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DS isn't even a Top 5 Survivor Perk
I'll address the DS + Unbreakable towards the end of the thread because I know that's what all the angry people are going to come in here ready to yell about.
edit: tl'dr I can think of multiple perks that I gain a lot from and I control when I use them versus a perk that depends on the killer tunneling me. (I know some people don't read long posts)
I'm starting by addressing the perk itself. We all know what it does because there's endless threads about it. From the time you're unhooked, if the killer picks you up again within 60 seconds, you get a chance to hit a skill check and stun the killer. Cool.
There are many perks I would and DO run over that for a number of reasons. DS depends on the playstyle of the killer and only works if they choose to tunnel you instead of going after the 3 other people on the map. And I don't want to hear about "Well, they're just trying to be efficient and tunneling is a good strategy" because I'm not arguing against that. They're fine strategies (despite being boring for the survivor), but I'm just stating facts. I play killer and I know exactly who was just pulled off a hook recently, how many times each person has been hooked, who is on death hook, who I've never seen. Every killer knows that so when someone chooses to go after the same person again, they know what they're doing and we're just going to call it what it is.
Now that being said, here's perks that are better (imo) that DS because YOU control when you use them.
Borrowed Time - BT has its own set of weaknesses but it can get people out of a LOT of bad situations if you play it correctly. You control when it gets used, not the killer.
Kindred - Damn near indispensable in solo Q. Anytime someone gets hooked, you have knowledge of where your team is and what they are doing, and possibly where the killer is located based on hook is running. If you are on the hook, your team gets that knowledge
We'll Make It - Quick heals off of the hook. Both players are back to what they need to do in what... 8 seconds? Idk the exact time but I know it's short.
Inner Strength - Encourages players to take care of totems which helps prevent NOED and works as a pocket save
For the People - A pretty good anti tunnel perk when you pull someone off a hook and instantly use it. The killer either has to make the choice of commiting to the tunnel which would take 2 hits and possibly a long chase, or going after a fresh target. And most people don't expect it so they usually commit to who freshly unhooked person expecting an easy kill.
Saboteur - Map wide hook knowledge, lets you see where hook deadzones are so you can make sabo plays. My SWF friends consistently see me pull these off at least once or twice every game.
Lithe - If window hitboxes ever get fixed, this allows for a pretty good extended chase that a killer might not be expecting and can extend loops
Hell as much as I think it's trash, I might even run Dead Hard for the same reason as Lithe. Only reason I don't use it is because it fails more often than it works