Pinhead Jank: Chaining survivors often forces a "lost chase" mid-chase.

Under normal circumstances, you only start a chase while a survivor in close proximity is running, and otherwise don't get a stinger or chase music. Chains prevent survivors from running for several seconds, which causes a chase to end (or prevents one from starting). This makes it difficult for Pinhead to bloodlust, and makes his chase scoring weird. You get more points if you let a survivor break out of your chains first, initiate a close chase, then down them, because the game will ignore whatever lead up to that and call it a 2 second chase worth extra points. Or you can hit a survivor who's currently chained and the game won't consider it part of a chase at all and give you the same amount of points whether you were chasing them for 5 seconds or 5 gens.

Getting stacks with Play With Your Food is mildly exploitable. Furtive Chase and Monitor & Abuse are confusing at best and straight up janky at worst. The music cutting in and out while you try to pull off intense Cenobite mind games doesn't really affect gameplay but it sure is a bummer. I'm not trying to say that this is going to have major game-changing ramifications on anything other than the BP scores, but, it does seem like something unintentional that would be better off ironed out.

Can survivors who are chained have the same effect on chase mechanics as survivors who are running, or at least a couple seconds where the chase lingers so there's time for them to break into a sprint before the music fades out, please?