I was going to write something up but I ended up erasing the essay and just wanted to say that this beta is quite disappointing. We've really gone from KF1 which had it's weapon combinations to create combos to KF2 past which had weapon DPS + Afflictions to create combos to KF2 now where it's literally just spam M1 to death or play SS to stun and kill.
Sorry guys but I think I'm done, there just isn't enough consideration for how new introduced mechanics will affect other perks to the point where every new perk/mechanic is balanced around said perk/mechanic and says FU to everything else.
See I've kinda gotten the feeling this was all for Sharpie myself. Like everything kinda works in its' favour; The only class capable of 1-shotting every trash zed with a starter weapon.
I have been arguing the case that it's temporary (has to be, right?) but you're right about it leaving the rest of us dead in the water until it's fixed.
As for adapting to my new playstyle, using (again) firebug as reference. I totally have, I can actually play that way now. I understand it, fully. But do keep in mind, you're gonna have 10 perks and 6 slots. If you don't have the right composition you are boned - I've noticed it's the same with weapons.
Point is, in a game full of sharpies with 1 perk like FB, Mando, CC-demo, you're gonna be doing your specific form of trash control and in my case, stuff simply wasn't dying fast enough to keep the sharpies alive. Incap was unreliable and people still got killed despite the focus on incapping zeds. I am actually still forced to kill them, being the only buffer between the horde and the team of sharpies. This leaves me running empty with over 100 left and people just start dying faster.
This has happened a good few times now.
You can say it's a good thing but the same applies to weapons - again as FB, Trenchgun is my only option versus things like gorefasts. Sure, it's a decent weapon for Husks too and can have a bit of stopping power but I choose when I want to use it. This resistance system basically forces me to use "shotgun type" or "microwave type" otherwise i am seriously gimping the whole team by causing minimal effect, random panic or not.
I agree that the perk identities need to remain strong but other values need changing, not this. This is a bad way. It needs to stick to what was said - Perks can kill everything they come across but have a harder time with some than others. This does not translate to soloing Husks as FB or FPs as FB. This translates to a system that works with how you play to guide your arbitrary choices towards the right ones as opposed to just shutting down every type of play that isn't correct.
I am not going to always go for microwave gun. I am going to skip nailgun. I may stick with the SA80 as mando instead of an AK and I might not feel like using med SMG or shotgun. Point is I will not be told I have to use them or die thanks to resistances, not happening sorry! Some thing may just need to overlap! Can't have sharp/med/zerk/mando/gunslinger/demo team every time you play, so some will need to be able to do similar things at least and everyone needs to be able to kill trash zeds.