Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Saboteur QoL
There's two small issues about Saboteur that I think remedying would make the perk much nicer to use.
The more obvious issue of the two is that the perk goes on cooldown even if its user merely attempted to sabotage a hook, rather than actually succeeded in doing so. I don't think there is any good reason for this - sometimes you are forced to cancel the sabotaging interaction, sometimes you merely accidentally start it while trying to heal a survivor in the vicinity of a hook, and having the perk be disabled for 60 seconds in such situations is just needlessly punishing. Saboteur should only go on cooldown if the survivor actually finished sabotaging a hook.
A more subtle issue is the fact that there is a ~200-300ms snap-in period when you start the sabotage interaction before the progress actually starts. While the perk says you can sabotage hooks in 2.5 seconds, in reality it's more around 2.8s (and 3s until the progress bar actually disappears). I think you should account for this snap-in period, either by increasing the interaction speed accordingly to actually bring the time-to-sabo down to 2.5s, or maybe it is possible to simply have the progress start without waiting for the snap-in animation to have played out.