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Second wind needed a different kind of buff.
I know, I know, Minor Problem compared to other things, Survivors are already too strong or whatever, etc, etc.
The problem with Second Wind (Deliverance shares the same issue) is that if you're hooked early in the game, your perk loses most (or in Deliverance's case, all) of it's value.
The solution to this would be making Second Wind's requirement easier or perhaps having it activated at the start and needing to heal someone else to recharge it. (And just have Deliverance activate when the match starts.) Both of these perks already have a downside for using them, being broken for a certain amount of time. Lowering the amount of time the user is broken doesn't really fix the issue of second wind being a weak perk.
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I don't think you understand how strong and meta Deliverance will be if you could always use it without unhooking another survivor first. It would ruin killers ability to build up pressure at the start of the game, because survivors would never have to leave gens to go unhook someone on their first hook state.
Second Wind wouldn't be as bad as Deliverance, but a free health state for being unhooked would also not be healthy. Both these perks need to have a condition to activate, because their effects are strong.
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