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Please add fool protection to shoulder the burden

Right now the perk allows to pull hook stages even when you have been hooked once, meaning that upon unhooking your teammate you will have 2 hook stages.

While this potentially enables some strategic benefits, it would often result into the unhooker trading with their teammate and then immediately dying, thus losing the game for their team and causing a lot of frustrations. It will also mess a lot with the perk's perception and will make people severely underestimate it, further leading to it only being "SWF" tool.

Please remove the ability of survivors that have been hooked once to use the perk. It will not make it marginally weaker, but it would prevent a common scenario of survivors killing themselves by miusing the perk, therefore making it less skill dependant and less likely to ruin matches for other survivors.

Comments

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 160

    If people want to go next, they'll do it at the beginning of the match. I see no reason for this.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 756
    edited November 11

    it's not about going next.

    it's about players accidentally killing themselves with a perk.

    Post edited by Rizzo on
  • UndeddJester
    UndeddJester Member Posts: 3,308

    I think there is a certain point where if a survivor does this without understanding the implications, they should probably learn the hard way.

    Why prevent me from being able to assume that risk if I choose to? Maybe I trust my looping skills, or maybe I've got a very good stealth build? Surely it's my decision whether I want to risk using it or not?

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 756

    this is not that point.

    I would really prefer if the community yet again doesnt condition itself in thinking a strong perk is weak by ruining lots of survivor matches (mine included) by terribly misusing it.

  • UndeddJester
    UndeddJester Member Posts: 3,308
    edited November 11

    ... OK... but by the same logic shouldn't we continue to nerf Pig and Sadako and Pinhead into the floor because the non forum/reddit/youtube community at large is conditioned to think these killers are strong because they terribly play around their power and ruin a lot of survivor matches?

    That's a rather unhealthy way to go, dumbing down the game because some people can't be bothered to think for 2 seconds about whether something may or may not be a good idea.

    If I play a platforming game like Assassin's Creed and I jump off the rooftops I want to plummet to my death, because I screwed up. I don't want to have my character yanked 110 degrees to a flag pole I was clearly not aiming at because the game compensated for my stupidity... like Assassin's Creed 3.

    Having to assess risk vs. reward is a big part of any game, and if you lack a fundamental appreciation for the risk you're taking, then no amount of hand holding is going to help you, they'll throw the game in some other equally stupid manner.

  • ad19970
    ad19970 Member Posts: 6,405

    In my opinion it should just lose the exposed status effect downside, so that the unhooker isn't likely to go down immediately. Otherwise I can definitely see the concern you have. Someone with one hook state already will just use the perk, then go down immediately and be dead.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 756

    you're really clinging on a very bleak strategic advantage loss over a very real possiblity of this perk being next noob killer for the following few months.

    not a hill to die on, really.

    i dont really feel like arguing against multiple false equivalency fallacies, so I'll just repeat myself again for the last time for you: this perk will cause a lot of lost games because people will not understand how to use it and the benefits for that persistent risk factor are insignificant.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 756

    i honestly dont think the exposed status effect is an issue at all.

    it will be a game changer in a number of really specific circumstances like unhooking vs returning killer in a deadzone where you have nothing to stall the m1 hit for 20 seconds, but otherwise it will either do nothing because the killer hits you before you unhook, making you injured and then trading or you will unhook before killer gets back and gain enough distance to play around it normally.

    same goes for the scream effect some people think will be a detriment, when the perk already has multiple visual indications of it being used that are seen crossmap as well.

    they could replace it with something like broken, blindness or exhausted for the sake of placebo buff, but IMO the real change this perk needs is to not work if you have a hook stage on you already. Fool protection & abuse prevention which makes it less likely to throw games for uncoordinated & bad players and less likely to be abused by SWFs.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,515

    I mean, some perks are meant to be high risk and potentially bite you if you use them wrong. This is one of them. Adding "fool protection" isn't necessary and just limits gameplay options.

    If you're confident in looping and a teammate who is not is on death hook, then it can be beneficial to transfer a hook state to them anyway. Same if the person you're unhooking has perks like Deliverance or OTR that can potentially get another use when paired with Shoulder the Burden.

  • UndeddJester
    UndeddJester Member Posts: 3,308
    edited November 11

    Why are you getting so defensive and accusatory? I'm not trying to die on a hill, but y'know I don't think being a noob means being an idiot...

    Any player who uses this perk understands the risks that comes with it, or will learn them very quickly... I trust that even a complete newbie reading this perk knows not to use it if in the killers terror radius at the very least...

    It's not like this is an effect where anyone is confused what is happening. Most players still struggle with what exposed actually means, thinking it reveals their location... if anything that actually makes them more cautious about making this mistake...

    Any new player who loses a hook stage understands that if they sacrifice a hook stage, they then die if they are hooked... Noone needs a degree in DBD to understand that, and your average newbie will immediately write off the idea of giving up a hook stage if they've already lost one, considering most of them play like terrified lambs even at zero hooks stages...

    The downside of trading a hook stage is clear for anyone who understands basic maths... there is no reason to limit a perk for stronger players to stop players making an extremely obvious mistake.

    If anything, this change stops more experienced players helping newer players, because if they get hooked once, now it's like Deliverance, has no purpose.

  • Memesis
    Memesis Member Posts: 180

    Probably won't be that big of a problem. The same people who will die from this perk are the same people who wouldn't learn to let go of their gen during the old pain res / dead mans switch meta. In other words, it'll only be a problem in potato mmr

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 756

    you underestimate how bad mmr is.

    ive seen a lot of high mmr survivors being no different from bots.