How the PTB seems (Pre playing)
I put Pre playing on here just so i can share my thoughts and concerns with the changes with letting everyone know i have not had the chance to play the PTB yet and i will give my thoughts in a seperate post after playing it for a few days. I also want to say I'm mostly a killer main that plays survivor every now and then, however I understand the frustrations that go along with survivor players and empathize with them especially in this patch.
Healing nerfs seem too strong just by a touch. I'm of a mind with Otzdarva on this issue, either we have the base nerfs or we have the perk and medkit nerfs, Both is too much. With sloppy it takes over 30 seconds to fully heal from injured making resetting for momentum shifts very hard to do now. On lower level players this is going to be a for sure death when it comes to camping as trades are going to be far far more difficult if you're for 2 people spending the entire hook state healing. The boon circle of healing nerf was needed as it made healing currently far too quick for killers to keep pressure. However with that nerf, the medkit nerf and base healing nerf I fear for high MMR players it will mean little as they will still optimize generators and games will go far too quickly for the killer to keep up and for low MMR players I feel it's too punishing.
For the nerfs to all the killer gen regression perks I understand why they were done but as stated before high MMR survivors will just push gens when injured making those perks needed more than ever before, as of right now the only gen regression perks that I can think of would be gift of pain, Thana and Jolt since these either work off of downs in a AOE or thrive with wounded survivors. These will become meta in my opinion and if that happens and they get nerfed even half as hard as say call of brine or pain res killers will have very little to slow down the game and with very fast gens and very slow heals the game would become less fun for everyone.
Dead hard isn't dead. It's just got extra steps. It's not the way I would expect it to be nerfed but i'm not going to speculate further on Dead hard since i've been very VERY wrong before
Overzealous got a buff and i just hope we thought about 4 survivors running a boon making on their own gens take 60 seconds with no items or other perks to speed them up. Again looking towards a gen rushing meta and a camping meta in my opinion.
Coldest take on this planet earth. Billy did not need nor did anyone want a nerf for him. The 2 add ons that were nerfed were becasue of useage. I hope this wasn't from looking at stats and thinking they're over powered and needed a nerf and not because the other add ons don't mesh with billy's playstyle very well or benefit him in meaningful ways. I would do somewhat of what you did with wraith. Make the curving aspect or speed boost basekit and then nerf those add ons. Billy yes is VERY powerful in the right hands but he's also one of the most skill intensive killers in the game and he's seeing less and less use because his perks are lackluster in the minds of newer players, he is very hard to use off the bat effectively with his power and his add ons don't help him very much. I strongly feel that this nerf to billy both as his basekit and the add ons is missing the mark of a 'High mobility killer' as he's advertised as in the games description. Punishing using his power for mobility and focusing on loops (it's weakest aspect) is baffling to me from a outsider looking in. Please reconsider the changes to Billy I am BEGGING you.
The Oni,Nightmare and Executioner buffs
Again these feel as though you were looking at numbers instead of really thinking on why these add ons aren't used. So instead of complaining about how these don't make sense i'm going to give suggestions on what could be done instead of these changes.
Oni doesn't typically collect blood mid chase and if he does it's for a split second making the speed he moves collecting rather pointless. Some suggestions I would have to re-work these entirely would be you get reduced charge from collecting blood but you get haste by 5% or something similar for a few seconds afterwards. that way we see a benefit. it makes oni with these add ons more of a threat without his power, it makes up for the time spent collecting blood and it also has a cost for being something that gives a haste status effect.
For Nightmare it's a bit trickier but again we need to look at what the base does. Blindness for good teams means nothing while it can confidently screw over new players. My suggestion for a change would be to make it inflict blindness but have that deafening effect that hags traps do for a few seconds. that way on snares they can be used in chase to mute the sounds of the nightmare's footsteps if they're doing a moonwalking play and new players won't find it obscenely punishing to step on a trap and not be able to use any perks that help them locate gens for over a minute and a half. Another way we could go is to up the rarity of this add on and make it so that whenever a dream pallet is used a dream snare is placed there afterwards automatically and vice versa.
For the Executioner...This one has a special place in my soul as he is my main...I'm going to say this bluntly and quickly. All of his add ons excluding the range add ons either don't work as intended (See the iri goblet that causes undetectable) do the same thing (see recharge and extra time) or are nearly useless (See Scarlet egg)
His add ons need a full re-work. all of them. not just one or two but all of them. Yes I am including the range add ons as well. I'd love to see survivors exhausted when tormented making them WANT to be caged and uncage others or for cages to inflict mangled or for the punishment of the damned to cause the survivor to be oblivious if tormented. Charge speed of placing your sword in the ground speed of the punishment traveling once shot out add ons that increase camera freedom opening up big flick potential causing his skill ceiling to SKYROCKET with the flick tech while keeping him balanced by a lower movement speed while dragging the trails of torment around ANYTHING
But instead I feel slapped in the face.
Because the instinct is now upped in time....by 3 extra seconds.... The most often time someone is getting tormented is when they're directly in my face. Either on a loop or i'm forcing it via my pathing. why when i have direct line of sight..would i need that extra time..why is that worthy of a purple add on?
When I heard that pyramid head got a add on change I was overjoyed...only to see that being the change...As a pyramid head player the very people you sought to benefit from this change I can say wholeheartedly that the change feels so underwhelming it's almost insulting.
That's all i gotta say before i play the PTB. Obviously i won't be re-treading the same waters with say the add on change rants but the core balance changes. I very much so hope i'm wrong and i'm staying optimistic. But it is very hard to do so right now in the state the game is currently in.