Nah as I said that’s literally almost every talent with a few exceptions that are all OP as a result. Talents, weapons and skills “scaling negatively” is effectively fundamentally why a higher difficulty is more difficult.
Example: Brainburst does a set amount of damage. It doesn’t increase with difficulty. When you look at how killing power one hit has in an average encounter, you’re looking at a higher percentage on sedition than on auric. So it “scales negatively” and is weaker on auric. Generally considered balanced if a bit outshined by the less balanced options it’s pitted against.
Example 2: Shooting once with a single shot headhunter (forgot the mark). It doesn’t increase damage with difficulty nor fire rate. When you look at how much killing power one hit has in an average encounter, you’re looking at a higher percentage on sedition on auric. So it “scales negatively” and is weaker on auric. Generally considered a decent balanced weapon.
Example 3: Weapon specialist. It provides you with one ranged crit. I won’t keep typing it out, but one crit has more killing power proportionally on lower difficulties since it’ll let you oneshot a crusher more easily and there’s only one crusher in an encounter. So inherently scales negatively too. Generally considered an extremely strong talent regardless, but partially because of an interaction with weapons with penetration which I’ll get to next.
Then there are things that DO scale positively with a difficulty increase and are as a rule considered busted op:
Example 1: Plasma gun. It hits an infinite amount of targets for full damage. That means on auric where there are 5-20 elites in a line often it actually has vastly increased killing power per shot in an encounter compared to sedition. This scales positively with the difficutly. This is an extremely OP weapon and everyone who plays this game a bunch agrees. Revolver scales positively for similar reasons, ever kill 5 shotgunners with one shot? Only on aurics.
Example 2: Psykinetics Aura/Tactical awareness/etc (the “CDR on elite/special kill” talents). These directly provide more CDR the more elites/specials are on screen, so obviously they scale positively with aurics. In effect these are completely busted and they let you spam vet yell 3 times in an encounter in auric, or let you venting shriek each time you hit 100% peril in one single encounter so long as elites are dying nearby. Completely OP in aurics as a result of scaling positively.
Example 3: old survivalist. Same as 2 really.
Incase you were comparing it to only auras, stuff like psykers 5% CDR inherently scale negatively too because having 5% more scriers gaze uptime isn’t proportional to how many more enemies need killing with scriers gaze on in aurics. Another example would be zealots 10% toughness DR or hwatever it is. A crusher or mauler will oneshot your toughness on damnation regardless of that and there’s a lot more crushers and maulers on auric. Meanwhile this can actually protect your HP bar more, proportionally, on sedition because it’s mostly just poxwalkers hitting you.
In other words it’s a very fundamental balance issue if something is STRONGER on aurics than on sedition. That’s what “scaling negatively” really means. It’s a biased way to say “this weapon kills more on sedition than on aurics” or “this skill has more benefits to player power on sedition than on aurics” which as I said: Yeah, and that’s how it should be. That’s where the difficulty comes from. If everything “scales positively with difficulty” then aurics would be easier than sedition.
This is why I said we’re fundamentally starting to lose track of things here.
TL;DR Survivalist counteracts the teams ammo consumption less on aurics than on malice proportionally, and it’s good that way because increased ammo consumption and the resulting ammo econ is an inherent part of auric difficulty design. Pre nerf it was inversing the intended ammo econ on aurics and gave you more ammo to waste in an auric total than you would get on malice.
It’s still 200% ammo restoration for the whole team per match on average btw. That’s the same amount of theoretical ammo restoration that you get from looking through boxes and finding the levels 2 ammo kits, and most people don’t look for those to begin with. Imagine if zealot provided 2 med kits worth of healing to the team.