>>723133852
Now, as for why this problem is unfixable, it's because nudging the balance in one direction allows the other side to abuse it and create extremely unfun gameplay loops for the other. Survivors already think generators take too long, not because they're objectively slow but because the survivor has to sit there and wait 90 seconds instead of being proactive, so nerfing gen speeds further is a nonstarter. If chases are made easier for the killer, the killer can use that to get weak links out even earlier and set up a near-guaranteed win, which makes killers camp and tunnel more. Anything that buffs killers' ability to get kills or stall the match will be used by killers who also camp and tunnel to force their win state.
On the opposite end, adding safeguards to camping and tunneling has been tried a good handful of times at this point and invariably gets weaponized and used aggressively by survivors. Years ago the devs added 10 seconds of free endurance (a state that lets you survive a hit that would down you, giving you a debuff that has to be treated instead) on a survivor's unhook, and survivors immediately began using it to put themselves between the killer and the unhooker, forcing the killer to focus on the survivor who got unhooked (either waiting 10 seconds or just hitting them immediately and giving them an on-damage speed boost).
There was a recent playtest build that was going to add MASSIVE punishments for detected camping and tunneling, including a massive gen speed buff if a survivor died before six total hooks, removing all regression from killers if the same survivor got hooked twice in succession, and even longer endurance on unhook. IMMEDIATELY survivors abused all of this in the test, doing generators right in the killers' face after an unhook because getting hooked again would massively debuff the killer. It was so bad that the entire update got scrapped.
2/3 because I can't help myself