Lowering the frustration
We all know that the implementation of the DC punishments has lead to drastic increase in the usage of the alternative way to prematurely leave the game also know as hook suicide.
Early hook suicides basically equal early DCs because those fractions of seconds while the killer transports the survivor to the hook mean virtually nothing to the survivor team.
So i thought that implementation of "killer avoid" system might lower the amount of frustration. Let me explain: you will be able to avoid killer and you will not be matched with them. For example: you don't enjoy slugg-involving Oni's playstyle, so you avoid him as a killer and he will not appear in you games until you remove him from your list. Also time restriction is likely to be added to prevent permanent avoidance of certain killers for them not to have endless lobby simulator.
We have 19 killers so having at least 2 avoid options will not be a big deal.
Alternative system that can be implemented is "avoid map". This will work for both killers and survivors. For example you hate Ormond being too big and having way to many safe pallets, so you add Ormond to your "avoid list" and you will not be playing on it as long as it stays in your "avoid list". If a map offering that contradicts your or any player in the lobby "map avoid list" is used it will not be burned and will just return to the inventory of the player who used it. I see no reasons to add time restriction to the "map avoids"
Furthermore, these systems will not only lower the frustration of playing Dead by Daylight, but will provide the dev team with the statistics of the most frustrating/unfun killer or map in the game that might lead to future rework/balance adjustment of particular killer/map