>>15628493
There's these pallets that are usually vertical near paths. When a survivor is running from a killer, he'll usually press a button just as he's passing to drop the pallet behind him (kinda like turtles in Mario Kart). This blocks the path of the killer and might stun him if he was close enough for it to fall on top of him. Then the killer has to break the pallet (takes around 2 seconds) and continue the chase, or he can go around.
In theory, this mechanic was for the survivors to drop a pallet and run away. See: killers are normally faster than survivors, so if you keep running in a straight line, the killer will eventually catch up. But when you vault windows, drop pallets, fall from ledges, the killer has to lose a few seconds to chase you, thus you regain distance.
A normal survivor will drop a pallet (often trying to drop it on top of you) and run away, hiding and trying to lose you.
A "toxic" survivor will drop the pallet, turn around and either emote a "pointing at you" animation, or crouch repeateadly (they call it tea-bagging, but it's not even actual tea-baggin).
They do this because they want to taunt the killers.
I usually don't mind it. If you set your mind to it, and ignore the other survivors (this means you'll likely not kill them all and likely lose the match) you can still hook and kill the little bitch 100% of the time. You lose, but so does he.
Camping is when a killer hooks someone, and instead of going away to look for more, giving other players a chance to rescue the hooked guy, he just hangs around until the "hook timer" goes off and the guy actually dies.
It's dickish, it often costs you games, but there's this thing called "altruism": players earn points for shit they do in-game. Saving other players earns you a shitload of points, so when you hook a guy, you can be sure the other 3 will drop their current objective (repairing generators) and rush for those sweet, sweet shekels altruism points.
Camping enrages them because they know there's a good chance they'll have to risk their neck for those sweet points, and this is further enchanced with a multitude of perks the killer can equip that will make you a real fucking dick.
For instance, you've seen people talk about "Insidious"? When a killer is near a survivor, they hear a special music. This is called the "Terror Radius" and usually means the killers don't bother hiding or playing stealth, the survivors can sense them.
But if you equip "Insidius", you just gotta sit still for a couple seconds and your Terror radiusis gone. So you hook your bait, get behind a bush and don't move. Pretty soon, 3 little piggys come out of the forest sniffing some sweet points and OH FUCK WHERE DID THAT AXE CAME FROM, RUN FUCK RUN AAAAAAAAAHHHHHHHHHHH
They then get salty and send you messages via steam about how shitty you are and you should totally die because you're a disgusting person.
That's why you play the Clown and take their pinkies.
Personally, I bought the Good Doktor because I didn't want to grind for him since he felt really fun. And by the Entity, he is. I mean, I'm pretty sure I'm playing him like shit, I'm a newish player too, but it's to fucking fun to make everyone insane. Trying to keep them all insane means I don't hook a lot of people since I spend more time cosplaying as Mike Pence than hitting them, but after 20 minutes of screaming and only one generator done, some of the survivors actually let me kill them to end it sooner since they're fucking tired of me. I don't even have proper perks for him, when I get the Electro-Kamehama-of-Screaming I'm gonna go piss off so many people.
I guess this game only works if you set objectives for yourself. Hooking 4 survivors is a fine objective, but I just want them to feel hunted, to feel desperate and to finally give in.