My Suggestions for Productive AntiTunnel/Camp Features
On the whole I'd argue the majority of the community is relatively happy with how the game has been playing since ~ the Kaneki launch with some major hiccups being the severly overtuned state of Krasue and the scrapped changes from the PTB prior to Krasue's launch.
With this premise in mind lets look at how we can mitigate some of the worse parts of DBD, being held hostage, and not getting to play the game.
Killer players are important too and I'll argue that tunneling/camping is a necessary feature for them in order to beat the highest rated survivor teams, as such the changes I'm going to discuss will focus primarily on snowball prevention in lower elo's and some safeguards to some of the more frustrating occurences. Namely having multiple survivors hooked in close proximity to one another, and going second stage on your first hook just to be tunneled out immediately.
Close Proximity Hooks
We've all been in games where one failed attempt at an unhook can lead to a severe degradation of game quality. When a killer gets multiple hooks in close proximity especially in a corner of a map it can feel near impossible to unhook and most killer players are aware of how strong a position they are in and the probability that they will win by implementing a "proxy camp", being nearby enough to punish any unhook attempt without actually building up the self unhook meter. To counter this I would simply increase the range and rate at which self unhook progress builds up so that the killer is incentivized to leave the area and look for any remaining standing survivors. This would give the remaining survivor team more chance for counter play as you could continue to work on generators for a longer duration from your losing position, or have a safer time trying to rescue the multiple players that are currently being prevented from playing the game in a meaningful way.
Second Stage on First Hook
Oh no Bubba's at it again. Your entire team is swarming like flies trying to safely get the unhook just for you to go second stage anyways. Finally Meg gets in she gets the unhook and ah ######### Bubba two tapped you and went where he pleases. Sorry silly anecdote of a joke that we've all experienced. But lets be real there is nothing more frustrating than being left on hook to second stage and never getting unhooked just to immediately be re-downed and promptly eliminated from the game. In exclusively the scenario where you have gotten hooked and left on hook until second stage I think a significant buff could be given to the now Dead on Hook survivor. This could include a super endurance, I.E. even getting 2 tapped with Bubba's chainsaw wouldn't re down you, I'd say for at least a 30 second duration. Could also include a built in decisive strike/unbreakable wombo combo, you are immediately redowned after finally getting unhooked but at least you're given the "second chance" perks. I'll be the first to admit this is a very very strong armed idea but I'd argue it accounts for the most severe and frustrating aspect of getting tunneled in DBD.
In summary these changes are focused on enabling skill based killers to still rapidly get their tunnel outs on the premise that the tunneled survivor is more or less guaranteed at least 3 chases. This helps to mitigate some more frustrating occurrences such as basement or corner map camping and would give a slight reprieve to a struggling survivor team when at least 2 survivors are on hooks with 1-2 survivors able to execute meaningful game actions. This does not impede on the skill expression of a killer player as you could still severely outplay a survivor team that unhooked in your face with little to no further consequence, as long as you take your hooks and then continue to seek out the remaining members of the survivor team.
If you made it this far in my essay/rant thanks for stopping by and good luck out there in the fog, may the entity bless your journey!