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Can't say i like the idea of a generalist perk either because it's almost always likely to suffer from power creeping and constant balance changes. HIgh survival speed perks can also lead to weird play style choices because they're allowed to make many mistakes and get away with it even if it hurts the team, Which leads some to have a general dislike for survivalist players.
He is a good pick now, if you're good enough you'll carry 6p HoE when needed. He trades raw power for survivability so make sure you tank hits for your teammates in dire situations.
Medic, now that it has gasgasgas out the ass can, similar to Demo, totally forget what its actually intended role is, and mass kill trash by lobing nades at spawn/chokepoints. Its about just as annoying as a trash killing Demo.
Survivalist is viable yes. I for one find it annoying that I can’t tell at the first glance what that player will contribute. Kill trash? Heal? Large Zeds? None of the above? I mean come on this game is constructed around specialized perks. Why is there a perk that completely ignores a core principle of this game… still can’t wrap my head around it.
And that also applies to his ability to tank.
It's not about how good or bad survivalist is, it's about his teamplayoptions and necessity. After all KF2 was and still is a coop-shooter.
Even if you don't like coop or play it singleplayer only the mechanics and balance should be optimized for coop.
Survivalist and medic are prime examples what devs should NOT do if they care for the team-mechanics they (or other devs) build into the game years ago.
The only thing Survivalist can be used for is his 100% stun skill.