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New perk Blood Rush seems poorly designed...
I really enjoy the concept behind Blood Rush, but I feel like the condition of needing to be both healthy & on death hook is not a very good design decision.
For one, this perk punishes who play "nice", meaning the killers who do not incessantly tunnel, and instead provide survivors with a chance to heal. Consider that, to the tunneller, Blood Rush makes no difference. Survivors need to be both on death-hook and healed to use this perk, so against a tunneller who denies survivors the ability to heal, it cannot be activated. However, to the "nice" killer, survivors will have the opportunity to be at full health, and thus can get a ton of value by activating this perk. As a result, I have no doubt that "nice" killers will feel an ounce of betrayal as they experience first-hand the consequences of not tunneling. Thus, this perk may incite killers to tunnel more, out of fear of survivors making some grand play.
For another, consider the type of survivor who would actually be able to get value from this perk. A bad survivor who would not be able to last for 20 seconds in chase while injured, even after triggering their exhaustion perk a second time, would simply be spending a perk slot to reduce the length of a chase. Meanwhile, a good survivor who can last long enough after triggering exhaustion would likely not even reach death hook by the time the game is over.
Thus, to get value from Blood Rush, you need to be good enough to use it effectively, but not so good that you can avoid getting hooked without it, and the killer doesn't tunnel you, and the game isn't already over.
I just don't see this scenario happening frequently. Bringing it into matches will feel like a dead perk slot for 95% of games. I don't know about anyone else, but I prefer to get some benefit from my perks.