The Game Itself Should Be More Rewarding...

The game design itself should reward more active gameplay between both sides.

Engaging in chases, winning chases, and hooking survivors should grant a lot of bloodpoints (which it already does). However, I feel like the weight of such rewards doesnt encourage players enough to play choose a more active playstyle. Killers should feel as if they want and need to pressure survivors and generators; and the game design should be the little push in that direction. Inactive play shouldnt be entirely removed, instead, the player should feel as if the weight between active and inactive play promotes a more active playstyle.

Survivors also need to be rewarded for being more active. When doing actions that help the team, you gain a portion of the team's bloodpoints. If your team plays effective, you all should be reward for the teamwork and coordination involved. Survivors should feel as if their individual actions still have impact, however. Survivors should see it as a balancing act between selfish and selfless play, with selfless being more rewarding, but still having reason for selfish play in conjunction with the situation.

Obviously, doing this isnt easy. And finding the right middle ground with everything is insanely difficult, but I feel as if this is the middle area which the game needs to reach.

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