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As a Killer Main, I Want STBFL Changed
This is for the health of the game, so I'm suggesting two significant changes to Save the Best for Last that will make it healthier and less of a camp-and-tunnel oriented perk.
Save the Best for Last
- Change: When a Survivor is hooked for a second time, that Survivor becomes the Obsession.
- Change: When the Obsession is hooked and the Killer is within 16 meters of the hook, the perk is disabled.
- This prevents the Killer from earning tokens and gaining the cooldown reduction from the perk.
This puts an incentive for the Killer to spread out pressure to other Survivors and not tunnel one out of the game so soon once they have enough stacks of the perk.
This also ensures that whenever the Obsession is on the hook, the Killer cannot use it as a means to camp them and continue to gain stacks in order to allow for situations where all Survivors can potentially be taken down because of the swiftness of the perk.
This retains the ultimate power of the Perk as a chase-oriented perk but puts its power in check in order to prevent it from being used in the most degenerative of ways.
I believe that this perk change will feel great for Survivors, as well as Killers who want to have a fair and engaging match using the perk!
Comments
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If the obsession dies, the perk should deactivate
It's called "Save the best for last" if the obsession dies early, you should be punished for it IMO.
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The perk cannot gain stacks if the obsession dies and if you tunnelled the obsession out early then your stuck with like 2 stacks or less since you just simply would not have had chance to obtain many stacks if the obsession is dead early.
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As surv main I don't mind the perk one bit.
The only issue with the perk is information. I think obsession should know the perk is in game at least after 5th stack is gained - possibly even sooner.
Taking stacks from killer is the side-quest and reasonable counter.
And if you need to nuke it (I still don't think it necessary), then all you "have to" do is count m2 hits for loosing stacks (so there's no way around hitting obsession).
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It should be decreased to 4% per token and it should lose tokens anytime the obsession loses a health state. Being able to m2 obsessions to bypass the token loss heavily reduces its counterplay and makes it too strong.
2 -
you can tell when the perk in the game by looking at the killer animation. it should also be pretty obvious for how fast killer catch-up to you after you are injured.
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personally I think i would put a portion of the perk base-kit reducing the cooldown of killer to 2.25 and weaken the perk to 2% per stack. It would kinda be like what they did to brutal strength where brutal strength used to be 40% so they put 20% into base-kit and weakened brutal to 20%.
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Second change is weird, I don't think there is a reason to it.
I like first change. This let even M1 killers to focus original obsession and gives survivors information that killer has this perk and option for counterplay.
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In soloQ you will not notice it, because chased person should be far away from gens - so basically you can only guess by what killer it is (DS is almost guaranteed) or if someone went down too quickly after first hit.
So again - not counting soloQ, the perk is fine.
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Im just disappointed Save the Best For Last is the only Perk that does what it does.
You know, you would expect in a game where all Killers do M1, there would be more perks like it.
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you mean like coup the grace which improves your m1 lunge? I imagine it is because improving m1 can be very powerful and the dev are scared to make powerful killer perks.
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Its not like STBFL and Coup together is overperforming.
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I do agree with you here. Survivors should know it is in play. More than not, the obsession (solo) is blissfully unaware while the entire team gets killed and think "I'm so lucky the killer isn't chasing me". With a warning this might change.
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if you hit me as killer, i will notice you have it if you have more then 2 stacks. I don't like how survivor can easily deduce every perk the killer has. I kinda wish killer perks were more of mystery similar to survivor perks.
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It's very strong effect - that's why it has counterplay. And that counterplay is perfectly valid for SWF - they just know to send obsession to take hits (and even this is not free as healing takes quite a lot of time). That's already quite a value from a perk.
Now in soloQ - you could be in a situation, that you never see your teammate gets hit - because killer is not chasing you (or hits you with M2 in situations that are not too obvious) and so you just don't screw around and are in fact a good teammate = you are on gens. Suddenly your whole team dies, because... You don't know. Maybe matchmaking again screwed up. Or killer has 8 stacks of STBFL and can't be countered (say because it's pinhead and he can land chains right after hit which results in double-tap. But there are better STBFL killers).
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i think counter-play to stbfl is kinda bad design. if you bodyblock me as swf, your encouraging me to tunnel obsession until they die. survivor controlling killer perks is weird.
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Obsession needs to balance things. Try to get chased when it makes sense, bodyblock hook when getting chased is not that good idea. Personally I like STBFL as killer (and use it on quite a lot of them) and don't mind it that much on survivor - then again, I refuse to play soloQ with current state of game so it's fine for me in SWF
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STBFL is not really an issue for SWF. You can easily notice it, but obsession won't notice it (soloQ)
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The fact that this is even a discussion is beyond absurd, how much coddling do survivor players need before killers are allowed to have anything good?
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Survivors want free escapes with no effort. Most survivors are dumb and refuse to get better at the game so they cry loud about everything. I've even had players disconnecting against me, while playing perkless Trapper/Myers with no addons...
OP was probably one of them. That sums it up.
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Unfortunately you'd be incorrect. If you were actually paying attention, I asked for it to be nerfed as a Killer main. The perk is simply too good in its current state and is an optimal choice whenever I decide to play as Nemesis (primarily), Wraith or Legion.
I know more about this perk's utility than you think, which is why I suggested the nerfs that I did, because unlike you, I do not want a perk that incentivizes camping and tunneling to such extents as the perk provides.
The fact that you and a couple of other people here are somehow against making it a non-tunneling and non-camping perk shows that you do not have the interest of fairness in mind for both sides, but rather you have the interest of easy matches and free kills, contradicting your first sentence in your statement, too.
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