Elan
Elan
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- Elan
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@Yoshirama said:
Every time a killer brings this perk is a tunnel fest for the obsession. It takes so long to open the gates by a requirement so easy like hitting 5 times. Is an unhealthy perk that needs some tweaks.
Endgame builds are already nieche and Remember me incentivize getting rid of obsession, that is true. But doing so require you to give up on defending gens. If remaining three non-chased surivors do gens killer might not even kill the obsession in a time. It's not any problematic perk. Non killer perk is currently problematic and they are all in good spot. Only perk I complained about was old DMS but with it being nerfed it's fine now. On the other hand survivors have plenty of perks that need to be looked at.
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If they make it so only survivor without hook stages can use shoulder on survivor who was hooked twice and gain 2 hook stages instead of one it'd be ok perk. But true is that it turns winnable games to unwinnable and only bias survivor main can deny it.
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True. Killers should be powerhouses and chased by them should be immidiate deathsentence. It's horror game that should be heavily in killer's favor. Least acceptable result should be 2k. There shouldn't be tool to stop killers from being killing machines as it's what they are intended to be. I started playing more survivors to insanely long killer queues and I never could sleep and play with such ease.
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@Arcturus said:
A good killer player can still win 90% of their games if they really try, and this isn’t really indicative of balance but thousands of wins long win streaks are still very much possible on killer. Most killers still have a kill rate of over 50%. Some killers certainly do need a buff, but the game is literally designed to be slightly in the killer’s favor. In reality though, this game is very one sided if one side is really sweaty and the other is not. If you run into a 4 man SWF with meta builds and you’re running a B tier killer with an average build, yeah it’s pretty survivor sided. If you run into 4 solo survivors with gimmick builds or just casual builds in general and you’re on an A-S tier killer with a super meta build, it’s very killer sided (especially if you tunnel)
That is huge false. Doesn't matter if swf or solo. Doesn't matter if playing meta or not. The only thing that will decimate killer player is them working on seperate generators. And as long as one person can hold killer long enough, there should be 2-3 gens done which is a massive advantage. So gen effiecency is all that matters, no matter if killer runs slowdowns or not. If you have survivors, searching chests, do totems and other things you will most likely win but if they stick to gens all the time solo you gonna lose, even with quick downs.
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Killer's goal is to kill, via tunnel or not they just do their objective. Survivors are also not punished for sitting on gen in killer's face to pop it. Shoulder The Burden allows scenarios where you have someone dead on hoook to completely vanish. If similiar perk works on killer's side like that one generator loses all progress if other is popped too quickly it would become immidiate complain
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welcomed change. :) gap between swf and solo will be much smaller and killers can see some bigger buffs.
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Pallets should be in killer favor tbh. I liked when they made fillers extremely unsafe and stun the only way to utilize the fillers. Most maps need heavy reduction in pallet count. Lets say 10 pallets total, seems like ideal count. Killer shouldn’t be breaking pallets whole game. So if they reduce pallet count and make them less safe it’ll be awesome and welcomed change. I think it would make survivor gameplay more enjoyable too as it would be based around skill.
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I’d say more than action speed there can be some incentive to hook and kick gens. It was once on the table but was scrapped. If killer has basekit pop, bbq and bps it would make sense. Ask any miller player why they tunnel… because why not? They sadly scrapped healing changes they tried on PTB where they tried to make heal 24s which would make weaker killer more viable in hit and run and while medkits saw some nerfs base heal is still a problem. If they make it 24s base and increase gen time by 10s the game would be at least less slowdown perk requirement. I like using fun builds, but you mostly can’t compete with them. Killer players have anxiety by their time being not worth spent playing and survivor toxicity also must be adressed. I’d make teabagging in exit gate block it for all survivors for at least 20s. This might be treated well as killer players deserve fun and good time too.
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@Arcturus said:
This post comes from 2 things:
- Many, many comments recently talking about how survivor is stale
- The game considers items the equivalent of a killer power, of which there are 7 vs 44 including Judgement
Honestly I kind of find it hilarious that items are considered the equivalent of a killer's power, but either way my point is that items, like killer powers, can enable unique forms of play. When killer players get bored of playing once character, they have 43 other characters to choose from with different powers. On survivor, there really isn't much of a choice. The items already aren't very game changing, and although there have been some changes, some items and addons are absolute garbage while certain item addon combos are incredibly strong (the entirety of fog vials or Styptic Agent vs Brand New Part Commodious toolbox), which often limits this further.
Considering the first item we got added in basically 9 years at that point got gutted instantly after launch and now has become borderline useless besides being okay in very specific niche builds, I think we really need to get some more items, like at least get us to 10. I think this would add a lot to the variety of play styles and matches, and make survivor gameplay less stale after being essentially the same for a decade.
What item concepts would you like to see added?
Few ideas here.
New item: Hammer
Can be consumed when standing next to upright pallet. The pallet will have nails in it and will take 10 % longer to be destroyed.
New item: Electronic device
Can be placed on the ground, when killer steps in they suffer 3 % hindred for 2s.
New item: Clothing
Can be consumed to be placed on a window or dropped pallet. This window or pallet vaults will be silent.
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He deserves some buffs actually got nerfed because people cant press A and D.
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As a Duty of Care enjoyer now the perk works fine. But long time it was bugged where it only triggered on basic attacks nad not all the time. Now it works as intended, same with mettle of man.
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@chaosdragon_25 said:
I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.
He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.Just a quick note. Knight wasn't nerfed. He was buffed and the AI manipulation was also removed from it's initial function.
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@chaosdragon_25 said:
I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.
He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.100 %
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@HommeBizarre said:
For the love of god, I would like to understand who had the idea of countering everything. Just, BECAUSE.
Press F to escape for free.
Have you heared of dramaturgy?
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@CrimsonMothKing said:
- No longer requires the generator to be completed
- Perks activate after the compromised Gen has stopped regressing
- Reduce the duration/effects of compromised perks
- Machine Learning: 30s of 8% haste or 30s of 5% haste and undetectable.
- Help Wanted: 30s of 25% basic attack cooldown reduction
- While repairing a compromised Gen, survivors are given a visual warning
Exactly what I proposed back in a days. Make it trigger on stopping the regression. 30s is a bit too short. 45s is more reasonable. Also compromised perks need number tweaks to compensate diminished returns.
- No longer requires the generator to be completed
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I hope they make so you can hear other survivors voicelines, not just yours. If you can hear killer's voiceline why not teammates. As Judgment why Aurora has voicelines against her when you as killer don't hear them.
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@Rokku_Rorru said:
Sadako wouldn't really work coz I feel there wouldnt be enough TV's for survivors to get tapes etc
As for Krasue she probably could keep just focusing on spitting to infect but not placing down mushrooms so the other killer could get easy downs (but please correct me if I'm wrong that it's only from switching to head they spawn).Sadako would spam hell out of tvs :D
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I bit too complicated isn't it? Give Ghostaface 15 % haste when out of chase in nightshroud, make exposed permanent untill survivor is downed and he would be fine.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107617#Comment_4107617
I have 72.66% kill rate on Hag, 68.67% on Lich, and 67.42% on Dredge. While yes kill rate is not an objective way of being "good" n whatnot however it shows that I am winning majority of my matches. Obviously on killers that I play less it falls into a more reasonable 60% ish range. That is the goal that the devs want killers to be reaching and is what makes them "balanced"
But in all honesty killer isn't that bad, like yeah you have to deal with some insane perks or the occasional death squads but that is going to happen you simply cannot win them all. In my personal experience the game feels really balanced on both sides as I am able to consistently win on both sides.
Again kill rates aren't a measurement of skill it was moreso an example of how I am able to win on non S tier killers. Also do note that MMR is out of wack still so if you are newer and/or not as good at killers you can pretty consistently get paired with people who have thousands of hours more than you.
But the game shouldn't be balanced around multi-k hours killers but casual players. If you are in high mmr, you suppose to be powerhouse that is impossible to stop. In high mmr kill rate should be 80+ % and mmrs all across more strict so new players are not going against good killers. My friend bought DBD and his first match was against 4 stacked slowdown tunneling yaomi mask ghoul. First ever game.
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It feels like survivors are the favourite side while killers not. I understand frustrations of same 5 perks and same 3 killers but why is it? Because those are who can compete.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107593#Comment_4107593
Killers aren't overpowered.. The game is in a pretty balanced spot, I just wanted to point out that while 1v4 has been feeling great modifiers have been feeling a bit unbalanced.
4v1 felt balanced? Do you play anything else than 4stacked slowdown Blight and Nurse? If yes, then you surely can't say it's balanced.
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They need to gigabuff every killer out of Nurse and Blight and events would be much more fun tbh. I still don't understand why they keep killers so insanely underpowered.
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There are enough players with ping so high that they ruin the fairness of the match. I hardly disagree that if anyone's connection is so severe it crashes they shouldn't be banned.
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With maps becoming smaller I think non-mobility killers with such a power as divine beam will be fine.
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I liked the idea of finding part in order to start repairing gens. Let's say you'd have to go around special chests to gain those items, insert them into gens and repair them. The gen time would need to be revisited of course. But it would make the gameplay way more exciting.
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@Guardian116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/471023/survivor-toxicity
If you want survivor toxicity to stop we first need to stop killer toxicity. The whole toxicity started when killers decided to non stop tunnel or slug every god damn match. So if you a worthless tunneler or slugger you created the problem we are suffering from and only have yourselves to blame. If you tunnel me or anyone in my group your getting reported for griefing and tbagged every whiff, every pallet you take, and every screw up you make, and at the gates or hatch and expect a nasty gram end chat as well. THE GRIEFING STOPS WITH YOU BADDIE KILLERS who are bad at the game. Soon as you stop griefing or BHVR actually does something about you abusing and exploiting situational mechanics I guarantee there will be less toxicity on the survivor end of things.
No one is complaining about genrushing or tunneling. It's efficient way to play the game while it a lot of times hurt more than help, i don't blame either side for doing so. Yet, killer is the power-role and must be treated like that. Being chased by the killer should be deathsentence, something you try to avoid and if it happens you have hard time getting alive from it. Killer in DBD is a joke role where most of the roaster is so underpowered that in the end you will lose games to gen efficiency simply because those killers don't have enough tool to down people enough. I already said that they should make it so for certain amount of time that survivor is chased, the entity will gradually decrease their movement speed. Let's say if you are chased for 40s without taking a damage you get 5 % hindred scaling up to 15 % for 60s of not being damaged. What will it do to top 10 killers? Absolutely nothing. But towards rest underpowered roaster it would give them a pressure tool without needing to hard tunnel in order to maintain the pressure. The game should be heavily killer-sided and escaping should happen rarely. 50-60 % killrate on top tier killers is a joke. Should be minimum 75-85 % when everyone scream for their nerfs to justify it.
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@colossusqw said:
At the moment, knock out feels like wasted potential, and frankly, a wasted perk slot 99% of the time. For me, personally, that has both to do with it's requirement not really helping against pre dropping, and its impact being very minute to be a good tool against pre dropping.
With that in mind, what I would do to the activation condition is:
- Alter the perk's activation condition to something more substantial to proc, such as dropping a pallet in chase and farther than 4 or 5 meters from the killer.
As for the actual effect, i have a few options(possibly considering more than one, but likely not all at once as it would be way overtuned):
- Alter the base amount of slowdown a survivor gains from knockdown by a flat value (5% → 7.5%)
- Alter the base time of the slowdown (5s to 7s or 8s)
- Introduce a token system, where each pallet dropped grants you a token (up to 5), and the slowdown given becomes 5% + the number of tokens. (making you lose two tokens when a survivor takes damage)Make it 15 % for 5s. Why not making a good killer perks?
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New killer effect "focused". If survivors teabag they get focused for rest of the trial and can be moried by your hand when downed, let's teach them lesson. :)
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There will always be whiny crybabies who want to win every game, if you tunnel or camp they'll trashtalk you if you don't do the best they mock you, so I play chill and just type gg in the endgame chat and immidiately turn it off.
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Tbh I hopped on game yesterday and took few screenshots, 11 games, 1 killer with less than 76 ping, 5 killers with more than 100 ping. I don't blame people for giving up tbf.
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@DodoSwarm said:
April Fools is in April buddy
It's fine. :) I don't expect positive feedback from community mainly consisted of survivors mains.
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@sethseth12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095984#Comment_4095984
If you speed up the charging it takes away counterplay the dash shouldn't just be a free down or just a free chase extension just so sometimes she can down slightly faster some loops you literally can't use your power and the weakest killers in the game don't have the same problem I'm baffled at how strong people actually believe pig is when she's just worse everyone else in the game
Yes so there are multiple killers with guaranteed or nearly unaviodable hits but Pig would be too op hah?
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She's imo top tier killer, even competing Nurse. I don't think she should be easy to play and if you wish to make her ez there is add on that turns her into pyramid head
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@DmitriyChucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106610#Comment_4106610
i have seen in new ptb new tutorial and there are 4 seconds
No, you mistaken that with fade out TR
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Survivors warrant massive nerfs, defienet,ly not buffs.
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@DmitriyChucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106529#Comment_4106529
Do you think? You can just use one perk and its = full ability of killer. Even pig is better him, because she 4,6 and also have dash with speed 7,1 for 4 second, don't 3. (She also can be full game without radius of terror without very big couldown)
Pig's dash is 2.3s
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@that_lich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106504#Comment_4106504
Well, that's what I'm saying. They should just make boons stronger and then make them single-use IMO. If you get rid of the constant relighting aspect, you're free to make much cooler Boon perks for survivor.
But yeah, the multiple floor things is so hard. I just had a team using the new perk on Midwich and it was a nightmare to deal with. I was using call of brine and lay waste, and still after kicking a gen they were able to pop it so quickly even while I was patrolling it.
I suppose if the totem placement was worse, it wouldn't have been as miserable, but they were able to place the totems in such a way that it took me an insane amount of time to get rid of them, which I guess would also be fixed by them being single floor use.
Boons are defienetly not weak, they are quite strong. Illumination and Steadfast are boons weaker than their non-boon equivalents.
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Why not giving him all the buffs. Make him 4.6, give him 10m/s dash, increase duration from 3 to 5s and bring back the manual scamper. He won't even reach A tier with all these buffs,
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@that_lich said:
Remove the aura reading and just make snuffing a boon shatter the totem. It is still insane that you can just constantly relight boons over and over again. The amount of time it takes for the killer to snuff a boon is, generally, much greater a penalty for the killer than it is for the survivor to use the boon.
It's incredibly unfun when survivors keep putting a boon in a totem that is in a difficult to reach place, when it affects multiple floors, especially with the new Boon. I keep seeing people say that it's not efficient for survivor to use the boon because it would be better to just repair the gen, but in my experience it seems like it's much stronger than people think. It can slow the regression of multiple gens at the same time, and if you snuff it, they can just keep putting it back. So not only do you have to spend crucial seconds kicking the gen, you then have to find the totem and snuff it.
If killers could relight their hexes, people would be incredibly upset about that. I also think that if boons were permanently snuffed by the Killer, you could make stronger boon perks as well. It would be a win/win.
Agree! Boons should be be limited once per totem minimum, I think snuffing shouldn't remove them to not punish killers bringin hex perks.
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I would just make it like Freddy, that survivors slowly gain heresy, let's say over 40s, otherwise from power and teabag they get it instantly.
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Make Dredge 4.6 while holding remnant, gigabuff his teleport speed, give him dash when teleporting to remnant, rework his pass, and he migh end be decent low B tier killer.
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Gigabuff for tiny Chucky.
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Playing killer is hardcore mode. :)
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But mostly I'd like to see full rework to perks that got hard by diminished and unless it's value is doubled they won't be good pick. loved babysitter is people got 20 % haste off hook to run away if they need. Now they have 15 % so they are just as fast as killers.
Some of general perks are not popular but they are unique such as this is not happening, premonition, spies in shadows so I hope they won't fully rework them. Lightweight with ghost notes is cool, but if it's changed both will be meh. Same with calm spirit it makes treacherous crows somewhat usefull, if it's reworked, then well. Another meme combo removed.
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Tbh a lot of the perks, yet i know that if they become too good as current meta people would cryo on the website to nerf it immidiately. So no matter what to do we probably won't get crazy good perks anymore. Blame the community, not the devs.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105796#Comment_4105796
she's the community killer if she's insanely hard and not worth the effort like she isnt right now the devs will not do this again because people will just not play her she's going to be bottom 10 pickrate after her newness wears off. like artist who takes way to much effort for the reward so not many people play her. i would love to see the community be able to make another killer and survivor but if this one fails like the power changing skin on houndmaster failed they wont do this again.
Like single add on makes her braindead easy. Cmon.
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It should be like dredge's nightfall. Survivors shouldn't have anything in their favor as this suppose to be jumpscare mode.
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Please stop! :D Why do people can't accept we received killer that you won't master in 3 games? It opens way to grind for some skill expression as well as big rewards. If people don't want to invest time in her, just pop on the stucking beam add on and make her braindead if you wish. I enjoy her as she is, killer intinct should be basekit but apart from that she's perfect.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105978#Comment_4105978
Oh nice I haven't checked the PTB yet ill do that right now.
EGC saves have massive impact on kill rates and missleads the viable data. A lot of killers you can't save from without trading and some make saves completely impossible.
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Balance-wise apart from nerfing rest of exhaustion perks I'd like them making killers more even in strenght before focusing on balancing survivor side.
→ gap between potentially new strongest killer Judgment, Nurse and Trapper or Ghostface are simply too big creating unfair matches where you spawn on same map with same RNG and while you will dominate with one killer, other killer on same map, with same rng with same build will struggle. Let's say you play on forgotten ruins with Jason who can constantly port between levels, snowball well and get the pressure and then you have Huntress who has to go all across to map to portal or staircase to get down and by the time the gen is done. This is also issue of the map, not only killers.
→ Difference between stacking full slowdown and running no slowdown is too big. I don't say that you can't win without slowdown coz a lot of killers prefer aura builds or antiexhaustion builds, although I'd like to see some base game slowdown to help killers vary their loadouts as well as maintain pressure by completing their objectives well. I'd already said that I was fan of fresh hook rewards in term of extra BP, extra damage on next gen and aura reveal on least hooked survivors in exchange for better yet less weaponizable antitunnel. Example is simple, you play as Pig. You manage to down someone quick enough, now you hook them see other survivors as they all have less hook stages and can deside who to go for as well as what gen you can pressure with additional 15 % regression on kick (Nurse, Blight or Jason would have 5 % only)
Speaking of buffs, those killers would need bigger buffs: Wraith, Hag, Doctor, Huntress, Bubba, Freddy, Pig, Clown, Legion, Ghostface, Deathslinger, Pyramid Head, Nemesis, Artist, Sadako, Dredge, Knight, Skull Merchant, Chucky, Houndmaster, Springtrap
If those killers are buffed more towards Oni level, who's imo the level of strenght that should be then we can say if that compared with fresh hook rewards is enough to balance killer vs survivor or if additional balances have to be done, as I believe that the game around top 10 killers is probably balanced but not so much to others.