% more damage reduction, and 10-14% max armor. Berserker gets 2 hp regen per second and cannot be grabbed by clots.
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The Rework Changes
Basic:
- Your starting weapon cannot be the shoval.
- Change starting Grenade to the Medic Grenade.
Note: It never made sense to me why the survivalist could start with one grenade then guarantee to lose it at lv 15+. As the healing grenade is generally better than survivalists normal starting grenade and the Molotov, I decided to make it his grenade at all times.
Tier 1 - Weapon Handling
Tactical Reload: Increase weapon reload speed.
High Capacity Magazines: Increase Mag size of all weapons by 50%.
Note: Combined the reload speed to one skill to allow for more choices. Went with Mag size for alternate skill because I couldn’t think of anything else that would be close in strength to reload speed.
Tier 2 - Special Training
Medical Training - Increase the potency of all your healing 30%, decrease the cooldown of your syringe and healing darts 50%. (same as before.)
Military training - Increase damage with your 9mm pistol by 70%, Increase move speed by 10%. Increase melee bash damage of all guns by 25%.
Note: Replaced Melee Expert because needing to buy an extra weapon to be a weaker berserker was bad for the weight capacity of Survivalist and delayed gun variety that the survival needs. Also Melee weapons were only affected by melee expert and zed-plosion so it doesn't make sense to have a skill around it for Survivalist.
Military Training is a variant of the idea of Fallback because the survivalist could use a second weapon that is consistent to use in the earlier waves. The 9mm has 70% instead of the 85% of Fallback as the base 0.6 per level damage boost affects the 9mm (as well as all the survivalist skills.) I made the damage boost to knife part into applying to gun bashes so you don’t have to switch weapons (or for Melee Expert buy a melee weapon) to deal with close targets. I choose a speed boost for the third part of fallback variant, to give more kite-ability to counter the lowered tankiness that not having stronger self-heals of Medical Training. (also because it is weird that the “Utility” Survivalist can be slower then the “high damage” Sharpshooter and Gunslinger.)
Tier 3 - Equipment
Ammo Vest - Carry up to 15% more ammo for all weapons. (same without grenade changes.)
Weapon Harness - Increase Carrying Capacity by 5. (same without grenade changes.)
Note: Kept same without grenade weirdness because I am not trying to mega buff the Survivalist, but instead open more build options and early wave impact to make the Survivalist viable.
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. increased damage against incapacated zeds by 10%.
Note: Make Things go Boom (second tier 4 skill) is only usable with demo weapons which is something I wanted to fix for the survivalist. Also that skill may not even be better then zed-plosion for demo weapons so It needed to be replaced.
Lockdown was my replacement idea as it makes for a more consistent form of Zed-plosion.
Zed-plosion: chance for damage + cc on kill.
Lockdown: increases your weapon CC ability then increases your damage on them after.
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.
Note: With the idea of better CCing of lockdown being moved to tier 4 I decided to replace the tier 5 with a movement skill.
Weapon Notes
Survivalist weapons may need a slight nerf if this rework was followed. Previously almost none of the survivalist weapons were affected by his skills (only Ammo vest, Madman, lockdown, and Zed-plosion.) But these changes would allow them to be affected by reload speed boost or Mag size increase. The survivalist weapons were never strong to begin with ,so maybe it would be fine, but it is something to consider.