Hex Ruin/Balance suggestions
I play both survivor and killer about evenly, so I can see both sides on this issue. As a killer, I often feel like gens pop way too fast and Hex Ruin is necessary to use. Also, as a survivor, 80% of games having hex ruin is also quite frustrating. I think Hex Ruin should be slightly nerfed, but not to the degree that it will be for the next patch. Here's my suggestion:
Hex Ruin: when a generator is below 50% complete, survivors have slightly/moderately/considerably increased chance of triggering a hex skill check. A great skill check results in 0% progression, -3% progression for a good skill check and -5% for a failed skill check. When a generator is above 50% complete, survivors have a considerably/moderately/slightly decreased chance of triggering a hex skill check.
This new version makes the effects of the perk more consistent. The hex is actually more powerful in the early game, since more skill checks are triggered for gens below 50%. The gens over 50% get less skill checks, so this makes the perk a bit less obnoxious for survivors later in the game. Also the regression is less for getting a good skill check, so this provides some more balance as well.
My other suggestion is making gen completion times dynamic rather than static. Maybe shorten gen times in lower ranks and increasing them in the higher ranks. This helps with the gen rushing seen in the high ranks. Also, factor in SWF groups in determining gen completion times. SWF gives survivors a huge advantage since they can coordinate and the game should adapt to balance this. In a non-SWF match, more than 1 person might stop working on gens to save someone on a hook because they are unable to communicate, but with SWF, you just assign someone to get your teammate while the other 2 keep doing gens. By factoring rank and SWF groups into the algorithm for determining gen completion times, this will make killers a lot less dependent on hex ruin and provide more balance.