Crowman
Crowman
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- Crowman
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The build I was playing with last was:
Lethal Pursuer, Surge, Fearmonger, Scourge: Pain Res
Addons: Matchbook and Security Camera.
Lethal is just a solid perk on any Ghostface build, because being able to locate your first stalking target quickly is important to build pressure.
I like surge on Ghostface, because often you are stalking people who are working on gens so they will often go down near that gen.
Fearmonger prevents sprint burst after a 100% stalk and blindness can be nasty on stealth killers since other survivors on gens can't see where I downed a survivor. And with Security Camera I can see where other survivors are at and make decisions on slug plays.
Pain Res was just for some extra regression since larger maps can be an issue.
I've tried corrupt on and off and it sits on a line of "it's okay, but having survivors move around at the start of the match can hurt you more than help" and I'd rather not run both Lethal and Corrupt. Since the ideal play is to expose down someone ASAP, corrupt would go down pretty quickly unless you are on a big map. Plus easier to stalk a survivor working on a gen than one moving about.
Really the biggest challenges is knowing when to 99% stalk and when to just get damage in. Ghostface isn't a good hit and run killer, but committing too hard to stalking can also backfire since it leaves you with little pressure. Sometimes I'll just chase a survivor, force a pallet drop and then drop chase to find someone else to stalk.
Since marks last 60 seconds now, sometimes it can be worth popping the mark and bloodlusting for the down. It's not ideal, but sometimes you get maps that don't really leave you any other options.
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@danielmaster87 said:
I like how they still think Coal Tower is balanced. But yeah, all those maps being banned? I mean, who could have seen that coming?
If you compare Coal Tower to everyone other map in the game, then of course it seems balanced.
It's the same reason why people call Dead Dawg Saloon a killer sided map because if you compare it to every other map in the game then of course it seems killer sided.
Older realms like MacMillan and Coldwind have the issue of being largely rng messes. Those maps can swing too hard in either direction depending on the game decides to spawn tiles. Which is why I like the direction of newer maps having more stable rng spawns even if they have their own balance issues.
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Since the last changes they made to ghostface's reveal mechanic, I've been able to reveal him through walls on a consistent basis.
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They could just make it not stackable like they did with Open Handed.
A buff to 33% would be nice since I had a build with Built to Last and old botany knowledge that is now dead.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3226768#Comment_3226768
I wasn't saying FD hard counter anything I was saying no perk should in a general sense.
Yea but the difference between those and original IW is that IW was always active and never shut off, even OTR has a limit to it's silence. They counter Stridor but it's not a absolute hard counter since they are I'm certain situations or limited time
Items are not perks and items are completely optional and can even be looted during the trial. I see no issue with Franklin's dealing with items as well as it does for the same reason that lightborn hard counters flashlights is fine. They are very niche perks for the killer to deal with potentially strong things a team of 4 survivors can bring against them.
And frankly it's okay if the killer has tools that can shut down certain things survivors bring into the trial, because their advantage is being the more powerful player. Survivors have the number advantage.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226755#Comment_3226755
You are the king of strawmans do you ever actually read?
I never said it didnt work, I said it didn't work 100% of the time
And I never even implied that killer bm and survivor bm are mutually exclusive and need to be addressed in tandem. I only brought up killer bm because flashlight bm was brought up, as if it justification for the nerfs of the flashlights. Remove strobing thats fine, but don't pointlessly nerf flashlights.
And its being addressed really?
Because last I checked those were just tests and nothing official, the flashlight changes were not just tests.
Stop committing the strawman fallacies stop with the red herrings and moving of the goal post. Just quit it, its cringe.
You are continuing to show you don't want to have any sort of discussion as you immediately dismiss anything you don't agree with.
I'm sorry you felt a huge need to bm killers with flashlights and I'm sorry you don't care about the photosensitive community dbd has. But that's too bad and I'm glad the devs aren't prioritizing people like you with their changes.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3226373#Comment_3226373
Survivors did it was Iorn Will and it totally countered Stridor.....that was bad design because no one perk should hard counter another perk. It's one thing there are steps to set it up or it partly countered it but not a 100% counter.
Franklins isn't hard countering another perk and survivors still have options to play around Franklins.
Not to mention OTR, Self Preservation, Bite the Bullet, Low Profile, Parental Guidance all hard counter Stridor still.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226722#Comment_3226722
The fact that it wasn't that good to begin with proves it did not need to be removed to begin with.
Try reading the actual post next time, where did I say anything about me wanting BM to be in the game?
Not to mention how much killers can BM and to a much worse extent what do you have to say about that?
Presumably nothing because you're just a biased killer main who can't resist coming to everyone of my posts, its pretty cringe ngl.
You are complaining that something that didn't do anything got removed as a side effect towards making flashlights be better for those with photosensitivity. What's the actual problem then? All you are showing that you don't care if people had legit health issues when dealing with flashlights since all you care is about your personal ability to bm killers regardless if it physical hurts other people.
As for killer bm, it's not a "you can't touch flashlights unless you touch things killer can do" situation and one of your examples being "slugging survivors to death" was being addressed on the ptb by giving survivors the ability to pick themselves off the ground. Sure it didn't go live this midchapter, but to say that killer bm isn't being addressed at all is completely ignoring the mori and last man standing mechanics being tested.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226105#Comment_3226105
"Frame skipping" as you call it is not unfair and is extremely easy for killers to play around. Honestly how many times have you been outplayed by a clickspin and not been able to play around it as killer as if it made no difference?
Which brings me to my point, if a mechanic was already weak and had a low success rate of actually being useful,
Why nerf it unnecessarily and not just leave it in the game?
The new flashlight makes the game feel more clunky and less fun.
If this mechanic was so bad, then I don't see why it matters that it is gone.
The changes to flashlight addresses bm and photosensitivity issues, so saying your fun is being removed says alot about you.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3226390#Comment_3226390
I'm pretty sure the flock still goes up stairs and slopes, but at no point to they descend. If they go up stairs and over a balcony, they just fly harmlessly above the rest of the map. Its part of why those little hills around maps make a hard counter for her. I havent seen anything saying this behavior has changed but i also havent played her for a few months now, so if its finally been addressed i'd love to hear it.
I should also note that its dependant on slopes specifically, likely as a means of avoiding it only working upstairs on maps like the game or midwitch. I actually dont remember testing hitting those hills from the non-sloped sides, so i'm curious if they go through or jump up from those other directions as well.
I'm not sure on descend either, but I do believe it's only on the slope sides of hills. Generally most of the time you are hitting survivors going up rather than going down. As I said it is only active during the short time the crows are crows and not a flock. Once they become a flock they just fly through everything.
Honestly I think a big problem with Artist is just not knowing how her crows will travel at times. Sometimes the crows "hit" a wall due to collision boxes and become a flock dealing no damage even though it visually looks like it should have just dealt the damage. Then sometimes you fire at a target far away and the crows don't fly exactly the way you pointed and end up really off the mark.
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Matchmaking seems to not care about distance as much as before. When I was last playing I would constantly end up with at least 1 other person with terrible connection.
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Legion's power is in a good spot honestly and I would rather see other killers get touched who need it far more than Legion right now.
I get aspects of his power can be annoying to play against, but he's far from the only thing in the game that is "annoying" to play against.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3226368#Comment_3226368
tbh I think its because they originally intended for the Artist's crows to be "floor hugging" and descend with the pits and come back up, but they couldn't get it to work right and they always kept their height like they do now. Or they intended them to be extremely niche spots where you could duck under the killer's power, which became kinda pointless since almost every other ranged attack is affected by gravity. That basically made them another map specific nerf to Artist on her own map, which already has plenty of nerfs specifically for her due to its architecture.
Not sure if it has changed, but I'm pretty sure for the first 8m of firing her crows they will follow the altitude of the ground. It's only when they change to a flock and can go through walls that they no longer change altitude. I've definitely sent crows up hills thinking they would go through the hill in the past.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3225359#Comment_3225359
I would much prefer to have this version back, as it had actual counterplay. Spend precious time to search for and pick up your dropped item, all is well. Current Franklin’s does not have meaningful counterplay. Never getting hit once by the killer is not realistic. It’s akin to the ‘DoN’t GeT cAuGhT’ argument people use against those who complain about hook camping. Plus, we all know current Franklin’s was designed as a bandaid fix to keys and hatch, which have now been nerfed to the ground.
Maybe we can get the survivor version of Franklin’s one day. The longer the killer chases me without hitting or downing me, they will eventually lose their add-ons for the rest of the match. Seems fair and balanced, right?
The reason why survivors won't ever get a perk to disable killer powers or addons, is because the killer is the single player vs a team of 4.
Plus the other version of Franklins was terrible, because it could be completely negated making the entire point of the perk useless.
I get it's an annoying perk to face, but it only attacks items and can already be completely played around by manually dropping your own item.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226289#Comment_3226289
Not if you get hit, drop it, have to go in a chase and then it's entirely drained when you get back.
And you still always had the option of dropping your item before getting hit.
Your refusal to adapt is your own issue. Not one with the game.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226072#Comment_3226072
You're acting like a killer with 3 perks is severely underpowered. First off they do have 4 perks, and their 4th perk is prevented you from using items which is a huge deal. Second off 3 perks is still powerful as #########. I mean I've gotten 4ks and 3ks with one perk on a killer I've never played before, it's not hard.
You aren't prevented from using items. You can still use up a toolbox. You can still flashlight save. You can still heal with a med-kit.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3226191#Comment_3226191
The fact that it still works and the fact that it was nerfed are two opinions that can and should coexist.
Think of it that way : if for accessibility reasons, a killer was locked into using their power rather than being able to charge and cancel it (like Hillbilly for example), wouldn't it be a nerf ? That would be mindgames lost and time lost as well...Even if the power technically works.
Same with flashlights in this instance. You can still blind, but it's harder to time since you can't adjust it as you could before, plus I hear the starting position of the beam has been altered as well. Plus the batteries draining faster if you can't cancel a bad beam or if you're clicking to communicate.
You can disagree, of course, but I think the flashlights deserve some sort of compensation. Also, their addons are not that great and it would be nice if they were reworked.
You can move the beam off the killers face for a moment to readjust if you really need to.
There's nothing to compensate.
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@HugTheHag said:
I agree that flashlights need some adjustments and compensations in regard to the collateral nerf.
There's nothing to compensate.
Flashlights still blind the killers doing the same thing as before.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225796#Comment_3225796
Never said I wanted a 1v1 game, and for solo queue items really aren't an option. I don't think you will find any survivor mains saying that solo queue is possible if survivors go in empty handed, considering it's already complete aids now. If solo queue survivors can lose horribly with fully stacked medkits imagine what happens without them, and before you say it's a "skill issue" remember that there is literally 0 way to communicate with your teammates. Plus the ######### MMR already stacks the odds wildly against your favor in 9/10 games, so it doesn't really matter how skilled you are if you are paired with a brand new dwight that can't hit a skill check.
I go into plenty of solo q games without items and still escape at a decent rate. I'm sorry you are crutching hard on having a med-kit that heal yourself 4 times. But you are heavily conflating what items do compared to the killers having the basic ability to damage survivors.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225630#Comment_3225630
Lmao imagine you pallet stun the killer and they drop their weapon. ######### would be on reddit and this forum every day going "BHVR ONLY CARES ABOUT SURVIVORS THIS IS SOOOOOO OP".
It's a 1v4 game. The killer of course has more power over the survivors than survivors have over the killer. There's a reason why killers knocking out items from the survivors hands is fair compared to this theoretical perk where you disable the killer's innate M1 ability.
Items are optional whereas the killer being able to damage survivors is not.
If you want a 1v1 game, you aren't going to find that here in DBD.
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Stacking the flashbang item shouldn't be a thing. But I wouldn't be against the perk being able to hold 2 forgeable flashbangs at a time.
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225342#Comment_3225342
This only makes sense if your swf no other way for me to know what perks my team is running or the killer I play solo 90% of the time
Being solo doesn't change that the other survivors have 12 perk slots to use.
I also play solo 90% of the time and I really don't struggle unless I get teammates who rage quit at the start of the match.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225417#Comment_3225417
Kinda need to be able to heal yourself in solo queue. Idk if you main killer or only play with a SWF or something but medkits are almost a necessity in solo queue, and it's not like healing yourself is done instantly. It takes time and you still need to get yourself to a position to heal, which is unlikely with the vast amount of tunneling in the game now. Plus you either risk losing a really rare medkit or a white ward when you run this build, and you don't have the option of bringing in a flashlight, map, toolbox, etc. So yeah it's powerful, but there are tradeoffs and it's not like you always get to use it.
You have perk options.
CoH, Inner Healing, Pharmacy, Renewal (requires healing another survivor), technically Self-Care. Adrenaline does heal you once last gen pops.
Reactive Healing, Resurgence, and Solidarity all provide ways to increase your own healing progress.
You can use perks like Bond, Blood Pact, Kindred, Empathy, Situational Awareness to locate other survivors to heal you.
These things might not be better than having a med-kit on you, but that's because Med-kits are really strong items and the killer has a perk option to make bringing stacked med-kits less effective.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225357#Comment_3225357
Yeah that implies that they know they have franklin though, which they have no way of communicating if they are in solo queue or if they are the first one to encounter killer. And yeah the killer is only a "single player" because he's ######### powerful, and it's not like it's hard to kill survivors who aren't in a discord call
You don't need to know the killer has Franklins to be able to drop your item. If running into Franklins is a huge problem for you then just play as if every killer has it.
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It takes 90 seconds to fully deplete. Not really "super fast"
It's justified, because the killer is a single player who has to deal up to 4 stacked items survivors bring into trial. Being able to attack items at the cost of 25% of perk slots is a fair price. Not like it doesn't have counterplay, survivors can always drop their items in positions to grab when they need it to avoid Franklins.
Plus you have perk options to allow you to heal yourself without a med-kit if not being able to heal yourself is a huge problem.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3225117#Comment_3225117
I suppose but what about you know, Freddy and Pig? Don't they deserve an awesome chase theme? Wraith?? Wraith and Nurse ESPECIALLY, even though I don't like Nurse either at least she's way more iconic lol
No one is saying those killers shouldn't get unique chase music. Hag getting chase music now does not prevent those killers from getting chase music in the future.
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I imagine it takes time to create unique chase music for a single killer.
I'm not even sure what there is to complain about. Hag didn't have unique chase music before and now she does. Sure there's other killers in the game who also need it, but hag getting chase music means they are working on it.
I get you don't like hag and you don't care, but why not be happy for the people who do like hag and do care?
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This midchapter still includes the halloween event.
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I'm sure DBD will die this time
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@HoodedWildKard said:
Yeah pipping as a survivor in iridescent is hard af. You have to do it all, go for unhooks, loop tf out of killer, spam gens and escape alive. If killer decides to tunnel you or potatoe teammates result in a 4 k you aint getting a pip up. My advice is run swf,, it's the only way to consistently perform well. Solo q is an absolute ######### show
You don't have to escape alive as you can still pip with a single Silver emblem. But escaping obviously makes it easier.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3223924#Comment_3223924
a, It eats your battery way more
b, it removes utility from it - point another survivor to go some direction or ask to be seen by one
c, you can't use it mid chase to slow yourself (to 360 killer) any more, because it force-stays on for too long.
d, as mentioned it makes timing adjustment harder
All of these could be solved if you were able to click 3x quickly and then no more for a full second.
So I gave you 4 reasons why this is a (unnecessary) nerf.
A note. You see so many flashlights not because they are that good, but because they are fun. For similiar reason I always take saboteur to my games even if most killers can ignore the fact, that I sabotaged their designated hook to their face. Because they will make it to next one regardless
The amount of battery that would get eaten by correcting your flashlight mid save is very minor to the point that if this is an actual problem for you, just get better at timing the save. And no utility is being removed as you can still click the flashlight in a direction you want to point (or use the actual "come here" and "over there" emotes in the game). Timing adjustments are being made harder, they are just different. You just gotta adapt.
But with your point 3 is literally just "I can't bm the killer mid chase with a flashlight anymore", so I really do not feel any sympathy towards your issue with the changes. I'm sorry you think your ability to bm is more important than health issues.
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The best way I find to guarantee pips in red ranks is just be the one who does the unhooks as a couple safe unhooks gives you Iri. This makes it much easier to secure the safety pip.
Then if you escape, you are guaranteed at least a gold emblem meaning you only need 1 Iri + 1 Silver or 2 Gold emblems in Evader and Lightbringer to pip.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3223829#Comment_3223829
Medkits < toolboxes <<<<< flashlights <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< rainbow maps
Yes. I did no mistake. Keys are not there because their usage is within statistical error.
Anyway - nerfing worst still usable item is sad by itself. Maybe flashlight timing should be a little bit (like 0.1s) more forgiving to offset the nerf.
On both killer and survivor side, I'll see at least 1 flashlight every 3 lobbies or so. They really aren't that uncommon.
Also the timing doesn't need to be more forgiving, because you can just move off killer's face briefly to correct your flashlight timing.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223677#Comment_3223677
Sorry but if you think FL is not the weakest item then it speaks for itself that you are not very skilled killer.
Keys and Maps are objectively weaker than flashlights.
And you can see this by items survivors bring into trial because toolboxes, medkits, and flashlights make up the majority of items survivors chose to use.
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@JakeParkSimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3220718#Comment_3220718
These kind of cancerous attitudes towards the most unfun mechanics in this game are the number one reason this game is losing players. No one wants to play matches where you just get outed in 2 mins with no say in the matter.
If you are getting killed consistently in 2 minutes every game, that's a skill issue.
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It's a pvp game. Your opponent does not have to lighten up because you had bad teammates.
It's entitlement to think the killer should go easy on you because of it.
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@sizzlingmario4 said:
The problem with balanced landing is the maps not having heights to use for it, not the perk itself.
Shelter Woods should have a treehouse or something in the center and not a giant tree that doesn’t add anything to the gameplay.
It's weird that Shelter Woods doesn't get a hill tile spawn despite MacMillan maps having a hill tile.
Shelter Woods in general just needs some actual changes so it's more than just jungle gyms and rock loops. Sadly the devs didn't do it when they did the realm beyond update a couple years ago.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3222130#Comment_3222130
All you really need to do is run Hexes with it. The 1 token effect is the most significant anyway.
You have no control over where the hex spawns. You have no control when survivors cleanse the hex. I've messed around with pentimento and often times you have to really go out of your way to get to the broken totem just to set it up. That time you spend going to set it up is time you aren't pressuring gens or hooks.
Pentimento gives good value while it's up, but it's not always easy to set it up. Pentimento is not active from the start of the match, it can be removed later on in the match, and it requires running a build with perks that survivors can remove as the game goes on. It's simply not consistent enough to become meta.
Also as a note, Hexes that are cleansed give sound notification to all survivors meaning any survivor knows where that hex was. The nature of pentimento is that survivors will know where you put it, meaning it's not hard to remove.
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Pentimento is the most overrated perk on the forums. No one really runs it because it's too much effort to set up.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3221578#Comment_3221578
Correcting is a skill in itself. Why remove more and more aspects of dbd and make it boring? Yall want us to sit on gen and only hold M1?
You can correct your flashlight by moving off the killer face for a moment. If you can't get flashlights to work with that it's a skill issue.
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I wouldn't say the serum is busted and I honestly rarely see anyone use it outside the event last year because they're far better uses for a medkit.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3221551#Comment_3221551
Eats up juice. And doesn't fix the click to initiate spinning and confuse the killer.
Then you should learn to time your flashlight better.
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Just move the beam off the killer for a moment and move it back on.
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The problem is ultimately that if survivors have incentive boost and specific killers have an incentive boost, why would people pick survivor for the bonus bp?
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Scooby-Doo has been going on forever. I imagine most adults have watched it at some point so I don't think "it's a kid show" really holds ground here.
Scooby-Doo has some minor horror elements to it and likely why people want a chapter. But personally I don't think Scooby-Doo can really make a chapter, because who would you even pick for the killer? I could easily see collab type thing we get some skins that pay tribute to Scooby-Doo.
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Pain Res is just a really good perk since it's 15% immediate regression on the most worked on gen.
Personally, my issue with scourge hooks is the randomness of scourge hook spawns and I've been screwed over by really bad spawns that I avoid Scourge Hook perks when I can.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3220994#Comment_3220994
You’re producing illogical caveats to defend a bunkum position. No player should be responsible for another player’s fun (in any game, and I can’t really think of any besides this one where that’s at all even close to being a thing), and the tagline for survivors is “play together or selfishly.” So…?
There's nothing illogical here.
Your opponent is not responsible for your fun.
Other survivors when you are playing survivor are responsible for completing the objective. Survivors rage quitting are abandoning their responsibility towards the game they queued for.
If killers want to camp or tunnel, they are playing the game within the rules.
If survivors want to genrush, or sabotage hooks, go for flashlight saves, etc, they are playing the game within the rules.
If survivors or killers want to d/c, they get punished because the devs don't want people just rage quitting whenever things don't go their way. It's fine to be upset about this since it's not intended gameplay that people just quit mid match.
As for suiciding on hooks that's a gray area. I certainly don't like when my teammates instant suicide over finding out the killer is legion or nurse. But in situations like being the 2nd to last survivor remaining dying on hook to give the last survivor a chance at hatch is fine.
You seem more intent on trying to fish out a gotcha instead of looking at the merit of what is being talked about.
There is nothing wrong with the playing game as long as it's within rules set by the game. Rage quitting is not playing the game.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3220973#Comment_3220973
Mmkay. But you complained about it specifically because it affected the experience (enjoyment) of other players. And yet here you are stating that killers aren’t responsible for the fun of survivors—which is totally true. It’s just.. lol, nvm. Thanks for your response, Crowman.
I specifically stated that your opponent is not responsible for your fun. When you are playing on a team. you do have some responsibility aiding the team towards the common goal.
What would be hypocritical would be if I got mad at the killer for not farming out if fellow survivors rage quit, because they have no responsibility to do so.
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@KrazyKatFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/3220920#Comment_3220920
I did not say anywhere that anybody should play worse, you don't understand DBD and how it is different to most other pvp games
Wanting killers to not tunnel is wanting killers to intentionally play worse.
I do understand dbd, because it's a 1v4 pvp game where the 1 is trying to kill the 4 survivors. There's no reward for going around hooking every survivor "fairly". A 4K where you tunnel out a survivor and a 4K where you 12 hook all survivors are effectively treated the same by the game so there's no reason to make the game more difficult for yourself.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3220866#Comment_3220866
…hm. Weren’t you one of those killers complaining after patch 6.1.0 about DCs and hook suicides because it ‘ruined the game (fun)’ for others?
I also play survivor and find it far more annoying having my teammates rage quit perfectly winnable games. When playing killer I laugh at most instances of survivors d/cing and I hardly care if someone decides to let themselves die on hook.