Some thoughts on the upcoming PTB
EDIT: you might have seen it already as it is linked on the right, but just to make sure, here the reference to the announcements: https://forum.deadbydaylight.com/en/discussion/194208
Just picking out two, as I don't want to rush over all of them before testing them. Also these are the only ones I am a bit concerned about (the others are either fine or probably don't change the pickrate / viability much imo)
I think the problem of mindbreaker was not really the duration of the exhaustion, rather than the condition to have 50% or lower progress on the gen. A positive effect that the perk still has is that survivors being afraid of TR and their Exhaustion status to leave the gen early, as soon as they hear the TR. Having to walk for 3 seconds when the killer is already in sight might either give the killer free distance or the survivor simply leaves the gen even if not necessary. I just guess that this is not really often the case, as not many survivors are that scared of TR.
I think the perk would greatly improve value if the condition is changed to "when survivors work on a gen while being inside the terror radius of the killer. We can discuss if this makes the perk useless for stealth killers, but this is at least a minority of killers, stealth is not constantly active otherwise and most important: the descision the survivor has to take, meaning the risk to take is much higher and more threatening.
I'm not sure if exhaustion hatchets, exhaustion gas and exhaustion portals are target to be changed (because exhaustion "Iridiscent King" was removed as well) but if exhaustion perk counter is a thing that should stay in the game (which is very likely because otherwise this perk makes no sense) then I think this version of the perk would be much more viable and put the initiative on the survivor side to decide if they work on gens near the killer or not. I hope you give your opinions on this change and probably the devs get an ear on this idea to maybe (although very unlikely) find its way into PTB. Because I think the announced change will actually do nothing on the pickrate and viability of this perk.
I really don't know about this perk change. The perk itself was already really bad. Mostly countered by medkits and several healing perks like We'll make it, Autodidact, Inner Strength (from which you normally see at least one in every game), and even if a full team is injured, a single team heal would only take ~2.5 seconds longer, even less when 2 survivors heal someone.
So not sure about the "lose/lose" they stated. Definitely currerntly it is a lose/lose, but the "lose time to heal" is a very minor effect. Mostly this perk was just run by killers that are countered by not healing (for example Legion and Plague). And on these two killers specifically I think Thanatophobia now gets even stronger, because Plague profits massively from cleansing and Legion has the least problem to get back to 4 stacks easily.
I don't know how much other killers will profit from that perk, when it is actually easier to heal now, so more quickly losing the benefit again, and this at the cost of having the two killers mainly using this perk benefitting even more by heavier slowdown. I just don't have a better idea yet for this perk, but my guess would be that Legion/Plague will run this perk more often and other killers will use it even less, unless the slowdown is significantly increased to kinda force healing (which would make the perk meta for Legion/Plague).