Forgive me for bumping a mediocre thread, but having binge played killer a bit- I haven't done survivor and may do so later to get the opposite perspective and figure out their respective problems- I thought I'd post my thoughts. Better than wasting a new thread on the subject and killing an undeserrving one.
Overall, this does seem a bit like Evolve 2.0. An enjoyable core gameplay until both sides fully learn it, after which I suspect it'll get very formulaic and very old, because while similar to a shitty but highly fun Warcraft 3 custom map, unlike a Warcraft 3 custom map, development costs & necessities highly constrain gameplay variety & potential content. The formula is in reverse, however. Instead of four diet Starcraft marines with power tools and peashooters hunting a monster down before it can get too huge to deal with from eating all the space antelopes, it's four dumb 20 somethings avoiding a serial killer until they can finish digging their hands around in enough rusty generators to open one of the exit gates and fuck off past the invisible wall, or else find a secret escape route of some sort, the only one of which I know being the MacMillan Estate vault that you can find a key for in equipment chests.
Just like Evolve, this sounds enjoyable in practice, and during the first showings in which the players are totally new or at best milquetoast, the formula works very well, with survivors having to be quite careful and the killer having to be very attentive. And just like Evolve, it seems like there are going to be a few key problems with the gameplay and design that badly torpedo the game's longevity.
First off; ring-around-the-rosie. This was Evolve's main problem from what I've heard, in that you spent most of your time either running away and leaving as few tracks as possible as a monster or tracking them as quickly and efficiently as possible as a hunter. If both roles are on the ball and the monster doubles back now and again over his tracks, the result is that everyone's running around the map doing nothing much. Reverse the formula, and what do you get? Four extra-stealthy bastards who you either have to chance upon or get a very good idea for survivor psychology. You often or at least occasionally catch up- you run faster in a straight line and while you vault/destroy palettes slowly, you can go about as fast as the survivors by just running around said obstacles- to sink an axe in their back, and then clean your weapon agonizingly slowly on your sleeve in a case of serial killer OCD before repeating the process. Assuming the survivors are competent, they'll never unintentionally fail a generator skill check (and thus produce noise) and never go above a crouch in the grass, trees, and neck-high cover if they can help it, let alone vault or sprint, reducing the frequency of these chases and their success. Silent running with few encounters, you kill two of them off or one on a bad round.
Secondly, an intentional flub-up on the dev's parts; no ingame VOIP. None. They previously had it, but thought it was 'the wrong kind of chat' for whatever reason- it was likely the result of their interpreting incompetent focus testers screwing around as some problem- and did away with it. Why? Because they assume people matchmaking together (which isn't possible at the moment outside of friends-only matches, resulting in a slew of disconnectors trying to find their friends) will be using some form of third party program like Discord. Since they're essentially hoping for survivors to just come in packs of four friends by default with the way they handed out beta keys, this must seem fine to them, but it's a critical flaw in that it means that random players will be completely disorganized and unable to coordinate in any fashion, while matchmade parties will be hypercoordinated with crisp, clean audio over any distance, at any time. That means communicating the killer's location, who is saving who, who is where, who needs to be healed, which generators to work on and which ones to intentionally flub up to run interference. As a result, matches will run the gamut between four panicky reprobates who you hunt down and slaughter one by one in true horror movie fashion, to hardened dickheads that you need to pull every dirty trick in the book on to get by, like hooking people and doubling back to wound the inevitable rescuer and potentially get a two for one deal, just to have a chance at getting a couple of them, with three or all four being a daunting proposition. This could be easily fixed by implementing proximity chat- which the killer can hear and taunt through, meaning you have to be careful with how loud you speak and have to physically meet to establish plans- and some kind of anti-VOIP program, but it's a tossup if the devs will consider such a thing.