Let’s Talk About the Upcoming Anti-Slug / Anti-Camp / Anti-Tunnel Changes
While it’s great to see QoL updates aiming to make the game smoother — especially for survivors — we can’t ignore the deeper balance implications here.
Yes, these anti-slugging, anti-tunneling, and anti-camping mechanics will strengthen survivor gameplay overall. That’s undeniable. But it’s also important to ask: why do killer players rely on these tactics in the first place?
It’s often a response to game design pressure. Many killers feel they have no other viable options due to gen speeds, strong survivor perks, and increasingly nerfed slowdown tools.
If these changes are implemented without addressing the underlying reasons killers tunnel, slug, or camp, then the imbalance only shifts further.
Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks, Enhancing survivor quality of life is great, but it must go hand in hand with addressing the core struggles killers face.
Seeing nothing directly aimed at improving killer experience in this roadmap is genuinely concerning. It feels like we're addressing one side’s frustrations while leaving the other to keep struggling in silence.

Comments
Not specifically tunnelling doesn't translate to never using any strategies. It usually translates to playing to the fundamental skill expression of killer and outplaying your opponents instead of leaning on something unbalanced.
well its not leaning on something unbalanced. Its capitalizing on someone's weaknesses, in this case tunneling someone who goes down fast, who doesnt loop well. tunneling is a strategy so it translates as such
The game is already heavily killer-sided in both high MMR, low MMR, solo Q, and 2/3/4-man SWF. These new anti-camping, anti-tunneling and anti-slugging changes will just separate the baby killers with an inflated MMR from the truly skilled killer mains. Yes, that means that most of you will end up back in low-mid MMR because you weren't even half as good as you thought you were. You were just cheesing abusable tactics that require zero brain power or technical skill to pull off, and are highly effective at giving easy 3-4Ks against more experienced and skillful survivors. It's gonna help the MMR system because the low skill killer mains will be put against beginner survivors. Currently, having a high kill rate as a killer main isn't even impressive because it's just so easy to do. Anyone can hop on any given killer and in less than 200 hrs, completely master that killer now matter how OP it is. Meanwhile, solo Q players have to put in thousands of hours just to get that level of success when it comes to escaping.
Based on the arguments you are making, this would be balanced, because all the killer has to do is get better.
What's funny is @Pulsar might be one of the few who wouldn't be bothered by that level of challenge. It might bring him back to the game.
I'm currently attempting a hitless SL1 run of Dark Souls 1….so yes, I would come back for that.
can you send some killer gameplay so I can become as good as you
if the game ever becomes interesting again, yeah.