Malice - "Rage Meter" that focuses on MultiHooks and Leaving Hook (Scrapped)
Camping and Tunneling, while a tactic, fosters less interactive gameplay.
However instead of outright nerfing those tactics, why not buff MultiHook gameplay?
Perhaps create a "Rage Meter", something that charges up based on Hooks and Survivors being Injured while another Survivor is on Hook.
And upon activation, buff the Killer in some manner.
New Mechanic - Malice
As Survivors are Hooked, and as Survivors lose Health States while another Survivor is on Hook, the Killer gains Malice.
The Killer can consume Malice at any Hook in the Trial by interacting with it, gaining effects based on the amount of Malice consumed.
T1 Malice - Reveals the Aura of all other Survivors for 6s.
T2 Malice - Grants Undetectable for 60s (or until a Survivor is Injured by the Killer) in addition to all prior effects.
T3 Malice - Exposes all Survivors for 60s (or until a Survivor is put into the dying state) in addition to all prior effects.
It takes 2 Hooks to gain a Tier of Malice, and/or 4 total Health states lost by Survivors while another Survivor is on Hook.
Malice gained by Health State loss is not counted if the Survivor is Performing an Unhook Action, or while the Killer is under the effect of any Malice buff.
Comments
But doesn't this encourage tunneling off Hook, since Proxy-camping can allow for hits against Unhookers that get caught out while still having an Injured Survivor still worth the same amount of Malice on reHook?
Probably make it so that Malice isn't gained as quickly on Survivors that haven't healed after being Unhooked, or just non-consecutive Hooks?
But Malice is the desire to cause pain, which this would have some dissonance with.
So maybe rename it to enmity?
Enmity
Gain 50% of a Tier of Enmity each time you Hook a Survivor that has reached the Healthy state, 25% otherwise.
Gain 25% of a Tier of Enmity for each Health State a Survivor loses while another Survivor is on Hook.
Is the Healthy state requirement too opaque a requirement?
Is there a way to encourage going for Healthy Survivors instead of Injured Survivors, is that even necessary outside of a Perk?
However...
Having two conditions for a varied amount of "Rage Meter" gain from a single source, as well as one being kind of esoteric (Survivor that has reached Healthy), probably isn't intuitive.
In addition, Injured Instances likely can play into camping, as camping enar Hook with Insidious and then getting a hit on someone (who will have to commit to the Unhook, or give even more Rage gain, but then will still be next on hook), doesn't fit at all either....
So maybe...
Gain "Rage" Each time you Hook a Survivor distinct from the last.
(This general criteria is succinct and implies going for someone new even if it's possible to down the Unhooker and Unhookee and then take advantage of that scenario, though that issue is more dealing with uber-facecamp prevention)
and
Gain "Rage" while in chases with other Survivors.
(Acting like a "Bloodlust bank", this can't be used in camping as camping typically does not involve chases, and this is also new player friendly and new Trial resource heavy friendly, while also not beneficial to quick-down Killers to allow them to snowball even faster)
The more I think about this, this could be better used as a rework of the Bloodlust system, making it more active than passive...
Bloodlust Rework:
Bloodlust no longer grants movement speed for each tier, tier effects are not automatically applied, and Bloodlust is no longer lost when out of chase.
Bloodlust is gained when Hooking Survivors, and while in Chase with Survivors.
Bloodlust can be consumed at any unoccupied Hook to gain effects based on how much Bloodlust was consumed.
T1 - Gain a 5% Haste until a Survivor is Injured.
T2 - See all Survivors Auras for 5s.
T3 - You're Undetectable for 60s.
This creates a more active use for Bloodlust, acts as a reward for Killer players even if they fail chases against a Survivor, and prevents Killers from trying to just Bloodlust a loop (using old passive chase gain of bloodlust), and if they do, at least signifying they are doing so instead of it just being a timer a Survivor needs to count.