It's funny hearing high level killers (Wraith) complaining that survivors have it too easy.
Yeah, its funny to hear this complaint, and vice versa from high level survivors. The human element alone is enough to make most matches unpredictable, when players of comparable levels are pitted against each other.
What isn't fun, is when a woefully mismatched game occurs when you are matching someone with no perks against someone fully loaded. I believe the devs said that they are expecting the changes that will come with the rank reset later this week to address this.
The flashlight is utterly useless.
I thought this too, until I saw this video:
https://www.youtube.com/watch?v=lApWbPErZg8
Not only demonstrating how and when to use the flashlight, but also highlighting an extremely aggressive style of survivor-play that I hadn't considered before.
Things that are overpowered for the killer:
- Iron Grasp (when upgraded almost impossible to break free)
- No One Escapes Death (completely broken)
Iron Grasp - I think it should force the killer to perform some kind of reverse skill check to counter a users attempt to escape. Right now, you can only escape if you happen to be very far away from hooks.
No One Escapes - Not sure about this. On the one hand, I'd like to see this reduced to a less than certain chance of 1-hit downing survivors. 100% is too much. But then, the gates have to be powered for this to kick in anyway, and Meg's
Adrenaline perk to instantly heal from an injured state + temporary 150% movement speed when the same condition happens is too OP.
And to add to your list:
Spies from the Shadows - Really powerful, which any killer can get. Its hard counter is Calm Spirit, which only Jake can get. It should be moved into the category that every survivor can learn.
BTW here are nice images to easily show which perks all characters can get, and which are character specific in the case of survivors:
http://imgur.com/a/bxLNr
No doubt there are other perks that people consider imbalanced which I'd like to hear.
Survivors are encouraged to remain in the map after the exit is open to farm points. Once the exit is open, point scoring should be reduced greatly.
There is a risk v reward situation here that promotes some fun encounters for taking the chance. Though I'll admit, I've had many games where my greed got the better of me =)
I feel the game is unbalanced (relies too heavily on perks).
I'm very interested to see what changes once the season wipe happens. Hopefully they will address this.