Is Dead hard a problem?
I think it is. This meta perk has saved more lives than the peniciline vaccine itself, lol. Not only dead hard though, but also those perks that grant you a second opportunity with not a big penalisation. Of course, they are necessary, I can't realistically tell you the time I found it as a last resource and saved my life. But this not hide the fact that many of those times in which I used it was because I was the ONE who made the MISTAKE, not the killer. Interestingly, if you compare DH to the other exhaustion perks out there, they clearly work diffferent: live, sprint burst and balance landing are the ones which can reallistically create a gap between chases but these must be triggered anticipately and clarly one of them awards you from playing efficiently: smash hit. In my opinion, this last perk should conserve the benefits of the actual cooldown. In a sum, players should be penalised for their mistakes in game and not be encouraged to use meta perks because they save you again, again and again. This is what encourages a positive core of a balance skill-based game. Though, you played poorly, you get penalised. You play effectivelly, then you are rewarded. No big deals in that. I hope you can understand my point.