I was pretty big on the idea when it was shown at TGS, but after seeing this it's almost impossible to not see that this still needs a ton of work.
Balance seems to be the biggest issue. Survivors knocking out the Tyrant with a sledgehammer? I mean sure, it's the melee player but the Tyrant is the masterminds' nuclear solution on a big timer. Kill options seem very limited. At one point he spawned and buffed a Cerberus dog and it got brushed aside so bad. Even when the Mastermind player did managed to steal a kill, the penalty for it seems to be around half a minute taken from the timer. And seconds later the survivors get half a minute back for doing an objective or whatever. A survivors mode ala TLoU where there are no respawns seems like a better idea for this game rather than infinite (and quick!) respawns. You'd play it a lot more cautiously too, much like how you would play a RE game.
Mastermind seems, at least from this, unreasonably difficult to win as. Granted, he was constantly placing enemies straight ahead of the survivors who could just knock them out when they spawned in. This game could use a line-of-sight approach to spawns because gameplay and balancing reasons aside, it just looks goofy seeing someone just materialize infront of you.
I'm absolutely sure this game has a ton of potential (random map layout is a must, imo, otherwise it must become too easy for survivor players to know where items are and can basically speedrun levels. You don't want this in a pvp game) but right now it looks really rough.
Maybe I'll get selected for that closed beta next week, then I'll get to check out the balancing first hand.