My Solution To Camping/Tunneling---Learn From Others
So one of the problems a lot of people have been bringing up is camping/tunneling, now I have been throwing around an idea to fix hooks by getting inspiration from Deathgarden but that idea is too far out there for DBD and would change too much so I have tried to refine it and make it simple.
As Killer you can down a Survivor and place them on a hook then you have to decide whether you need/should defend that hook if it is near something valuable or the other Survivors are all around you. If there is an open Exit near you or a totem, Gen etc then camping can feel like the way to go and Survivors complain and Killers don't actually have anything else to do in these situations, it's bad for both sides.
MY IDEA---So after the Killer hooks a Survivor a ''Husk'' appears on the hook, this Husk represents the Survivor and it can stay there the normal amount of time as it is now and can get saved twice. But what's different is that when a Survivor saves a Husk that rescued Survivor is actually in a locker somewhere else on the map and pops out. When a Survivor is on death hook nothing changes, the Killer still needs a hook to kill them unless they have a Mori.
WHAT THIS MEANS---This means all hook perks can relatively stay the same, some need changes, hell Deliverance can stay exactly the same lol unhooking yourself is still unhooking. This means Hag traps, Demo portals, Spirit and Nurse can all still be used near the hook to EXCLUSIVELY attack the rescuer and only them because no one else is around. Killers don't need to camp the hook because getting saved can't hurt them and the locker spawn must always be made to not be near any Exit and be near the center of the map, something like that. This also means that if a save is made next to the Exit then everyone can just leave because maybe the Hatch is near that locker spawn? Who knows.
FINAL THOUGHTS---Now one big thing about hook saves is healing, We'll Make It etc so maybe when someone is saved then the rescuer can get a loud noise notification and see where that Survivor leaves their locker. We'll Make It will need some changing of course like some other perks but this addresses this tiny matter of Altruism. This is basically a respawn feature without a normal respawn and takes care of camping and tunneling while also relieving pressure off the Killer when it comes to hook saves. The game stays basically the same with 1 small detail about hooks being changed.
BHVR's other game by a different team solved their problem of hooks with their respawn idea so the camping they had in their original game is gone and the pressure from it to the Hunter is gone. Both games and teams can learn from each other, Deathgarden was legit a DBD clone with guns and that's why it failed because it followed the same pattern of bad game design/balance BUT they realized that and started fresh. Their idea is too much for this game but DBD can take some influence from Deathgarden and find a simple way to recreate their solutions to this game's problems.
P.S---Basement hooks are not effected by this change because the Basement was specifically designed to be difficult to escape so the Basement cannot change in this way which is fine. You can call me bias since I love Basement builds but my love for them comes from the science behind the idea of the Basement so the bias is backed with its own logic.
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