http://dbd.game/killswitch
What Would "Balancing For Hooks Not Kills" Actually Look Like?
This is a take I've seen a fair amount over the last few years, and I've never understood what it means. The best way to find out about opinions you don't understand is to ask, so that's what I'm doing here!
If you personally feel this way + have made this argument before, I'm curious about two things:
- What would you actually want to see changed about the balancing for hooks over kills?
- What is it about the current state of things that makes you think BHVR are balancing for kills over hooks?
So, some specific ideas for what could change, and some specific things about the previous few years that make you think BHVR balance for kills over hooks, if you don't mind.
There is one restriction though: Don't mention the MMR system. It's not a balancing variable, it's a matchmaker, and while I do have a suspicion at least a few people who talk about this really just mean they want the matchmaker adjusted, I prefer not to assume people mean something other than what they say. So instead, I'm asking in good faith for a balance discussion and not a matchmaker discussion.
I appreciate any answers I get!
Comments
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Thing is, losing with 0 hooks is virtually the same thing as losing while with every survivor at death hook. Meaning you could have won a total of 8 chases and got nothing out of it. Aside that, the best way to turn the match in your favor is to force a 3v1. If a killer wasn't hard-tunneling at 5 gens, if there's about 2 gens left and none are dead, their best chance for a comeback will be to get a kill as quickly as possible.
How would I like to see it changed? I feel instead of doing unique hook bonuses, maybe do death hook related bonuses. If you get a survivor to death hook, both the killer and the death hooked survivor could get a permanent bonus. Death hook is often the turning point of a match, the killer can chose to extend the match by making itself stronger while the survivor gets a bonus that helps them survive longer so that the killer doesn't feel too inclined to go for the kill right away. If the killer does down (because not losing the effect on a downed survivor would encourage slugging) the death hooked survivor, that bonus goes away until they get up or die.
Do no harm is a perk that already tackles this idea, instead of perks, it would be cool to have it as a mechanic that encourage both sides to extend the match for everyone involved.5 -
Okay I have one answer following the restriction, and another that explains on the mmr side this first one is following the restriction.
So how would we balance the game itself?
Hook states having unique modifiers for survivors
Example 1)
Survivors first hook, you gain lets say Resolve 1
Resolve 1, gaves a buff to interaction speed, up to end game., this interaction speed focuses on healing, chests, Totem cleansing, and unhooks(to promote altruism a little)
Survivor second hook- Resolve 2, minor Gen speed bonus, your grunts of pain, or liller interactive powers are muffled extremely slightly
1 survivor dead, "Determined to survive " kicks in
Each survivor gains a third of what would a survivor helping you with an interaction from another survivor.
All of this last to endgame, or Hatch opens
Killer side Blood thirst
For each unique hook you gain a token, this token is 5% of basically brutal strength. So if every one is one hooked, 20% brutal, and it stays here.
For each fresh hook, they gain Entity's Delight, which is ether Pop, Pain Res, or Eruption (trying to figure out which is more healthy) for one time.
When a killer has hooked a survivor twice(Feng min on death hook) they can more them, but This will remove every effects you get from the benifits
Again these are ideas
Now lets talk about the why the current state balances off kills rather then hooks.
Survivors gain NOTHING from a death hook, so if a killer gets a survivor out its evident the kill is more important to the over all game then the hook states
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Now for the one outside of the restriction
For killer a win is a 3k, it doesn't matter how they got here, a kill is a win. This promotes an unhealthy "all that matters is the kill your enjoyment matters not" which is competitive in nature. Which then revolves into "killer vs survivor" or rather am "us vs them"
Having a system which hooks are way more important to the win would promote a more healthy environment, you can yeah maybe win without killing a three out of four and still win, preventing the feeling that the kill is more important and enjoyment of the match is not
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The survivor bonuses you listed really don't make up for a basekit brutal or temporary bonuses. Giving death hook survivors more gen speed or make them overall more efficient would encourage tunnelling because its the exact type of thing killers don't want to deal with.
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I said it a year ago and I'm happy to repeat it: the most efficient way to prevent tunnelling is to give the survivors a disadvantage that ends with the first death/elimination.
So as long as there are still 4 survivors left, there is a 15-20% penalty on the repair speed. If the killer quickly tunnels one out, the penalty is removed and the survivors can repair the generators at normal speed (which is currently about 34 seconds per generator for a solo survivor with the right combination of perks).
Since the killer decides when the first survivor is out, they have control over when the handbrake on the generators is released and have a real incentive to distribute the hooks.
...and that the ranking of kills to hooks and escape to usefulness (as it used to be with pips) should be changed is something we don't need to discuss. This system had its teething problems, but the bottom line is that it was much healthier for the game than the current ‘kills equals skills’ and ‘only those who escape have won and were good’ mentality.
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The main way would be to make it not possible to remove someone from them match "early" and then considering a win/loss based on hook count rather than kill count.
For example, 6 hooks with no kills would bbe a draw. 8 hooks with no kills would be a win. and so on type thing.
My suggestion around this in a simple way is to simply have survivors share the 1st hook state. This means that the earliest you oculd remove a survivor from the game, is on the 6th hook, and that is if you tunnel them on hooks 5 and 6. This would be a way to:
- Ensure survivors aren't being removed super early, the earliest being the 6th hook should be well into the later part of a match
- Ensure that bad survivors don't completely tank the team by having all hook states shared, everyone is always going to get at least 2 hooks of their own. So if you are a really good player, and your team is bad, they might burn through the "team" hooks quickly, but you still get 2 of your own.
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Honestly after posting it I was still iffy with it.
Mainly wanted to promote discussion. Because jester had a good topic but you were the only one who responded.
If you'd like tho touch it up!
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I don't think you can really change it. Doesn't matter if you make BP, MMR, endgame result hook based.
Even for survivors, it simply doesn't matter if you escaped with 0, or 2 hooks. Either you managed or not.You would have to completely redesign the game system, so it's not about individual escapes at all and that's never going to happen.
What is it about the current state of things that makes you think BHVR are balancing for kills over hooks
Quests/Challenges, MMR, BP, Entity feedback, effect on the game (kill vs hook)
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I just don't like the idea of it. This is Horror Media: The Video Game™, the Killers primary objective should be to kill.
Beyond that, splitting off kills from counting victories will probably just create a bigger disconnect between how the devs balance the game vs how the community wants to play it.
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I feel the idea of a death hook mechanic is to help extend the game and encourage spreading hooks, so it shouldn't buff survivor's efficiency. Buffing survivors to make them stronger would do the opposite of extending the game, as having a death hooked survivor on the team would mean someone without death hook could take chase and the people with the bonus could speed gens, which in turn, would just make the killer want to get rid of the buffed survivor.
The only type of buffs a death hooked survivor should get are ones related to escaping the killer, similar to the unhook bonuses they did on the PTB.
As for killer bonuses for having a death hooked survivor on the team? It has to be something worth it as opposed to just eliminating the death hooked survivor, so something that could benefit every killer. Like getting faster bloodlust gain, an extended M1 lunge or even a minor 2-5% haste during chases like the Enforcer in 2v8.
I honestly don't know what killer could get without being crazy busted, but maybe there's an incentive to getting people to death hook. Devour Hope sort of toys with that idea by giving buffs with each stack, something like that could work without the instant kill, of course.0 -
It could mean 2 things:
- MMR takes hook count into consideration. Therefore you get higher MMR out of it if you consistently 8 hook 0 kill, compared to 6 hook 2 kills.
- Shoulder The Burden basekit.
One is valid, other potentially a disaster.
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Thing is, losing with 0 hooks is virtually the same thing as losing while with every survivor at death hook.
This is the big issue. With kill-oriented stats, these are regarded the same way when they're very clearly not.
Similarly, one hook camped to death in EGC is regarded as higher skill than eight hooks, no kills.
Thematically, it makes no sense either. The killer is supposed to harvest dread and despair, but having three survivors never see hide nor hair of the killer is better regarded by the entity than a killer that drives them all to the edge.
Hook-based MMR might just fix a ton of problems.
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Punish survivors as a solution to killers tunneling? 🫤 Yeah, no..
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I don't think a hook based MMR would do anything, people would still treat a 3-4k as a win and just go for that anyway because hard tunneling a survivor at 5 gens is the most efficient way to win the match. The only time a killer is actually rewarded for winning chases is when he actually gets to eliminate someone from the game, otherwise, he could be buffing survivors by activating their Dead Hard, Decisive or other perks that get buffed from being hooked.
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sorry you misspelled “slow the game down so killers can relax without getting steamrolled”. Contrary to what the devs say most killer players aren’t just evil trying to ruin survivor fun. They are stressed out with no room for error. A killer has to keep constant pressure and make no mistakes or they get steamrolled and bagged at the gates. The best way to get rid of tunneling is to make other playstyles viable. Making it harder and harder to apple pressure without significant incentives/buff for “playing nice” isn’t going to solve anything except killer queue times.
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my brain may be too F13 pilled but I'm naturally against the play for hooks way. Idk, I feel it'd make the game feel more...gamey? like, if you hook a dude a get 5 points, then tunnel hook for 1, or get another fresh hook for another 5 etc. I'd feel like I'm playing a sport when I want to play murder simulator.
I'm not saying that would happen, more that that's my worry about the direction thr game would go. but my opinion could probably be safely disregarded, as I mentioned I am too F13 brained because I didn't hate double Iri Myers.
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bloodpoint bonus for "wins" which might not do much but we could also do challenges and new killer specific quests that require these wins other than adepts which could give new cosmetics or little trinkets to put on your character/hooks
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A 15-20% repair speed penalty is just going to mean survivors get 15-20% less gen-work done in the time it takes the killer to tunnel someone out. It's not going to disincentivise tunnelling at all if it just straight up buffs the very self-same tactic.
The best way to get rid of tunneling is to make other playstyles viable.
The problem is that a sufficiently incompetent player can make every single playstyle non-viable, no matter how good it is, so 'making other playstyles viable' is a pipe-dream.
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Why is it a pipe-dream? Bad players who refuse to improve shouldn't be accounted for balance changes. Effecient ways to win the game aside 5 gen hard-tunneling could push the game away from the boring meta it created and extend matches matches where everyone gets a chance to do something.
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A 15-20% repair speed penalty is just going to mean survivors get 15-20% less gen-work done in the time it takes the killer to tunnel someone out. It's not going to disincentivize tunnelling at all if it just straight up buffs the very self-same tactic.Thats part of why I don't agree with the speed penalty as the bonus, though I do feel that the overall idea of addressing time management in a way that directly affects the way killers are pressured on their leniency for mistakes would be the most effective approach. A common trait among the higher tiers is that they can afford more mistakes before losing agency than the weaker ones, regardless of whether it comes from direct strength, synergies, or macro potential. Thats why I both highly recommend having the unique hook rewards be more focused than blanket buffs that ignore the variety of the roster, but also having equally impactful punishments to address those who refuse to adapt to more healthy playstyles.
The problem is that a sufficiently incompetent player can make every single playstyle non-viable, no matter how good it is, so 'making other playstyles viable' is a pipe-dream.Agree with the beginning (but moreso that the buffs should come with equal targeted nerfs to tunneling,) hard disagree with the end of the sentence. Yes, there will always be players who will not be adept enough to practice higher skill playstyles, which begs the question why that would be a killer-specific disqualifier. MANY of the anti-anything protections, HUD info updates, and other safeguard mechanics were not always necessary most of the time, and their necessity is greatly impacted by the skill of a given survivor who finds themselves needing them. Instead of the skill focus being around avoiding a quagmire, people focus on decreased agency while already inside it.
Tunneling CAN be beaten purely by skill, even if not always. Being downed in smart positions can not only prevent slugging, but even getting hooked in general. Kindred became redundant with the improved HUD info, and even that was never necessary beyond being helpful. These systems are designed irrespective of the lowest common denominator of skill, and even the most egregious versions wouldn't save someone just teabagging under the hook until they eventually get eliminated. You can't cite a lack of absolute result as a reason to not try for the ones who do get impacted by an improvement, and that applies to almost everything in the game on both sides.
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Its a pipedream because of
- No matter what way you chose to modify it the people who die on the us vs them hill will be against it
- The likely hood of there being enough to change the meta bring viable is low as many players on both sides have a low faith in the devs atm, steaming from way before recent patches.
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The devs are 100% to blame to a lot of problems in the game currently, including the spread of the us vs them mentality caused by the neglect in certain aspects of the game.
But I don't think they're entirely oblivious to critique, since the most recent example of the devs doing something right was Myers' rework having recieved proper buffs after the PTB release when they could have absolutely just ignored him and left Myers with the super weak version Slaughtering Strike.
Chances are low they'll ever listen, but its the best way to promote positive change is to vocal about it in hopes word spread, like the time killer related items were given spawn priority over chests.1 -
Going for hooks would have to become the best way to compete against gen completion speed, then (at the same time) anti-tunnel and anti-slug systems can take effect until the endgame collapse starts. The previous PTB was on the right track, especially with different rules depending on which killer it is.
Then throw in a dramatic speed up on the collapse timer if all survivors are within a certain distance of the exit gate and not in the dying state. Presto, better game.
idk where what's-his-nuts was getting all that mumbo jumbo about things being "too cookie-cutter," I mean do you want killers to play for hooks or not?
The entity wants it, the survivor community certainly wants it, killers wouldn't mind as long as it's actually viable to play for hooks with any character…so what gives?
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Yes, there will always be players who will not be adept enough to practice higher skill playstyles, which begs the question why that would be a killer-specific disqualifier.
Because the killer side issue is viability, and the survivor side issue is enjoyability.
You can be a sufficiently incompetent killer to make any strategy non-viable, but no level of survivor competence is going to make tunnelling engaging.
And before anyone says 'I like taking the killer on a 5-gen chase', the three teammates that get stuck doing gens only don't.
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Glad you asked: remove the “hockey” element from DBD. Reward the killer for hooks by increasing their BP and Rank. Add more perks like Make Your Choice and Friends Til the End.
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Just to check- when you say "Rank", are you referring to the emblem/grade system?
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Apologies; I meant increasing your MMR.
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You can be a sufficiently incompetent killer to make any strategy non-viable, but no level of survivor competence is going to make tunnelling engaging.Again, I completely disagree, and even with my limited skill in chase have punished killers for trying to tunnel me and turned it into a winning game. Players better than me do it more often I'm sure. Punishing someone with a loss for over-relying on LCD strategies is honestly some of the most fun I have in the game, I'm just willing to accept its not going to work 100% of the time. Thats how competition works.
And before anyone says 'I like taking the killer on a 5-gen chase', the three teammates that get stuck doing gens only don't.Neither do killers who see the exit gates powered in their 3rd chase, or the ones who have to have to deal with flashlights and other objective denial. I will never understand how people pick and choose when to use "fun" as a core argument, rather than an ancillary one.
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What would qualify as a win for survivors in this vision? If the game becomes balanced around hooks instead of kills, escape rates will inevitably go up and MMR could end up even more janky than it already is.
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With the emblem system, survivors pipped based on how well rounded they played. It had its blindspots like how it handled survival and altruism, but the idea was that the less you focus on just one thing, the more emblems you gain. Kinda like how the killer role required more multitasking and macro play than just things like tunneling to secure the power dynamic shift ASAP.
It wasn't perfect, but it was a much more healthy direction than focusing on end results rather than the game itself. If matchmaking was at least good, people probably wouldn't reminisce about it as much as they do.
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Somehow I completely forgot about the emblems, it's been that long since I last actually played the game rather than talk about it.
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Again: Tunnelling is an issue of engagement. It's not fun for the players involved. Or rather, not involved, since three people are just not getting most of the game.
Conversely, 'killers who see the exit gates powered in their third chase' is where competence gets involved. Even if the game is horribly slanted in the killer's favour, a sufficiently incompetent killer player will still run into exit gates getting powered in their third chase.
or the ones who have to have to deal with flashlights and other objective denial. I will never understand how people pick and choose when to use "fun" as a core argument, rather than an ancillary one.
Rampant hook denial is actually a fair comparison to make to tunnelling, because that, too, is frustrating. The reason that the 'fun' argument isn't brought up in discussions around that particular issue is because there is no discussion around that particular issue.
Seriously, it is the most under-complained-about problem in the game, IMO.
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Because the killer side issue is viability, and the survivor side issue is enjoyability.
This type of thinking is the exact reason why the new PTB changes suck. The changes they proposed came from the surveys related to the enjoyability had on the survivor side while killer is treated like some sort of NPC they have to balance around in order to perform for the survivors. The killer side wants viability because they want to have fun too and not get dumpstered for trying something out of the meta.
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Once again, though: Viability does involve personal competence. Just because JohnDoeMcForumkiller can't make something work doesn't mean it's not viable. Killer competence is never considered in discussions about viability.
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Okay, let me ask this, before I say anything else. What does killer viability means to you? Or what does it mean to make a killer more viable?
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Viability means that a killer has a reasonable chance at winning against survivors of similar skill level.
But that does require actual competence from the person playing it, too. Someone turbo-tunnelling their way into high MMR and being unable to keep up when other, more competent killer players can, does not make a killer 'non-viable'.
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Personally, I would say that the MMR calculation needs to take hook states into account.
Even if you 8-hook the survivors, and end up getting zero kills, you still lose a lot of MMR, which doesn't make sense.
I would instead scale it like this:
0 hooks = Maximum decrease in MMR
1-2 hooks = Heavy decrease in MMR
3-4 hooks = Moderate decrease in MMR (similar to 1 kill today)
5 hooks = Slight decrease in MMR
6 hooks = No change in MMR (similar to 2 kills today)
7 hooks = Slight increase in MMR
8-9 hooks = Moderate increase in MMR (similar to a 3K today)
10-11 hooks = Heavy increase in MMR
12 hooks (4 kills) = Maximum increase in MMR0 -
I barely find it realistic, especially on high level of play where it’s gonna be matches where killers struggle to get even half of hook stages. It will reverse matchmaking issues on opposite side simply, and now good survivors will struggle to find a lobby against same level of killers. While killers will ping pong between really different teams.
Or considering how bad MMR working now, it’s pretty easy to get 12 hooks against baby survs, but I doubt it should be considered as level up for killer. Before changing something like this BHVR must to fix already existing fundamentals.Suggesting kills still would exist, hooks system is absolutely pointless, as much as balancing around “how many generators we repaired”. It's more sounding like pitiful prize when you got stomped.
Maybe answer can be consider hooks more than usual. Like giving increase of MMR considering fresh hooks. But you can’t balance hooks over kills, because hooks is transitional objective between the main one, they aren't mutually exchangeble.
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And competent killer players don't tunnel, or skill alone stops them from tunneling? Specially with the low tiers? Because spreading hooks is still a less viable strategy than if you were to just tunnel (or eliminating a player out of the game ASAP), no matter how much skill you have, it could make spreading hooks easier, but it will make tunneling even easier too.
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While I agree on your take viability requires some competency, others can use said claim on several issues
Not that i completely agree on this but an example
"Three gens, is a lack of awareness on survivors side"
But if we use competency as a reason for certain things not being able to be changed, they will use exactly that for future changes which may be healthy for the game.
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And competent killer players don't tunnel, or skill alone stops them from tunneling? Specially with the low tiers? Because spreading hooks is still a less viable strategy than if you were to just tunnel (or eliminating a player out of the game ASAP), no matter how much skill you have, it could make spreading hooks easier, but it will make tunneling even easier too.
But now you're talking about comparative power, not viability. Tunnelling being flat-out the Most Effective Tactic Available is different from non-tunnelling being non-viable. They're treated as the same in a lot of discussions though, which is where a lot of frustration comes from.
While I agree on your take viability requires some competency, others can use said claim on several issues
Yeah, because it's a valid argument.
"Three gens, is a lack of awareness on survivors side"
And this is true, until it wasn't anymore. 3-gens didn't get the nerf they got until the release of multiple killers that had the ability to perma-lock a 3-gen and render the game practically unwinnable. When a random joe-shmoe could hostage one of the top survivor teams in the world for over 45 minutes, it's clear that there's an issue even with competence taken into account.
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At its core, DbD is an elimination game. Nothing will really change the fact that killing survivors will always be some component of the win condition (or all of it).
But because of this, the shortest path to victory will generally be to eliminate at least one survivor as soon as possible. Even if hooks are considered a "win condition" in some sense, the best way to maximize that will be to eliminate one, then spread hooks however you choose in a 3v1. (Which is kind of how it works now).
So if you want to change gameplay, to make people want to spread hooks from the start of the match, there needs to be several changes to make that happen. The biggest ones being:
- Hooks would have to be a prerequisite to eliminations. (In this context, more than just 3 hooks or nothing changes).
- Overall rebalance so that the pace of the game is more consistent. Basically, slowing down the part of the game until the first elimination for the killer. Depending on how this is done, possibly slowing down the part of the game after the first elimination for the survivors.
- MMR reset so players aren't experiencing massive losing streaks during adjustment.
Ideally, hooking survivors should be the most efficient use of the killers time. So, like things were before 6.1, the killer should feel pressure to always be in chase, always pursue that next hook, and things like kicking gens, camping, or waiting around for someone to unhook should be generally regarded as a waste of time in most cases. This drives gameplay, engages all players, and focuses on the macro and micro of PVP instead of PvE objective control.
I've said this before, but my general proposal for this is a "hook donation" system. Essentially, every survivor can choose to donate their first hook state to a "shared hook pool" and "second hook" and "death hook" remain individual.
Survivors can only donate during the first, say, 4* minutes of the match or until 350%* total gen progress is completed (whichever is first), or can choose to keep their hook state in case a bad actor decides to just feed the killer for any reason.
Similarly, reduce gen speed by a lot, like 50%, until the 4* minute mark or the gen progress mark(*) are hit.
Once gens are completed (or, better yet, 500% total gen progress across the map), we can choose to refund the shared hooks (in order of donation), or simply delete them.
Eliminating a survivor is still the primary goal, but how to do it changes: instead of wasting time, killers will want to burn through hook states as fast as possible. That basically means always being in chase. You could simply chase the first survivor you see and hook then 6 times, but you're likely to lose that game doing so because you spent so much time doing nothing.
Numbers are up for debate and can be changed. But likely this system will never actually be implemented, since it involves making camping and tunneling less efficient.
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