Some fundamental issues regarding the game
Killer v Killer Balance:
Now, I'm not talking about the general game balancing but the way that killers have been changed/modeled. As a player, it is entirely up to you to pick which killer you want to pick up and play. Some killers, in this regard, are very easy to pick up and get value out of in your games. Other killers are harder to pick up and get value out of. This leads to the easier killers generally being more attractive/wanted by the players - whilst others might choose to put the hours and work into the harder killers until their efforts start to pay off.
So why is this an issue? Well, there is literally no incentive of playing the harder killers, there is no reason for the player to go out of their way to play a killer that they're not comfortable with or good at. It also leads to misconceptions about certain killers needing buffs/nerfs because of how frustrating it can be to play them or play against them. I'm going to use the example of Huntress v Leatherface. Huntress' ability mainly allows her to extend her pressure and presence through her hatchets - now, Huntress can have perks which will allow her to have the ability to insta-down someone, she also has addons that allow her ability to suddenly become matched with Leatherface's by downing someone instantly. On the other hand, we have Leatherface, whose main ability is a chainsaw that can instantly down someone - this means, that based on their core kit, Leatherface is easier to get value out of because you don't have to put perks or addons to have an insta-down. Leatherface, instead, can make his ability even more valuable than Huntress - eg. reducing time it takes to rev/cooldown time, etc. There is no reason for someone to pick Huntress over Leatherface if we are talking about mechanics of the killers because you will be naturally handicapping yourself by choosing to play Huntress.
There's also killers that have had their 'valuable-ness' changed completely. We have Legion and Freddy, which crossed paths like star-crossed lovers. Freddy went from having a kit that needed more time and dedication to understand, perfect and get value out of, to being a killer that can be easily picked up and played with succession. Whilst Legion's popularity and sought after value went down the drain, and he joined the leagues of Nurse, Clown and etc. This doesn't actually make Legion, Nurse, Clown necessarily trash killers (maybe Clown is debatable), but their skill floor is much higher than that of other killers and considering the fact that the game pits you against everyone and offers little alternative (other than customs), people will mostly play what they like/feel comfortable with.
Ranking System:
Why is this still in the game? There is utterly no reason to have a ranking system because the ranking contributes to nothing, there's no rewards for reaching a new 'colour' and the matchmaking is very poor. As a rank 1 survivor, I can still run into killers that I should've NEVER been matched with, rank 20s that are just trying out the game or trying to get a feel for it. As a rank 6 killer, I can easily be put up against rank 20 survivors or alternatively rank 1 survivors - or even a mix of the two.
Other than having the bragging rights of 'technically' being part of the top percent of the playerbase, there is no reward, no incentive or no change to the game. I'm not necessarily saying that the ranking system should be top tier perfect, but personally I should not be put up against killers any lower than purple ranks and vice versa.
Grindfest:
This game is too reliant on the player's willingness to grind. Some may argue that it's cool to put time and effort into the game and then to see how that's paid off, but the insistence on grinding is an issue because once you've finished grinding then what are you going to do? There is very little to do or to invest into the game to justify the game even being a grindfest. No gamemodes, little to none good cosmetics that aren't locked behind the actual paywall, and getting characters to unlock a lvl40 teachable can be more harmful to later grinding than one might realise. One example is my personal desire to make a build for Jane with specific perks, I've gone through 2 prestiges on Jane before I finally got the one perk that I was missing, but now i'm level 40 with her, and i'm missing 2 perks, why am i struggling? Because whilst I was trying to get specific teachables, I unknowingly unlocked some that I frankly don't want or find useful but they keep re-appearing in my bloodwebs.
Speaking of Prestiges, some of the bloody clothes are so useless that it's probably not worth having to essentially reset your character over for it. One example is Yui, who already wears a black jacket, but I was hoping that a lot of the blood will be on her chest and stomach since she wears a torn up/cropped (?) shirt which reveals a lot of skin - yet the majority of the blood is on the black jacket.
What's the point of even going for rank 1 if you can't pip into rank 1, and you don't really get anything for it anyway?
So why is so much of the grinding even part of the game? Big effort with little reward, and it's why the community is so shaky, there is little sustain to keep players around because a lot of the times, as a player, one feels neglected, bored or even punished for actively playing the game.
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