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Scourge Hook Pain Resonance Change

A perk that can regress an entire generator, essentially forcing survivors to do 6/ an entire extra gen(s), for getting four unique hooks is a genuinely cool idea, but there are often times where you finally do get the scourge hook and it doesn't regress any generators at all because there's no progress. Just one of the many things that could go wrong with this perk, even live.

This might seem like a minor thing, because surely if that's happening the killer's already winning (nay, stomping), right? Not really! Coordinated teams can absolutely keep problematic generators at 0% and have them nearly done by the time the killer can loop back around to them from their last patrol to their most recent hook. I've personally seen it multiple times. If you don't believe me, I'd encourage trying to do it yourselves in a SWF. I think you'll find it alarmingly simple!

Also, keep in mind that this won't necessarily happen at 5 gens remaining. It might actually happen at 1 or 3 gens remaining! (2 and 4 as well of course, but I feel like 1 and 3 are the most likely time for this to be a problem).

As such, can we at least keep our precious tokens if they don't actually damage a gen when we use them? I fail to see how that could hinder the unique hook requirement! It might sound difficult to hard-counter it, but people are absolutely going to do it!

I also think people might say that I'm suggesting there be no counterplay? I don't think that's a really fair assessment. Toolboxes, prove thyself, fast track, plenty of things exist to make gens faster than normal! They could be used to mitigate regression, which isn't too hard. Even I know how to do that! You just wait to use them until after the gen has been damaged (practically built in to Fast Track, in particular!) We're all familiar with the regression vs. progression arms race, aren't we? Even besides pure speed-up vs. slowdown, there's also sabos and just saving people off the killers' shoulder in general. Nah, you see, what I'm suggesting is less inconsistency with perks. I don't want SH:PR to go the way of Ruin where it's like "oh, it might be helpful but it might do literally nothing!"

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