Here is my opinion:Field Medic - BalancedThe perk works as it should: It is defensive and heals people well.Like someone else said: The only thing i would like to see done to it is either increase its speed to Berserker levels, but i'd honestly rather put down the Berserker to Medic's speed instead. (And please make the speed consistant for all difficulties please, wether that would be +20% or +25% doesnt matter!)Commando - BalancedNo need to touch this perk. It's probably the most balanced perk in the game imo. Only thing i can think of is to change the weights around a little, but it's far from necessary in the game's current state.Demolitions - BalancedI'd say this perk is well balanced and has a more defined "coop" sense to it than most other perks (you need your mates to make sure the lone smallfries don't get close to you, so you can focus on Fleshies and big crowds)There is one thing i really dislike about it though: It's too expensive, at least the pipebombs are. I'd rather have a real hardcap on them (equal to how many pipebombs you can carry, so offperk you can only put down 2 pipebombs, while a level 6 Demo can put down 8) rather than limitting them by absurd costs. Might require some other adjustments for that to happen though (like giving the pipebombs a remote trigger, so you can remove undesired placed bombs, so you can put down a new one).Handgrenades could use a discount for this perk tooSharpshooter - Underpowered (mildly)Not underpowered by much, but it has quite the issues that makes it not so desireable to play:M14 - Needs a scope. Seriously. Lasersight can be attached to basicly any other weapon.Xbow - Its more balanced in terms of power now, but it's too expensive for what it does. Increase its price to 1000, countered by making it part of the Sharpie's discount, reduce its weight to 8 and purely cut down the base price of the bolts by 50%.LAR - Great bread n butter weapon versatility weapon for Sharpshooters and other perks too. I'd even say its too good for its price. Increase its price to 400/500, countered by making it part of Sharpie's discount.Pistols - Needs to belong to a new perk honestly. They don't really fit with this perk (too spammy/crowdcontrol-ish weapons). In particular due to Dual 9mm's serious lack of usefulness.I'd also go ahead (but i think a lot of people disagreed with this) and give back a small amount of bodyshot bonus (like 25% at level 6) and rebalance the other damagenumbers so the maximum power on headshots remain the sameThis bodyshot weakness REALLY shows on HoE.EDIT: Regardless of my harsh tone towards this perk, it is still probably one of my most played perks ^^BerserkerSolo/kiting - OverpoweredTeamplay - BalancedIt's a hard-to-balance perk. Only minor tweaks should be done at a time, like, making it slower (so you can't outrun that healer that wants to heal you lol) and fixing some of the exploiting mechanics (the Fleshpound ones in particular). But as a teamplay perk, it's certainly a good perk (Tanking, stun Scrakes, trashkiller etc). While the Berserker is on the overpowered side for sure, i still think the Chainsaw could use some redesign/buff so it's more generally useful (Give the Patty a melee resistance though lol.) Scary_ghost's Patty mechanic (he shoots a point blank rocket in certain circumstances, for example, when he gets mobbed) would be better though, i guess.Firebug - UnderpoweredIt's not incredibly underpowered (although it sure is the least powerful perk imo), but it's definitely unpopular for a reason: Low amount of weapon choices, heavy main weapon, and on higher difficulties has real troubles with ammo (even if you try real hard to be effective, unless you are Undedd Jester). I'd say, to increase the perk's flexibility and FUN-level: Reduces the Flamethrowers weight to 8 or 9, make the FT faster to "sheathe", give the FT one more tank of ammo, reduce the perk's ammo bonus from 60% to 50%, but make it increase total ammo of the Mac10 by that amount too (So the Mac10 has a 50% larger clip AND also 50% more total ammo, just like the Flamethrower gets) and add at least one more weapon for the perk.Some more things could be done to increase its teamplay viability and general strength:1) Make the slowing of the movement effect start immediately as you burn a target (it doesn't at the moment, it only seems to kick in when a specimen panics)2) Make the panic effect more useful and consistant3) Make enemies that are on fire receive more damage from all sources (For example at level 6, you could get a 6% damage-multiplier (1% per level) on burning enemies, really making the perk more useful for the team!)4) Make the DoT shorter (cut it down to 7 or 8 seconds, down from 10), but keep the total damage, thus increasing its DoT efficiency.Support Specialist - OverpoweredNot gamebreakingly overpowered, but definitely the strongest teamplay perk at the moment. I'd say, don't tamper too much with the perk except for one thing: Fix the "extra damage" bug (a pellet a can hit both the head and body hitboxes, making the damage sometimes quite a lot higher than it should be), as that might be one of the main reasons it seems so incredibly strong. Then, after that, further balancing can be done (if needed at all) which could be (for example) removing the handgrenade bonus damage.