http://dbd.game/killswitch
9.2.0 Update Analysis
Yes, another post about this.
However, I want to carefully go through all this before jumping on the doom train. Go through the good, bad, and take into consideration what can be abused and what circumvents abuse. My playtime with both sides is about 45/55 with a lean toward killer, so keep that in mind.
This is focused solely on the Slug/Tunnel changes and the introduction to Elusive.
Surprisingly, I am okay with this one. Getting 4 man slugged really blows, and I think this leaves plenty of room to be able to chase off flashlight squads when attempting a pickup, while slugged players have a few more options than just lay there. Now, this can change depending on how they change perks related to slugging.
It's one of those 'Let's see how it works in PTB' situations, but I am optimistic about this change.
This one I have very mixed feelings.
Firstly, hiding the hook status, removing the notification for unhook and the delay to revealing their status is reasonable to me. I don't think this stops patrolling near the hook, but it would open more avenues for saving when the killer isn't looking. Introducing no collision and immunity to instinct is very nice as well, for those of us tired of that stuff being used against us for NOT tunneling. However, seeing the killer's aura is a SWF buff depending on how long it lasts, no real two ways about that. Overall, I'm okay with this. Also, adding an effect to the hook state UI on who you hooked last is fine, I suppose.
The other downside I can think of with having the bonuses of being unhooked and less of a target, is that killers like Hag suffer since the unhooked survivor doesn't need to worry about triggering all her traps since the Hag would suffer for going after them. There are other killer powers that could also suffer the same fate, but Hag to me sticks out like a sore thumb.
The unique hook mechanic is also nice, but it does depend on the haste and regression bonuses if it's worth the tradeoff, so that's a PTB testing thing for now.
However, the disincentivized tunneling section is worrying, for reasons that don't include tunneling.
The big one is 'Killers like Sadako, Pig, etc getting a mori early will buff everyone' and yes, that is a problem. It also incentivizes 3-man SWF letting their soloQ team die on hook early for the buffs if the map is particularly good with loops and against a weaker killer. There should be consideration for those kinds of situations.
The 'generators cannot be regressed or blocked' section also confuses me, but that is another thing I'd need to see play out in a PTB match.
I'm sure there are other things I'm not thinking of yet, but this is a very mixed feelings kinda change. It's also going to heavily depend on how certain perks are changed. But, to BHVR's credit here, I'm glad they're trying to make things a bit better overall for things like tunneling and slugging, I'm mainly just concerned for any potential to abuse the mechanics or make things even worse for specific killers.

