Here's a few ways in which I would fix tunneling:
Version 1 (remove the base kit BT) : The entity gets mad at the killer for trying to feed her the same survivor again in a short amount of time, so the entity blinds the killer for 5 seconds and also makes him suffer of Blindness (20 seconds) after he downs a survivor that has been rescued from the hook in the past 20 seconds unless they perform a conspicuous action.
Now in order to stop quirky survivors from using this to block hits for others, they will still get downed by the hit. But here's the catch, they will have their aura revealed to all other survivors, they will crawl faster, they will be able to recover while crawling (not fully of course), will leave no pools of blood, and will also make no grunts of pain.
Version 2 (remove the baes kit BT) : When a survivor gets unhooked, he gains the "Fight or Flight" status effect (which lasts 15 seconds) If the survivor gets hit during this time, he postpones the damage for 3 seconds and starts running a bit faster. If in those 3 seconds, the survivor doesn't get inside a locker, he will be downed. If the survivor enters a locker though, the "Fight or Flight" status effect is removed BUT he gains the ability to DS the killer (5 second stun) as long as he stays in the locker if the killer pulls him out straight from the it.
This would probably be the best solution, as it would make survivors that get hit run straight for a locker. If they wanna risk tanking a hit for a teammate with "Fight or Flight", they better make sure they have a locker around that they can hop into before the 3 second end or they get downed.
Once a survivor got inside the locker after taking a hit during "Fight or Flight", he's pretty much safe, the killer either pulls him out and eats a 5 second DS, either tries to camp him until he gets out on his own (wasting potentially a lot of time), or he just lets him be and looks for other survivors.
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