A big hobby of mine in real life is bodybuilding. In forums, in the gym, when talking to people or - I don't know - in kind of any discussion with a people that share the same interest you often get asked about your workout plan, "what system should you use?" and "how often you should change the system?". The answer is kind of the same: "Find something that works for you" and "Never stop a running thing"
So with KF2 finding a way how it can work like building mechanics around damage types, which IMHO clearly makes sense (pistols dealing less damage than rifles due to the smaller caliber, but you know both weapons use bullets). And it is easy to remember and to understand and it works. You can balance stuff like that just by giving perk specific passive bonus values and balancing the damage of the weapon itself, which then ofc will also affect off-perk usage.
And it did work out fine. There were also mechanics like CC or combos you could use to finish off the bigger Zeds. Which is also nice. Cause for solo kills you gotta spend a lot of time on training maps to acquire the needed skill. And in combination with other perks it was even easier, at least for a lineup of good choice and with skilled people playing.
What we have now is a completely overhauled system which affects the roots of the game. We asked for balancing, and do not get me wrong here, the change in the skill trees was quite interesting and sounded really good. But with changing everything you kind of created a new game which happens to have the same name as KF2. And as far as my testing goes, it is nothing like before. You now do not have dedicated mechanics to kill Zeds, not even in a combination. Some stuff just works (ganking everything down) and some stuff does not work (like having too little gunpower to kill the incoming Zeds in time).
Another bad example is the incap system. What is the use of a dedicated CC-mechanic like stumble e.g. when I do not know how to trigger it on point but just by "shooting" at a sc and then suddenly he stumbles. What does that give me exactly? When I do not know when it happens? And when he comes near and I need the stumble, well I cannot trigger it?!
It is hard to find the sweetspot between perks in aspects of balancing. It even is hard to design the game so that hoe is really challenging but not impossible. This all includes the clever use of game mechanics and training of skills that you can use to beat the game. It is satisfying when playing in a team an hours of a 10 wave hoe game....and also get in stressful situation int the higher waves....and then finally beat the boss. But it wouldn't be really nice if you just can go and beat hoe with little to no effort. I get that ofc.
But as q3.railgun already has stated and as far as me playing the game goes in the new beta update.....I'm sick of trying to imagine a way of how to make the gameplay satisfying again. I just can't imagine the update as it is right now is not worth of further playing it.
That is sad and hard to say, maybe even hard to hear for the devs or moderator if they care about their community. Maybe it is just me who has a hard time with the new game atm. I do not want to offend anyone by this opinion, it is just me saying what people I have spoken to and I personally think of the update right now. So I gonna take a break, try to find another game I want to play right now, cause KF2 was kind of my only game I played the last weeks and I was looking forward to playing it the next weeks too but well, you see how things suddenly can change in life.
Maybe it gets better, maybe it doesn't. We will have to wait and see when the update goes live and how about further changes turn out.
Until then.....I hope I see you ingame anytime soon. Hope dies last......