Seraphor
Seraphor
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522650#Comment_3522650
I know grim pantry (and pale rose) can sometimes have hard corners, but I have yet to see RNG with 0 hooks available (there's usually just 1 that can be quite far, but still within carry distance).
What I would actually guess happened, that you downed survivor in a corner and the hook was right next to you behind some obstacle - but if the hook is close, you don't see it's aura so it is actually easy to miss it in that specific case. Alternatively it was played by duo and the other one pre-sabotaged the only hook you could have carried said survivor to (maybe with gloves to not give you notification).
It was either this, or the map indeed glitched and you indeed had a super bad luck. The game indeed glitches sometimes. Like one time farm had 2 hooks literally 5m from each other for no good reason (there was a bug created for it and it was patched and part of the patch notes)
Definitely no hook in that corner. There were no tall structures, just boulders, and the survivor very obviously ran to that corner to do exactly that.
The closest hooks by a straight line were actually the basement of the main building, but navigating the underside of the pantry put them out of reach.
It's possible that the hook on the rear corner that's usually there didn't spawn for some reason. I actually didnt check to see if any oak offerings had been played but I suppose that could have resulted in a 'perfect storm' of conflicting spawn conditions.
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How are survivors suposed to escape a chase, how are they supposed to stun the killer, without reasonable access to pallets?
The problem is that high end players can optimise the crap out of the game and plan their chase path with such precision that they can chain every pallet together without fail. But if you try to prevent this by reducing the number of pallets, the 'bottom' 90% of survivors won't stand a chance.
This is party why Windows of Opportunity is so widely used. Not only does it offer help to learning survivors, but it offers the ability to greatly optimise chases for the highest skilled survivors too.
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I've always liked this idea, but these suggestions are nowhere near 'small' enough to work.
Right away, you have a Meg Ada meta.
Values need to be in the 1-3% range for this to work. Not 5-10%.
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Hell I had a game on Grim Pantry the other day, and a survivor ran to a corner that wasn't in range of any hooks, without Boil Over.
I carried her straight to the closest hook and she still got free.
This was without any kills or sabo's. All hooks were available. It was just a genuine hook deadzone from the start of the game.
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@UndeddJester said:
Well... one would think a greater forfeit function would be preferable to just allowing DCs... but not an unreasonable idea.
Otherwise with these absurd length games, I'm trying to think if there is a counter that I haven't thought of to just holding the generator until SM downs you.
She can't kick gens while you keep repairing... she can't stop you repairing gens without downing you... and if she downs you you'll bleed out eventually...
I'm wondering if there is some combination I'm missing that means she can stop gens progress without downing people... 🤔
She could potentially grab you off the gen then force you to wiggle off by repeatedly dropping you. But this is fairly time consuming and if everyone just commits to the gens she'd probably lose them.
So I'd say you're right. Just slam gens.
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You can already do this. Walk up to the killer.
A killer refusing to hook a survivor right in front of them is a pretty fringe case. Pretty sure if that's happening in a 30+ minute game you can report for taking hostage.
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@Crowman said:
You could play killer instead
No, everyone else has to play killer so shiroo can play survivor.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517879#Comment_3517879
I dont.
Aura reading is very powerful, and it's more effective than voice comms. This wouldn't just be a buff to solo, it would be a buff to SWF as well. In fact it would be a bigger buff to SWF, because it's not just info that SWF benefit from, but a willingness and higher aptitude to coordinate. In short, solo isn't bad just because you don't have info from each other, but mainly because solo survivors don't want to coordinate to begin with.
Kindred is already shared among the team. If one person brings it and is hooked, then the other three survivors get the effect for free. Those three are effectively already getting "basekit Kindred" under that specific circumstance, so we know how much it helps. Essentially it doesn't help all that much, at least half the time the other survivors will ignore this info. Kindred mainly benefits the survivor who uses it because they're the one who plans to use it.
The HUD action icons already provide enough info to know if you need to drop what you're doing to make a save. Any solo survivor who is willing to coordinate and has the gamesense to use this info can already do so with these icons. All that's missing is info on the killer, and with the anti-camping mechanic coming this year, I'm hoping sone indicator can be added to the HUD to show when a killer is camping, such as displaying the hooked survivors 'self unhook' progress.
Generally, making perks basekit is a bad idea. Not only does it mean you need to add yet another effect to the perk in question to replace it, but it leads to power creep, which only widens the gap between meta and non-meta, skilled and unskilled, which exacerbates the matchmaking issues.
The only 'perk' I would make basekit, which is thankfully already in the works, would be Shadowborn, because avoiding motion sickness is an accessibility issue.
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@Chocolate_Cosmos said:
Me: Plays the match seriously and plays the most effective way: camp and tunnel whenever I find it worth it, gets 3-4K
Survivors: Bruh tunneling camper, why you play like this, etc.
Also me: Chooses to play meme build or wants to give everyone a chance as Killer, plays even friendly sometimes and noding with Survivors, etc.
Survivors: tbag at exit gates, "gg wp", gens fly, 0-1K, "ezi", etc.
I am sorry but I just really don't know what to do at this point. You either respect the other side, having harder time and risk the chance of being made fun of or you play seriously and Survivors cry but you have better matches.
In my experience, this is the difference between PC and Console (or at least PlayStation)
On console, I almost always get a good reaction via messages, particularly when I play meme builds. Survivors that play in a more 'toxic' way (chain blinds, teabags, etc.) invariably have their private messages set to private, presumably because they're such negative people and attract hostility.
So my best suggestion is to hide postgame chat and never look at it again.
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Offerings yes. They're mostly just BP or Map offerings anyway. It really sucks when a new character cones out during an event, and with the BP cap forces you to invest all of your BP. But then you may not play that character once levelled up, a d you now have hundreds of anniversary deserts collecting dust.
Items no. Killers obviously can't do this. People would have hundreds if not thousands of the stronges items available, more than they could ever use, right away on a brand new P0 survivor.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521938#Comment_3521938
there is counter to it. it is called cleansing.
The problem I can see with this though, is that you have no indication this add on is in play.
You may or may not want an incentive to cleanse, depending on how you play Plague.
Even at 40m it would be strong. By the tine you close the distance you'll be able to hear them coughing anyway.
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It is a very strong add on.
Perhaps it should only show auras for survivors further than 40m away?
And/or limit the aura duration to the duration of the puking animation rather than x seconds, so that it can't be extended by Lethal Pursuer.
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Play killer.
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I like indoor maps, they tend to be more interesting than an open field with a killler shack and main building. Nearly every outdoor map is essentially the same.
Miss Hawkins.
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Yet in some areas they're better than real players. Especially against stealth killers, who cannot sneak up on a bot, because they constantly ping the killers location in real time.
It feels like these 'bad decisions' are one of the things keeping them balanced.
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They're called challenges.
If you're finding it too hard, leave it. Come back to it when you've finished every other challenge and you're not under any pressure to speedrun it.
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I do not want to play with, or against, an entire team of bots. Which is what will happen if there is NO consequence for DCing.
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I don't know about items. This would make all the rarer items suddenly far, far more common. Every game would be Commodious BNP's and Purple Flashies.
Offerings I think should be shared though, for both roles. If only to allow users to use the event items hoarded on characters you maybe won't want to play again after you used an event to level them up.
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Since when were we given a hint that it starts with a J?
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What kinds of stuns are there?
Flashlight Save
So you get a speed boost whenever you flashlight save someone. Seems a little counter productive as you want the rescued survivor to be the one that gets away. Though that would fit with Yun-Jin's theme, she rescues you for her own personal gain. Maybe?
Head On
Both Exhaustion perks, so no, not gonna work together.
Blast Mine
So, you get a random speed boost and become Exhausted when the killer kicks your gen. Seems a bit pointless.
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They're easily avoided, so they're fine.
They're still incredibly irritating though, any time you're blinded and it feels 'unavoidable' (even if it's technically not) is irritating. In this case it's because you often don't expect the chain blind, so you don't look away when you've already been blinded because you think 'what's the point', and then you get chain blinded.
Personally I find pallet blinds the most irritating. You mostly likely need to break the pallet, and doing so puts you in animation lock. This gives the survivor a completely free chance to blind you, for very little effect. It takes no skill to do it and by doing so they delay their own escape so it doesn't really pay off. The whole dance just feels like it's all for nothing, just purely to irritate the killer for the sake of being petty. They simply serve as an easy way to blind the killer for challenges.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520657#Comment_3520657
Yeah honestly it sucks :/ I'm sure even weird people who are like "why are you complaining about something you didn't buy ? You should have never had it because I paid for it" can sympathize with the fact that people literally couldn't buy the DLC.
it's just so backwards, now if I convince my brother to play I also have to make sure he doesn't actually give BHVR any money so he can have the character he liked (Demogorgon), how is that good for business I truly don't know.
Oh absolutely. While I don't think there's anything 'wrong' with them enforcing this policy so that you need to buy your own DLC, just like everyone else who isn't on Steam. I can absolutely sympathise with anyone who regrets not being able to play Stranger Things. The problem is Netflix for pulling the license.
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@theonryo123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520628#Comment_3520628
We have Ghostface and Myers they are similar and they have the same power but used differently so why not add kayako who is different with her abilities than sadako?
They might both have powers that Expose, which is unique to DBD, but they're nothing a like in terms of theme, design or lore. Other than the fact that they 'wear a mask'.
Myers and Jason however are far more similar; large build, innately evil, seemingly invincible, relentless stalkers with massive knives.
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If you've made it to endgame, you haven't been tunnelled, you've played the game out, now you just have to not get caught.
DS during endgame was a certain escape, because the exits are probably powered or even open, and hitting the DS means you have a straight run out of the exit while the killer is stuck behind in a stun. And if the killer tries to avoid the DS by not picking you up, you can just crawl out. This would mean that anyone hooked during endgame, if it's not their death hook, is guaranteed an escape if they are unhooked.
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Gen rushing doesn't always happen, and Eyrie is still one of the worst maps for killer. So this is an extreme example, a perfect storm of pro-survivor circumstances, you can't use extreme examples like this to make generalised arguments.
I don't have this experience. I play mid-tier killers with non-meta loadouts, and I still have a decent win rate, which I estimate to be around 60-70% depending on the day.
Of course, I give away escapes to the last survivor fairly often. So if I have a 70% 'win' rate and of those wins 1/4 of survivors still escape through the hatch and sometimes through an exit, I'm probably not gaining MMR. Which is exactly how I like it, I don't intend to ever cross over into the top MMR bracket.
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@saintjimmy456 said:
I have said this before in similar thread, but asking for re-works of perks before they have even been released is overkill.
That's exactly what the PTB is for. Many chapters have had perk changes lined up shortly after released based on PTB feedback.
And I agree, removing the ability to Bloodlust is overkill for a downside to any perk. This makes it virtually useless on M1 killers, aka the weakest killers, so you're just giving more buffs to the strongest killers. If a survivor is greeding a near-infinite loop, you'll never be able to hit them to activate the perk, which is the entire point of bloodlust.
I think instead of completely removing Bloodlust, upon hitting a survivor with a Basic Attack, the perk gives you your Haste and then deactivates. As long as it's deactivated, you cannot gain Bloodlust. It reactivates when the survivor you hit gains a health state, so either they heal back up, or you down them and it reactivates when they get picked up, or you hook them and it reactivates when they get rescued.
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I don't see why she shouldn't be, but I have no interest in her being added.
We have Sadako and Rin already. She might be iconic in Japan, but she's still very similar.
It's kinda like Michael and Jason. Yes Jason is iconic, but at this point, would he really be adding anything to the game?
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@Hester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520587#Comment_3520587
uhh so i lost $100
Not really. You had free acces to $100 of content that you shouldn't have.
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Maps and Keys should be top priority.
Toolboxes could be adjusted, but they're not in an awful place. BNP's did just get reworked, whether that actually works out as a buff or a nerf I'm still not sure.
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While I'm sure it's disappointing, it kinda makes sense.
No other platform allows you to share your licenses like this. You couldn't do this on console. It was clearly an oversight.
The issue really isn't that "Steam are being stingy". The issue as always is that Netflix pulled the ST license.
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Speak for yourself. I have fun as both killer and solo survivor.
SWF are the only ones who are able to win all the time. Maybe you need to learn to accept a loss in a PVP game.
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The 'Great Height' only triggers from the highest point of a hill. That's the threshold. Hills are irregular and most of it isn't actually high enough.
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By making use of the myriad perks or effects that only work on Basic attacks.
Buffing those perks and adding new ones, meta ones at that.
Introducing survivors perks that proc when hit by Special attacks.
Any of the above that influence movement speed will have a good effect. For example if the new Rapid Brutality perk was made more effective, extending it's duration or removing the bloodlust penalty.
On the extreme end, you could nerf Nurse and Blight a little more by making their power go on cooldown whenever stunned, to give survivors more effective counterplay.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519053#Comment_3519053
No they couldn't. They'd need to have really hefty value to offset the booning time plus the permanent disabling, and the second any survivor gets value from it, the forums would be flooded with demands that the payoff be brought in line with all other perks.
Everyone would hate perma-break boons.
You mean like old CoH, which was in the game for 18 months.
Or maybe a 5% Dark Theory.
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Lacklustre rewards notwithstanding, the purpose of Daily Rituals has always been to get players playing both roles, in order to both equalise queues and expand players experiences.
However, with the role incentive BP bonus we now have, that's kinda redundant. If anything you want players choosing the role in need moreso than the role which has a Daily Ritual.
So yes, they're outdated, and could do with a rework. I'm not sure they should give rift fragments as challenges already do that, and provide a 'finite' source of them too. I think I'd rather they gave EXP or Iridescent Shards. Enough to basically double whatever you would typically get from a single game.
They could definitely be changed to cover both roles and be shared tasks, such as "Escape one match or Kill three survivors", "Repair Two Generators or Kick Five Generators", and "Heal Five Health states or Injure Seven Survivors". Alternatively, theme them on their respective DLC. E.g. "Escape as Nancy/Steve or Use Demogorgons Shred 4 times" or "Open the exit gate as Mikaela or Kill 3 survivors while using any Hex perk".
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It's either an oversight of the design team not playing killer.
Or they think clunky, disorienting and generally obstructive elements of the game serve as "balance" for killers.
It's genuinely hard to tell some times, after all, an 87 degree Field of View has been a "feature" until now.
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TCM is chill, fun and party game. Nobody takes it serious
Yet.
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Built in slowdown, and probably the best passive slowdown of any killer besides maybe Pinhead, so you can afford to be a bit more liberal with your perk load out.
She has probably the best stealth mechanic in the game. Can be activated/deactivated on demand, makes you less visible by reducing your height, can't be deactivated by survivors, and doesn't come with a Lullaby. Only real drawback is the reduced movement speed, but she's not very add-on dependant outside of this, so you can afford to use her crouch related add-ons, which are brown.
Her Ambush isn't strong, you won't want to use it at most loops, but it is fun to use, particularly from a stealth vantage. It also comes with the ability to roar on demand, so much like Ghostfaces teabags, you can emote back at survivors with a derranged 'laugh'.
As long as you can have fun playing M1 killers, I think she's very fun.
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@stvnhthr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518695#Comment_3518695
so why not change the game to have a golf handicap? Highly uneven games could alter gameplay so every game has some sort of balance. For instance reveal a perk of the other side for every massive uneven 10 level discrepancy. Or randomly block a perk of one side, add an extra bot player, increase/decrease movement speed, reduce the number of hooks, add/decrease pallets, drop random items like health kits, rework windows and doors for more/less challenging play. etc
I wouldn't be against some sort of mismatch-based handicap in principle, but I think it would have to be fairly conservative.
Revealing or disabling a perk for example would probably be too much, and highly situational, and likely to benefit the lower MMR party significantly less than the higher MMR.
Adjusting pallets or hook placements could be feasible. The main issue with this though, would be transparancy. I can inagine a whole campaign of complai ts about how "all my pallets are removed because of matchmaking" etc.
Gen speeds could be a fair and impactful variable, if it was gradual enough. A difference between 85 and 95 seconds per gen maybe.
Most likely though, it would be one extra/fewer chests.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519757#Comment_3519757
I’m pretty sure the survivor is near the Hook when unhooked. I still know where they are, especially if proxycamping with respect to the new ranges dictated by the new anti-camp measure.
Then I don't understand what you're asking for? It seems to be the impossible, and if the impossible isn't possible then nothing should be?
Do you want unhooked survivors teleported to the other side of the map? No wait you want teleporting hooks don't you?
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519753#Comment_3519753
Or come up with a solution that also involves obscuring the whereabouts of the survivor…
That would be an anti tunneling mechanic, and already provided by Off The Record.
There's no reason why these should be mutually exclusive.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519750#Comment_3519750
Yes you can when it revolves around the concept of high mobility. Because it’s something that a lot of players like, going fast. I could have included Wesker and his Bound. Spirit. Or even Huntress with a good line of sight.
So I guess the only option is to delete those killers huh.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519743#Comment_3519743
How do you know you’re not in the zones, will there be an indicator? You for certain will be for a little bit right after Hooking the survivor, will there be a grace period, or should you play hotfoot?
And how would you then address the resulting complaints of getting camped by blights or nurses who just tunnel off hook, or Killers who return to the hook periodically once they see a survivor coming with the understanding that the buildup is now slowed?
You might want to ask BHVR.
You can't dismiss a solution to a problem just because "but Blight and Nurse exist". Nothing would ever get done.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519672#Comment_3519672
i think you greatly under estimate strength of those turrets. the strategy for using turrets is to take 2 gens. any two gens and put 1 turret next to each gen for spine chill effect. this is kills his stealth. to counter his tail strike, you place 2 turrets in the most center pallet loops in the map facing each other in linear line and then run into it. what you get is a character that cannot use his stealth due to turrets... and becomes m1 killer because survivor is always running into 2 turrets that knock away your ability. so your gameplay loop is to go out of a tunnel, see a turret, tail strike it, suffer a cooldown so survivor get head start. you chase them, they go into a loop with 2 turrets... you lose your ability. you go back into the tunnel. rince and repeat. xeno is going to be fun killer when survivor does not use turrets correctly but not very fun to play when survivor is competent.
So like Ghostface with teleports.
Competent survivors don't get exposed by Ghostface and he becomes an M1 killer.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519205#Comment_3519205
So your suggestion is to create esoteric “punishment zones” for the Killer, that aren’t easily understood or noticed, to instill an underlying bias that they cannot stay near survivors once they’re hooked. Just so survivors can preferably at minimum maximize hook economy, and at most gain a time efficiency advantage without any effort whatsoever on their part, while not addressing proxy camping, high mobility Killers, chokepoints, patrol routes in relation to generators remaining, or map elevation?
An unclear, passive, AoE based mechanic that promotes Killer uncertainty/anxiety over approaching a hooked survivor is not what I think would help the game, nor would it introduce any novelty.
My suggestion?
This is the system BHVR have said is coming later this year. I just inserted some values into it.
Besides with the values I used, none of what you said would be true. If you weren't within the zones for the entirety of the hook state, aka actually facecamping, you would have nothing to worry about.
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Like Dead Dawg, Haddonfield does feel like it could benefit from breakable doors moreso than not.
The placement would have to be carefully considered so as to not make the main building a complete deadzone, but adding one door to each level could be a good thing.
Maybe place it in front of the basement entrance, leading onto the rear deck. This way it cuts down the overal distance of the loop by a couple meters, while also benefitting survivors in basement access. So it's a fair trade off.
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All survivors DCing should count as an instant 4K for the killer. Just as the killer DCing counts as an instant 4E for the survivors.
If anyone wanted to play against 4 bots, they would be in a custom game.
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I don't think turrets are that impactful. They don't slow the killer down at all, and they only activate in close proximity, and they can be destroyed with good timing.
Unlike EMPs, which can disable all of Larry's time consuming set up in an instant from across the map, likely just as you're about to use your power.
I think Turrets are more similar to Ghostfaces reveal mechanic than they are to EMPs, and probably less annoying than a reveal because you can skirt around it and/or destroy it. It gives you a valid choice as to whether you commit to the chase for a Basic attack or delay the chase to maintain your powerful Special, which IS more powerful than the similar powers on Nemesis and Demogorgon.
EMPs are more similar to erasing Hags traps, only they're an AoE effect that inflicts less slowdown.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517332#Comment_3517332
Because it doesn't actually nerf face camping and its just going to be another thing that SWF can exploit. So for example.
Lets say you are facing the facecamping bubba, the thing that supposedly this is designed to fix:
- Bubba downs you, and hooks you, and then face camps you
- Your timer for your bar starts increasing
- You unhook youtself,
- Bubba chainsaws you, you get deep wound.
- Bubba chainsaws you again during the same chainsaw sweep (this is possible)
- You go down.
- You go back on the hook.
- Repeat.
You'll still get facecamped and tunneled out, just now it'll take the bubba (in theory) a few seconds longer, but that is only if you wait until the very last second of the stage to unhook yourself. If you do it right away (as i'm sure most will) you'll actually just die faster.
Now lets look at the other scenario You are playing on "The Game" map.
- Killer gets a hook and starts hunting for other survivors
- Other survivors run him somewhat nearby the survivor on the hook.
- Yeah, their anti-hook thing is a bit slower, but eventually they can unhook themselves
- Despite the fact the killer isn't actually camping, nor can they, because of the different floors on the map.
- Because the face-camp radius is just a giant cylinder instead of an actual path distance.
- For example, you could be below the survivor and considered "camping" despite the fact that the actual distance to reach the survivor, by going around, and going upstairs, could be well over 40+ meters.
So basically, it introduces a complicated mechanic whereby everyone has to know exactly how far away they are from the hook in order to get information on how close the survivor is to unhooking themselves. Doesn't actually solve the problem, and is exploitable by coordinated teams.
A much BETTER solution, would be one that makes camping completely impossible for example, my proposed solution is actually a fix for both tunneling and camping:
- Remove the 4% mechanic and rework luck (it is dumb)
- Adjust bloodpoint gains so if a survivor is getting camped, they get the shared points of their team.
- Adjust bloodpoint gains so if a survivor is being chased they get some extra bloodpoints while their team does gens (distracting the killer)
- Make survivors share the 1st hook state.
- Meaning that if you hook a survivor, and they get unhooked, then you hook them again, they are still on the "first stage" because the team still has 3 shared hook states left.
- Once the team burns through their 4 shared hook states, then they start using their individual hook states.
- Tunneling becomes effectively impossible, because now you need to down and hook the same guy 6 times to kill him, instead of just 3, during which time you should be able to finish more gens
- Camping becomes impossible, because it'll take 6 minutes for the survivor to die, plenty of time for the rest of the team to finish all the gens.
You'll still get facecamped and tunneled out, just now it'll take the bubba (in theory) a few seconds longer...
This is still much better than it is currently.
What happens currently when you get facecamped? You hang there completely passively with nothing to do for 120 seconds, not partaking in any gameplay, then you die. Or, you give up and Bubba eliminates someone in a matter of seconds, lets say around 20 by the time you realise you're getting camped and take your chances and give up.
What would happen? Is that after 59 seconds of hanging on the hook, you get to play again guaranteed. You get to run for around 10-60 seconds depending on how long you manage to stay up. Even if you go straight back on the hook, you then get the chance to do it again in another 59 seconds. You've now occupied the killer for between 140 and 240 seconds instead of between 20 and 120 seconds. You've scored two lots of unhook BP scores plus extra chase time, and given your team mates enough time to repair more gens. You've been given and incentive to stay in the game instead of giving up, and achieved more for it.
So basically, it introduces a complicated mechanic whereby everyone has to know exactly how far away they are from the hook in order to get information on how close the survivor is to unhooking themselves.
The whole idea of it having two graduated zones is so it's not easy to 'game' the system. No one is going to be noting when they're 10 and 16 meters away from the hook, and looping a killer directly above/below a hook on a 2-floor map is going to be very situational and easily avoided by the killer.
A much BETTER solution, would be one that makes camping completely impossible for example, my proposed solution is actually a fix for both tunneling and camping:
Why do people keep suggesting shared hook states? This would be awful, it would promote tunnelling even more.
Just as a bad survivor can feed a Myers his stalk, every game would just be bad survivors feeding the killer the whole teams shared hook states until everyone is suddenly on death hook without ever having been hooked once.
I don't know where you got the idea that 'allowing the killer to tunnel the same person even more' would somehow 'prevent tunnelling'.
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If Boon's could be permanently removed without Shattered Hope (so if Shattered Hope was basekit) this would actually be a pretty cool perk.
In fact if Shattered Hope was basekit all boons could afford to be actually useful so yeah...