Thoughts on Ruin Change
I don't think that most people would disagree with the statement that any perk that is used 80% of the time at high ranks needs to be looked at. When it is looked at, however, the devs need to figure out why it's used so much at that level. Is it OP or is it needed to stay competitive at that level.
Sadly, it seems that the devs leaned towards the "OP" side of the argument and that's the problem. They say it was frustrating for new players but a lot of things are frustrating for new players. It's called the new player experience. Also, by their own statistics ruin wasn't encountered that often by new players. When I was a new survivor I found it much more frustrating to go up against a Billy than I did going up against Ruin.
It's not Ruin that needed to be changed by the speed of the game. Or, rather, I think it's a map size issue. Some of the maps are just too large. If they had reworked the large maps and then changed Ruin I think we'd find the hate regarding this change would not be so intense.
Also, Hex perks. They need to rework the entire Hex perk system.
As someone who plays killer I would not argue with gaining a perk slot that so I can use something that lets me do something cool. I'd rather see auras or plow through pallets or get various gen alerts than take a perk that just makes skill checks more difficult. Unfortunately, once you hit a certain level as a killer, it's kind of necessary.
As someone who players survivor I'll say this, the entire generator repair mechanic needs a rework. It's boring and not engaging at all. I hate just sitting here holding a repair button for a minute or more. Boring, dull, and not engaging at all.