I think it could be balanced towards both hunters and monster.
Right now the hunters start maxed out so the monster is slightly disadvantaged. If hes caught he’s most likely not going to come out too well unless the hunters were hasty in their attack or its a Wraith…
I’m not a great monster but S1 fights I’ll fight enough to keep them off my back if I can while I try to wait out and dome and book it. Stage 2 things are fairly even and by 3 the monster has more power but a good team can still drop him.
I wouldnt mind seeing a bit more evening up of the action. So say traversal abilities on the monsters are weaker, cover less distance and take longer to recharge. By the same token the hunter abilities are weaker. Domes last say 45 seconds as previously suggested. Ammo caps, cool down, everything is weaker for both sides.
After say 3 or 4 minutes the drop ship can fire upgraded packs to the team’s location to collect which give them “S2” power. (Not sure if I like the idea of the packs being destroy-able but maybe like monster egg’s so they take some time to destroy and for the hunter to equip).
Something like that to me seems like it would really even the playing field since both sides can become the hunted / hunter regardless of designation depending on how good everyone is. The only thing to probably adjust minimally would be jet packs since they are pretty well evened up as is but 1 to 2 seconds less of flight time for S1 would really really change the dynamic of low level fights. Again if the monsters ability’s and evasion is lesser it still balances out.
After Alpha and Beta I avoided S1 fights because it was no longer much of an even fight not just because of player skill. If both sides were a bit more even we may see a lot more engagement. Sure some players will still stick to their style of stealth and avoid till they are ready but at least if the monster is cornered and caught it stands a chance to fight so the hunters have to try a lot harder to stay alive.
If the hunters can keep the monster from leveling up too fast they can gain the upper hand when their packs arrive. If not, and they can stay alive to get their packs its back to another even playing field.
Sure a small advantage needs to go to the squishy hunters to keep it “fair” since they go down so easy typically but I think that would really focus teams in and change tactics up for better more interesting fights throughout the whole span of a round vs just s2 s3.