My feedback after a few hours of play. Focusing on the negatives here but I like a lot of things about the update.
I know others have said it, but I'm adding another to the pile of this complaint.
9mm being useful on only clots is bad.
What I haven't seen anyone else mention is the same for the knife. I always go knife only on 1st wave and I enjoy it a lot. Now that gorefasts take 3 knife head hits and bloats take 10, and they spawn on wave 1 as well, that's pretty much out.
I tested out resistances for actual perk weapons (except demo, medic and firebug) and I'm happy.
But I have a few complaints there too, like Crawlers now taking 4 9mm body hits and 2 headshots, and 2 1911 body hits to kill. But it was like that in KF1 which I still play to this day, so even though I've always thought KF2 Crawlers felt better to fight, I can deal.
What is more troublesome to me is their resistance to shotgun damage. Some quick testing shows me they're gonna be quite a bit harder to deal with as a Support, and while I'm all for making the game more challenging, I think this is a really unfun change that adds nothing. Lining up some Crawlers and getting a triple with a single shotgun blast is both effective and fun. I don't see what the game gains by, against conventional logic, making Crawlers resistant to shotguns.
But like I said, overall I'm happy about the system. Some of the changes go against "conventional logic" but in ways that have tangible positive gameplay effects.
Another major complaint others have kind of(???) mentioned is what the new incap system does for bashing. It's basically never worth doing now unless you're grabbed by a clot. I'm not exaggerating (but am being pretty autistic) when I say bashing is one of the major good additions over KF1. I won't really go into detail what I think about this since I haven't spent much time looking into the incap system so I could very well be misunderstanding this. But I don't see this effect on bash being a good thing. I welcome the game being made harder, but not in a way that completely neuters a cool mechanic.
To be clear, I personally think even SC and FP should be affected by a single melee bash.
Oh also, I only tested it briefly so I could be wrong here, but it seemed Gunslinger's leg shot no longer works at all. I assume that is also to do with the incap system.
Also I think the Railgun needs to weigh more. I love it being super powerful, similar to the M99 in KF1, but being able to 3-shot an FP on 6p HoE at level 0 and have a LAR is goofy. It also means I have no reason to buy my baby, the EBR. I expect you all already know how powerful it is though, and just preferred to balance it "down" rather than "up" since it's the shiny new perk.
Thanks for reading and thanks for the update