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Doomed Course perk buffs
All-Shaking Thunder doesn't need the active window. It's not really feasible for a killer to keep falling off a height, so you could just make it so that it stays active until the killer lunges. At most adding a 20-or-so-second cooldown after it is used.
I would also want to see a perk that increases lunge range by increasing lunge speed rather than duration since it is much more exciting to have fast lunges, although what kind of speed increase is reasonable would have to be tested in action.
No Quarter in its current state is a perk only really Doctor with a specific build (Calm add-ons, Coulrophobia, Sloppy Butcher, Unnerving Presence, Distressing, offering for a small map, …) can reliably get value out of, and even then it doesn't necessarily do too much (at most the survivors just stop healing, or healing themselves, so you are a glorified Plague without perks). I think at the very least, the perk should also apply to altruistic heals. Yeah I know you probably don't like the idea that this can cause player dissatisfaction if one survivor messes up healing another, but eh, there's much worse things people can readily do in any match that screw over others.
Alternatively (or additionally), make the skill checks randomly play in counter-clockwise rotation. This is something I think you should add for any and all "difficult skill check" killer perks, i. e. Oppression, Overcharge and Merciless Storm. They just simply aren't actually difficult for any player that isn't very new.
Scourge Hook: Jagged Compass could do with a little more. I think kicking the highlighted gen after the perk activates should cause an increased continual regression on it, of 200% base regression (i. e. half a charge per second). Encouraging the killer to leave the hook and venture out to kick gens is healthy, and it also doesn't stack well with other strong perks such as Pain Res or Dead Man's Switch, as they will regularly prevent you from being able to kick that gen.
Clean Break is not reliable enough and takes too long for it to be worth it. Saving time on heals is not bad, and with 2 survivors otherwise having to be occupied with the heal for 16 seconds you can technically save 32 survivor seconds with this perk. But there are multiple issues. To begin with, having to heal someone else to activate the perk makes it situational. Getting to heal someone is already not as common an occurrence as one may assume. And even if you go out of your way to try and heal people, running around and after them and whatnot (thereby often wasting more time than the perk will make up for…), they may just refuse to let you heal them, and sometimes for good reason, including that they themselves perhaps have a perk like Clean Break or Solidarity and want to be the one healing someone else first. Getting others to heal you such that you can activate the perk is also far from reliable. And then being Broken and unable to heal for 60 seconds instead of simply letting the other survivor that started healing you finish that heal is risky and can prevent you from being able to do things you otherwise would be, such as take hits for others, get unhooks with the killer around, contest out-of-position generators, and so on.
Self-sufficiency and reliability are the most important things when it comes to means of healing, which is why med-kits even after all of the nerfs are still the king of healing. Not least because they are also still time-efficient, only spending 24 seconds on the heal instead of the 32 two survivors healing each other do on each heal. Two changes I would implement to make Clean Break more attractive are: reduce the time-to-heal to 30 seconds; make it so that you can also proc the perk while healing yourself. Oh, and also apply Moment Of Glory's "activates again automatically if returning to the injured state" mechanic to it. Which you did, if I understood last update's patch notes correctly.
Invocation: Treacherous Crows is comparably as tragically bad as Weaving Spiders, but to try and salvage Invocations as a concept would take a lot more than I'm comfortable going into within the scope of this post. Here I mostly want to mention that the only thing perhaps even more tragic than these perks' design is the fact that you decided for them not to stack. Invocations stacking if anything could be a sort of saving grace for them, as that way the insane investment and risks a player takes to activate them may eventually sort of pay off as they're at least getting multiple effects for the same cost (well, they would still be spending additional perk slots of course, so the effects should also still be better than they are currently). So that's all I will argue for now: make Invocations stack. If one survivor has multiple Invocation perks, they all activate on one invoking process of 60 seconds. If multiple survivors have Invocation perks, they can either join someone else in their invoking process or initiate their own at any other point, and the effects of their Invocations also stack with those of others (so 20-40 gen charges with Spiders, 4-8 reveal seconds with Crows).
Shoulder The Burden is a tough one. It can be game-changingly impactful, albeit only in rather specific game scenarios. Its main problem is that it is much more potent and reliable in coordinated SWF contexts than in solos, and it's the latter that are much more in need of tools to better be able to deal with tunnelling. I think one change that would make this perk overall more beneficial for the game is if it were to not notify the killer of it having been used. Not only would this surprise factor be a great way to punish tunnellers (they commit to a survivor that is not as close to being taken out of the trial as they as assume, and they may not even take the hit on the unhooker), but both the fact that a unhooking survivor may always potentially be Exposed and the unhooked survivor potentially has a stage less will generally encourage killers to go for the unhooker, acting as a global tunnelling deterrent even if it isn't being used or even equipped at all.