As long as scummy behaviour isn't punished, making things basekit won't help.
Clickbait-y title out of the way, it does hold a kernel of truth:
The game can already tell a lot of things:
Where someone (killer or survivor) is in relation to a hooked survivor, who gets hit after unhooking, who's in a chase, who's downed, etc
While there are cases where slugging etc can be legitimate, overall they are obnoxious and do drive enough (potentially paying) people away from the game.
That behaviour tries to address something that loses them customers, even if it's not mass exodi like with some other games, is not surprising.
But the way they do it won't work, and not unlikely make things worse.
Baskekit BT did not help with tunneling. It might have even made it worse, because now killers know it is there and can just wait it out. Which a lot of them seem to do.
Basekit UB will likely be similar. There's already games lasting over 30 min because the killer is so intend on getting the 4k that even if the last two survivors keep picking themselves up (exponential) the killer will keep knocking them down to prevent one from potentially finding hatch. If a killer knows there's UB and how long it takes, I can imagine we'll see a lot of carrying the survivors onto a pile and wait.
(a risk I am seeing with the auto mori is that people might DC to troll when the killer is on someone to get that person mori'd... some people are like that, don't deny it. We already have people dcing when someone gets hooked so the person dies, all to be scummy)
So, long story short, as long as the behaviour the basekit stuff is supposed to counter/negate/do away with isn't actively punished, things will very unlikely change for the better.
Thus:
If people get slugged, effect the killer with Blindness the moment they pick themselves up until they are healed (time stacks), and reduce BP for every 'stack' of blindness.
Perks like Insidious stop working within a range of a hooked survivor proportional to a killer's speed and range/potential free line of sight. Loitering around in this distance (including moving around in that distance without doing anything like kicking gens, breaking pallets or chasing someone else etc) reduces the killer's movement and attack speed (Inflicting Hindered)
Hitting someone with BT active right under the hook (cause you were fairly nearby (see above) or managed to get back from out of range quick enough (blink, bound, teleport etc) can happen due to hitboxes. But if the killer chases after that survivor (tunneling) Hindered is inflicted again, AND the survivor regains BT for 5-10 seconds
Or interrupting someone doing a glyph...
The game can already tell all the things needed to do this. It would take some finetuning (which is probably the hardest part), but this is the better way to counter these things.
HOWEVER
At the same time, fair and skilled behaviour should be rewarded:
Ignoring an survivor who just good unhooked when they run into you should give a token (something like 'being sure in your skills' or something) that gives bonus BP and even a multiplier to BP if it gains a certain amount of tokens.
Things like, letting survivors go when they tried their best but you are already at 8 hooks with only one or no gen done (note, the game can tell if survivors tried to do their things or purposefully ignored gens). Or stepping back when someone hid in a corner and one's bodyblocking them, giving them the chance to run after an initial hit that doesn't down them. Or simply waiting for a moment for someone to run if they stop moving after getting hit (this would be on a short timer, after that it'd be fair game to hit again or see what they are trying to communicate)
These reward tokens can of course be specific to killers: Hitting the just unhooked person instead of the unhooker with Slinger's harpoon and breaking the chain immediately, letting them go, for example.
Again, the game can TELL all the things it needs to do these things, and the reward system would be a great help to SBMM as well.
And of course, the same applies to survivors:
Such a system could recognize and punish things like starting the unhook animation over and over for griefing, and potentially have the hooked survivor trade places with the griefer and block others from unhooking them for a bit.
Purposefully blowing up gens could be met with inflicting the hindered status until the gen is done.
etc.
It could work, and the bonus BP and maybe even a small amount of cells for especially skilled and fair behaviour could do wonders.
Cause, let's be real: This IS a game, so we all want there to be an actually large community to not have to wait long. We are not actually trying to feed people's souls to an eldritch god... not this one at least.
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