Survivalist is too game changing

It’s down 1%. Whatelse do you want from it. Its already neutered.

My stance from the beginning. By the way, was that I don’t think it should be an aura. But nerfing it any further is pointless.

The outcomes from nerfing and buffing things that are already strong is gonna make the stuff that’s weak, even weaker. Weapons, like the autogun, and autopistol are suffering as is. No need to take them out back, and put them down.

no. it’s still around 2 full ammo refills in a high difficulty mission. thats 2 full ammo kits or 8 big ammo bags. on havoc, it’s even more.

another thing thats worth thinking about is that havoc probably would not have a negative ammo modifier if survivalist didn’t exist. or at least not such a severe one

The point about havoc is dumb. You can make the same argument about high intensity shock troop gauntlet, or waves of specialists. It’s not the skill that’s the problem. It’s that you’re being swarmed with so many elites, and specialists.

So unless it reads, like you “generate % of your total ammo ever amount of seconds” this perceived problem will still exist.

very interesting sentence. you call the problem perceived, yet you suggest a legitimate solution to it that shows you understand the problem. which is it? and in fact skitarii has this and it’s fine

i’m just gonna say what i already said but survivalist could just be limited to the vet. class, weapon and build balance can’t hinge on whether or not there’s 1 of 7 classes with 1 of 3 auras on the team.

I’m giving you a solution to what you call a problem. I don’t think its a problem. Im just give an example how you could change it without completely ruining the skill.

Some other people might say that the amount of enemies needs to be toned down. The amount of elites, and specialists need to be gutted. The health some enemies have need to be reduced. The overall player power needs to be completely dumpsterd.

I think thats stupid. This game is barely being held together with spit and duct tape. Players are gonna riot if we get a new game mode. But thats a different discussion.

Everything ranged specific has sustain already from their kit. They could/should touch up ammo pod, but running 3 of the best nodes to get there shouldn’t be discounted (elite toughness restore, TDR, 20% damage). Its definitely part of their swiss army toolkit but not a focus. Psyker really doesn’t need it with guns since its part of a blender loadout that should stay mostly melee, castigator’s is definitely not just for guns and zealot is really not needing it either since it will just make for more flamethrower.

I feel like this is more imposing of what people ‘think’ the gameplay focus is. Yeah you can tear away with ranged but you can also gear melee and get away entirely with not drawing your weapon in shock troop gauntlet. Some people like it, and there’s heavy resource curtailing ‘where it counts’ and ammo is looted for unbridled shooting in regular. The design did call for literally 50-50 gameplay in the early interviews, so its definitely part of the vision for the base game…

As much as I also like getting stuck in and actually meleeing.

Damn spooky, people like you are why I love posting, because that’s a really great idea - I hope someone at fatshark reads this

That’s my point. A lot of times people talk past each other, so I’ll say that I agree with you.

To clarify the impact I was talking about was the fact its the only Aura worth taking.

It will be really hard to come up with the mechanic that affects ammo reserves and make it balanced as long as havoc is messing with ammo pickups.

Any kind of ammo regen will be worthless outside of havoc, and will be mandatory in havoc.

Havoc is the problem.

And I don’t even think it is overpowered in havoc. I believe people are annoyed that veteran is a must pick because of the aura, not that havoc is too easy when you bring a veteran. Is that really a valid cause for nerf?

Sure, I wouldn’t mind if CD on survivalist was doubled, but veteran got a slight buff to his individual strength. So you could feel better about playing ammo dispenser class, and not feel too bad about not bringing it. This will make Survivalist completely worthless outside havoc, but let’s be honest, it already is.

My proposal would be

  • double the cooldown on Survivalist
  • Make Tactical Reload and One Motion part of Veteran’s base kit
  • Replace them with hybrid talents that increase both melee and ranged damage (similar to Skitarius’ Hybrid Combat Covenant and Galvanic Marking Array (duration and stacks mechanic can be different, talking about the effects here. Make sure they provide under 15% damage increase, to not powercreep Longshot)
  • Swap places for Demolition Stockpile and Grenade Tinkerer
  • Roll back Krak Grenade regen time in Demolition Stockpile
  • Remove tax nodes following the blitzes (Reload Boost, Toughness Boost and Movement Speed Boost) and make them part of the base kit

The threads pretty long but there have been some REALLY solid ideas here already. Probably the most interesting altering survivalist to have a chance for shots to be free rather than generating ammo.

Honestly though, i think survivalist being changed to a weak spot bonus damage aura AND opening the crits not costing ammo vet laser talent up to all guns is the best solution.

I think that’s kind of the core issue, which is likely why it should be looked at as through that lens and moved away from being a vet aura and towards being a being personal for all of the ammo using classes. So that the vet can be freed up, there have been a lot of awesome suggestions so far.

I was pondering on this. I think it too is a part of the problem, you look at the other classes trees and honestly, veteran auras feel like legacy software.

Generally, ammo is not really an issue until H30+. Before vet with survivalist aura + psyker was recommended to deal with it. Now we have hive scum with pick pocket allowing for more flexible options. If you remove survivalist aura, you might end up at a pickpocket + psyker meta to deal with the ammo economy. So, unless you want to readjust ammo economy overall, i wouldn’t touch survivalist.

That’s precisely what I’m saying should happen.

Arbiter probably needs a talent that’s something like “confiscation” that is akin to pick pocket or ammo restoration pod