My suggestion for the game to make both killers and survivors happy on anti slug/tunnel
Here is my suggestion on the anti slug/tunnel on how to do it and how to benefit both.
New Anti-slug mechanic - Crawl away.
Crawling away lets say 50 meters from where you were downed by the killer allows you to pick yourself up and more teammates slugged the faster the recovery speed. 1x for one slugged survivor, 2x for 2 and so on. However this causes you to lose a lot more blood so the bleed out will be 1.5x faster than waiting on a teammate to recover you. The recovery meter will go up when you crawl away instead of staying still to recover. So let's say 2 team members were slugged, instead of crawling 50 meters from where they are downed its 25 meters instead.
Also for every slugged survivor the bleed out rate gets lower by 25% with 100% reduction if all 4 are downed starting at 2 survivors. So a single survivor thats downed does not get the -25% of the bleed out.
Example:
1 downed: no reduction, 2 downed: 50% reduction, 3 downed 75% reduction, 4 downed 10% bleedout reduction.
Finally to prevent reslugging when a survivor gets up from crawling away they get a 5 second endurance and a 50% speed boost for 2 seconds that can easily make distance from the killer.
Anti tunnel suggestion with obsession difference: When a non obsession survivor is hooked twice in a row and gets unhooked by any means the entity cloaks the survivor for 60 seconds and a new buff is added called "locked-on" which makes the survivor completely invisible to the killer and crows as well quiet and gives a 20% haste and is immune to any killer powers (example: trappers traps) but the survivor can not see any totems in the map. Locked-on is removed instantly if the survivor interacts with generators, lockers, killer items, and interactions with other survivors. The survivor with locked-on can't be interacted by other survivors as well but when locked-on expires any way the survivor fully heals from injured to healthy.
If the survivor is the obsession they only get above but for 20 seconds but have 80% haste and instantly heals when locked-on expires.
Locked-on is not granted when the gates are powered or the hatch is opened.