Looking at the "proof that devs aren't survivor sided" arguments
So the main argument is that a lot of survivor favouring things used to be in the games and the devs patched them out, which is a fair argument to make but that's ignoring the huge part of "killer changes" for the benefit of survivors. Like the fiasco of the nightmare on steam Street when old Freddy was aparantly deemed OP and things like that. When a post is claiming xyz is killer or survivor sided to me that means xyz makes changes that only benefit the side being argued
So let's just jump into it fellow players
Hatch couldn't be closed - this is a good point to make against the developers being surivor sided as closing the hatch allows the killer to more easily secure a 4th kill. However. The hatch is now in a weird spot of being BS for both killers and survivors, on the one hand upon it being closes the last survivor can be screwed over from even having a chance of escaping. But on the other hand the hatch can spawn right in the survivors running line as they're in a chase and there's nothing a killer can do about it because they removed the ability to grab them to prevent hatch standoffs (to be honest if there's more than 1 generator left a killer who really wants that 4k will probably just stand on the hatch and wait until they learn where the survivor is. Kinda like old times) additionally it was buffed to be able to spawn regardless of generators complete..... But closing the hatch means absolutely nothing if a purple key is even brought into the match.
EGC didn't exist - it's a 3 minute timer for the survivors to leave the game once exit gates have been opened/when the hatch is shut. Unless the killer has noed and a blood warden combo it isn't much of a blow to survivors. If it gets started via an exit gate that's plenty of time to get out. If it's hatch activated.... Its the standard rng of spawns that this game is known for. So I would call it a change to the game rather than a nerd to survivors
DS worked on first down - it did. But you could avoid this ds through dribbling if a hook was close enough, and it was also affected by enduring to my knowledge. And in its current state its stun duration is the highest its ever been at 5 seconds unable to be endured through without the ability for a killer to viably play around it. Sometimes it isn't a viable thing to slug when you need to apply pressure via hooks in the early game
There were More safe pallets - true, but structures like the coal tower haven't been effected in a way that'll severally lessen the loops value or the God window in rancid abattoir that depends on a coin flip. Furthermore their may be less safe pallets but the proximity of strong loops close to each other enables for a survivor to chain on one loop for much longer than they should in theory be able to due to the proximity of other safe pallets
BL infinites - infinites were never intentional. Just like how the developers said oni flick wasn't intentional. But yes balanced landing was nerfed. Well. It got another bonus to compensate making it great for stealth players... Unlike ruin which didn't get any compensation but a decent perk synergy
instant heals allowed for crazy long chases - they did, but this was in tandem with perks like dead hard, your other exhaustion perks, desicive strike. Without these perks I honestly think the community wouldn't have had as bad a view on them. this is a killer sided change however you'll have your content creators like monto who actually claim that the purple styptic change was actually a buff seeing as it can ignore insta downs. Additionally a survivor that's injured can benefit from the perk resilience which in combo with the spine chill perk is slowly coming into a survivor favoring meta (as long as they aren't down they're still able to loop like an uninjured surivor would)
Compare all of these changes to the CONCECUTIVE tweaks to nurse (the rework), oni (the flick. But aparantly it's coming back but in this context it still applies) , spirit (removal of collision plus prayer beads and a viable vault animation) and now doctor with his rework all to make playing against them easier (just look at the 3.5.0 patchnotes for more proof of the focus being on making them easier to play against rather than play as). What compensation did nurse get for having a cooldown forced on her? What did oni get when his flick was removed? (he's got it back aparantly but remember. This is talking about the changes at the time). Spirit got.... No collision? No wait she had most of her purple add ons nerfed. And now doctor. His minute long cooldown for notification bubble is still countered by going into lockers, the cooldown between static shocking and attacking matches that of when he still had to swap stances. His reverse skill checks are a very rare add on that can be countered by just paying attention. What did he get in compensation? The awnser is a sweet makeover to lerrys... But that's not gonna help the doc specifically.