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Survivalist Rework

James Chan

FNG / Fresh Meat
Mar 3, 2019
2
0
31
Why?
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The Survivalist has always been one of my favorite perks, probably due to the fact that as a player I tend to lean more towards solo play than multiplayer and versatility allows for a smoother experience. The issue I have with the Survivalist, in spite of the "recent" changes, is that the skill tree gears the Survivalist more towards a "one or the other" type of perk than a "Jack-of-All-Trades, Master of None" one. My goal is to turn the Survivalist into a perk that is as viable as the other specialist perks, not by being the best at one thing, but being good at a lot of things.


Passive Bonuses
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Current:
-Weapon Damage (0.6% per level, 15% max)
-Global Damage Resistance (1% per level, 25% max)
-Heavy Armor (1% per level, 25% max)
-Zed Time Reload (3% per level, 75% max)

Reworked:
-Weapon Damage (0.8% per level, 20% max)
-Global Damage Resistance (1% per level, 25% max)
-Global Reload Speed (0.4% per level, 10% max)
-Weapon Switch Speed (0.8% per level, 20% max)
-Movement Speed (0.4% per level, 10% max)
-Maximum Weight Capacity (0.12 per level, 3 max)


Skills
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I will be listing both current and suggested reworked skills per tier as well as an explanation as to why. The Wiki isnt updated with the recent Survivalist changes so I'll be recalling from memory, so I apologize if any values are off. Also, reworked versions of skills can be subjected to change, most probably the values.


*****Level 5*****

Current:
-Commando, Gunslinger and Swat weapon elite reload. (Tactical Reload)
-Demolitionist, Support and Sharpshooter weapon elite reload. (Heavy Weapons Training)

Reworked:
-Global elite reload (Practice Makes Perfect)
-20% more global damage (Make It Count)

Why?
I find skills that only work with a subset of weapons defeats the purpose of making the Survivalist compatible with all weapons. I understand you can still use weapons outside the scope of the selected skill, but more often than not it changes the mindset of the Survivalist to just use the weapons the skill affects. Also, it might allow for more weapon combinations to be used more effectively. Reworked versions revolve around a choice of sustained or burst DPS. Again, it works with all weapons and skill choice will still revolve around the player's playstyle.


*****Level 10*****

Current:
-Increase all healing by 20% and reduce syringe and healing dart cooldowns by 50%. (Medic Training)
-Increase attack speed by 20%, damage by 50%, and movement speed by 25% when using melee weapons. (Melee Expert)

Reworked:
-Reduce syringe and healing dart cooldowns by 50%. You now throw medic grenades. (Selfless Medication/Medic Training)
-All explosive AOE is 30% larger. Grenade remains the same (Make Things Go Boom/Explosives Training).

Why?
First of all, it makes sense. At least, more sense than turning your grenades into medic grenades when you wear an ammo vest or a molotov when you wear a harness. Also, the molotov is just a weaker version of a medic grenade when youre not a Firebug. Having to choose between Medic Training and Melee Expert defeats the purpose of the latter, which is to become melee-viable. Most people pick it just so they can kite. Thats why I decided to change Melee Expert's tier so that both may be picked. Also removed the reworked Medic Training's healing bonus for a bit of balance.


*****Level 15*****

Current:
-Increases maximum ammo capacity by 15%. Turns your grenade into a medic grenade for some reason. (Ammo Vest)
-Increases maximum weight by 5. Turns your grenade into a molotov, because why not i guess. (Weapon Harness)

Reworked:
-Increases maximum ammo capacity AND grenades by 20% (1 more grenade). (Deeper Pockets/Ammo Vest)
-Increase attack speed by 20%, damage by 50%, and movement speed by 15% when using melee weapons (Freedom of Movement/Melee Expert)

Why?
The current skills' grenade changes just didnt make sense. I also dont get why they gave the perk with the lowest damage output, the lowest buff in ammo capacity (and in turn, the lowest potential damage output). It just gimps the Survivalist perk altogether. Reworked skills make a lot more sense, you either encumber yourself by carrying all the extra ammo, or you remain light and thus are able to move and fight more effectively.


*****Level 20******

Current:
-30% chance for zeds to explode. (Spontaneous Zed-plosion)
-40% increased explosive radius. (Make Things Go Boom)

Rework:
-Increase effectiveness of all incapacitation methods by 75%. (Hold the Line)

-Regenerate 1 hp per second (Walk It Off)
OR
-10% additional damage reduction. (Battle-Hardened)

Why?
Personally, the 40% increased explosive radius was an underwhelming level 20 skill taking into consideration explosive damage falloff, and the Survivalist's already low damage output with explosives. Zedplosion doesnt make as much sense as it does to the Firebug perk. You expect things to combust and explode if you burn them, not when you stab them with a knife or shoot them with an SMG or crossbow. Reworked skill "Hold the Line* aims to give the Survivalist more stopping power. You can stumble more easily with shotguns, freeze zeds easier with the Freezethrower and much more. Reworked Skill "Walk It Off" aims to add a bit more survivability to the Survivalist. "Battle Hardened" is the optional replacement for Walk it Off.


*****Level 25*****

Current:
-All weapons fire 3x faster during zedtime. (Madman)
-Incapacitate zeds 200% more effectively. (Lockdown)

Reworked:
-Move and act 50% faster and deal 20% more damage during Zedtime. (Adrenaline Rush)
-10% chance to trigger Zedtime when damaged. You have 30% more damage reduction during Zedtime. (Survival Instinct)
OR
-Madman

Why?
Probably the most debatable of all my suggested changes. Madman was alright, though it was an offense-oriented skill on a non-offense oriented perk. An ammo intensive skill for the most ammo-inefficient and ammo starved perk. Though these issues have been addressed in my suggested changes, it'd be nice to give the survivalist a more "all-around" zedtime perk, similar to the Berserker's. It can be used for either offensive, defensive or tactical maneuvers. Madman is still viable as a Zedtime Perk, though.

Lockdown was pointless in my opinion. It allowed players to create openings during Zedtime but Zedtime is already an opening in itself. If anything, any real good that can be achieved with Lockdown can be achieved better with Madman.

Survival Instinct brings something somewhat new to the table, enabling Zedtime to be triggered when damage is taken. A more situational skill in contrast to the "obvious" offensive skill choice (As is the case with most, if not all, other perks). It allows for the Survivalist to be given a chance to better defensively react to Zeds who damage them, especially from behind. All in all i think it makes for an interesting addition to the skill selections of the Survivalist and matches with its theme well.



End
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Thanks for taking the time to read this and I hope to hear from you guys. Any form of feedback is appreciated!
 
Reluctant to say that despite the title - a topic that has come up WAY too often - I read this.

Where I started to lose even more faith was the 'reworked' level 5 skills - the reload/more damage suggestion is nothing new - add to that options which nigh-on mimic Berserker and I threw in the towel.

It is pretty much universal that the level 5 abilities [at the very least] are questionable but following recent tweaks I feel the Survivalist is moving in the right direction.
If the level 5 stuff was addressed then hopefully topics like this would cease to be because I'm pretty sure you can find dozens of pages within seconds such as this , this and you get the idea
 
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