I've had a similar experience, although I find Berserker to be worse than before. This is probably due to how I played Berserker, sort of like a Knight on the chessboard, zigging and zagging from major conflicts relying on my speed and block/parry to save my comrades. I can't get a very good mixture of speed and durability out of the tree, though I'd be willing to give up damage for it. This is clearly by design, it is the first choice you make.
For me, I would say...
The Good:
- More variety in perk skills, good choices at most tiers
- Crovel and Zweihander are exciting and effective
- Improved performance outside of the group in early waves because of the regeneration and vampire skills
- Greater synergy with Commando
The Bad:
- Pulverizer feels ineffective (Heavy Crovel will kill a Slasher, Light Pulverizer usually takes two hits)
- The central choice between health and speed leaves you either unable to get into/out of combat, or unable to actually duel when in combat
The Ugly:
- Parry seems much worse, and the choice in the tree is agonizing
- Resistance against melee weapons
I don't really feel it is better balanced now, particularly when it comes to kiting, but it is in the same ballpark if teams are camping. The perk was already good against trash and could solo the first few rounds. A lot of the changes in the preview are to the benefit of the Sharpshooter, but I felt that we needed to elevate the other perks to meet Berserker, Medic, Gunslinger and Firebug, rather than cut any of those down. A difference in philosophy, if you will.
All this said, I think some tweaks to this Berserker, mostly along the lines that Ninja and I are in accord on, will make for a pretty good perk.
TL/DR:
Parry and block should be looked at to improve survivability, countering and fun.
The skill choices are good, but they don't enable dueling and the tank half strongly favours camping.