The Problem with the Survivalist Perk: With more and more weapons coming out, perks have weapon options that let the perk cover up its own weakness or face enemies they normally cannot. With most perks already having these options, the need of a perk allowing weapons from multiple weapons to face any scenario isn’t necessary and in this case just weaker.
Rework Goal: Give the Survivalist more Utility to make the survivalist more of a tradeoff from specialist classes instead of 100% worse.
Equipment Change
Passive Changes:
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Tier 1 Changes
Tactical Reload: Increase weapon reload speed.
Medical Training: Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 50%. (same as its current Tier 2 Version.)
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Tier 2 Changes:
Weakness Exploit:: Do 10% more damage with head and Weakspot hits. Gain 25% Recoil Reduction. (Replace Medical Training as Tier 2)
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Tier 3 - On the Hunt (Complete Tier rework.)
Scavenger: Increase Max health by 25%. Heal yourself 1 point of Health for every ZED you kill.
Takedown : Increase the power of incapacitation methods of your weapons by 50%.
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Tier 4 & 5 stays the same.
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Changes Rational:
Passive Change Rational: Things like max Ammo and Carrying Capacity are both only useful for the later waves of matches so making them the options of a Tier is very Awkward. (Thus I moved them to the passives) Decreased the passive damage reduction to compensate for the additional tank and damage options.
Medical Training Tier change Rational: Tier 2 of current Survivalist is very awkward since both perks are almost pointless if you want to play Survivalist with only offensive Guns and not a Healing Weapon or a melee weapon. Additionally with this change, you can use Melee Expert with Medical Training to have better self heals and thus be closer to the tankiness of Berserker.
Weakness Exploit Rational: A perk with a bit of damage boost and some Utility. Designed to be useful for any gun. (may need slightly higher numbers.)
Tier 3 Rational: Both of these perks are designed to be on the weaker side since the old tier 3 was moved to the passive effects and to not make the Survivalist too strong by getting a really strong extra skill. Scavenger is designed to make the Survivalist a little tankier and be most useful in solo play. Takedown is a more team oriented perk and would stack well with Spontaneous Zed-plosion for cc’ing.
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Edits from original post: Decreased passive damage reduction, Decreased Damage number from exploit weakness, Removed idea for a new Teir 5 skill.
Rework Goal: Give the Survivalist more Utility to make the survivalist more of a tradeoff from specialist classes instead of 100% worse.
Equipment Change
- You can choose your grenade to be a Healing Grenade, He Grenade, or Molitov.
Passive Changes:
- Increase Carrying Capacity by 1 per 5 levels. (Max 5)
- Increase Max Ammo by 3% per 5 levels. (Max 15%)
- Damage reduction per level changed from 1 to 0.8 (25%->20% at lv 25)
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Tier 1 Changes
Tactical Reload: Increase weapon reload speed.
Medical Training: Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 50%. (same as its current Tier 2 Version.)
-------------------------------------------------------------------------
Tier 2 Changes:
Weakness Exploit:: Do 10% more damage with head and Weakspot hits. Gain 25% Recoil Reduction. (Replace Medical Training as Tier 2)
—-----------------------------------------------------------------
Tier 3 - On the Hunt (Complete Tier rework.)
Scavenger: Increase Max health by 25%. Heal yourself 1 point of Health for every ZED you kill.
Takedown : Increase the power of incapacitation methods of your weapons by 50%.
—-------------------------------------------------------------------------------------
Tier 4 & 5 stays the same.
--------------------------------------------------------------------------
Changes Rational:
Passive Change Rational: Things like max Ammo and Carrying Capacity are both only useful for the later waves of matches so making them the options of a Tier is very Awkward. (Thus I moved them to the passives) Decreased the passive damage reduction to compensate for the additional tank and damage options.
Medical Training Tier change Rational: Tier 2 of current Survivalist is very awkward since both perks are almost pointless if you want to play Survivalist with only offensive Guns and not a Healing Weapon or a melee weapon. Additionally with this change, you can use Melee Expert with Medical Training to have better self heals and thus be closer to the tankiness of Berserker.
Weakness Exploit Rational: A perk with a bit of damage boost and some Utility. Designed to be useful for any gun. (may need slightly higher numbers.)
Tier 3 Rational: Both of these perks are designed to be on the weaker side since the old tier 3 was moved to the passive effects and to not make the Survivalist too strong by getting a really strong extra skill. Scavenger is designed to make the Survivalist a little tankier and be most useful in solo play. Takedown is a more team oriented perk and would stack well with Spontaneous Zed-plosion for cc’ing.
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Edits from original post: Decreased passive damage reduction, Decreased Damage number from exploit weakness, Removed idea for a new Teir 5 skill.
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