Before you rescue someone from balloons, you have to either be full state, or in your early chair stages (not dead in chair).
When stunning the hunter into a wall, you're expected to run inbetween the hunter and the dropped survivor and absorb the hit since the stun (3 seconds including the drop animation) is too short for the survivor to run away.
Rescue Plan Using Magnets.
Just because your magnets easily regenerate doesn't mean they're always the answer. There's been more times than I can count where Prospector players will drop a magnet before or during a rescue, which only cancels both the hunter's attack recovery animation and their rescue.
Instead, save the magnet for after you rescue.
What I did here was absorb the attack, briefly bodyblock my teammate, threw a magnet at the hunter while he was in the middle of his attack recovery, and then hid behind the pillar structure (any type of wall works as long as you can quickly navigate around it).
I do this for every rescue so I can prepare an "attract" wallstun in case the hunter persists on chasing the survivor I just rescued.
There's two ways this can go.
- The hunter keeps chasing after your teammate or ignores you. Hit that wallstun and keep instigating. It won't matter if your teammate ultimately gets caught as long as you waste time.
- The hunter starts chasing you. You pretty much got what you're actually here for! When the hunter starts chasing you, try to lead them away from the rescued survivor.
Assuming you haven't been chaired yet or that your teammates are on their last chair, prepare to trade or bodyblock so the rescued survivor has time to retreat or find a cipher.
In this match, I did in fact keep Freddy safe and we made it out alive with a survivor's victory.