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STB Is The Strongest Perk In The Game

I’ve been playing a lot of survivor ever since this perk dropped an I have to say it has single handedly won us so many games. Even when killers have one gen left and are desperately trying to get one kill to try and bring the game back it doesn’t matter.

People may not realize it but I’m calling it now this is the new meta pick. If you want to win you WILL bring this perk. Forcing a killer to spread hooks in this tunnel meta is just so strong. I won 9 out of 13 matches today 3-4 person outs

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Comments

  • UndeddJester
    UndeddJester Member Posts: 3,496
    edited November 29

    Thus far this is my experience as well.

    I even had a couple of teammates trying to SoH against non Tombstone Myers (seriously Survivors what the hell is wrong with you?).

    And even the extra time it took take out the SoH players was quite noticable...

    Not gonna call it one way or another yet until the new patch drop dust has settled and we can really see what's going on, but I believe the threat of this perk can't be ignored.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    out of all antitunnelling perks so far, this one is the only truly proactive perk that you use in advance of killer even attempting an actual tunnel out.

    the only one this perk can be shut down before it does anything is spreading hooks and not allowing a single survivor to have 0 stages before you get anyone to stage 2, as otherwise there's a 1/3 chance (usually way higher because StB player, if they arent a moron, will play like deli user - hide and stealth) 2nd stage gets split with 0 hook survivor, making you lose the weak link you've created.

    other antitunnelling perks basically dont do anything if you just dont follow the recently unhooked survivor. worst thing they can do is bodyblock with OTR & try to force DS, but that's not even remotely comparable to you losing dead on hook survivor because you didnt spread hooks on all survivors.

    it's so devastating whenever the killer isn't stomping the lobby with 5 hooks at 5 gens.

    so far, that's been my survivor experience as that's what i've been mainly playing this patch, bc StD is the highlight, at least not until they fix houndmaster.

    Can't really say how it feels as killer, because most of my games were invocation throwers and give ups bc they got mad im decent at singularity.

  • Vishlumbra
    Vishlumbra Member Posts: 222

    I mean, yes but it’s also an strategy. The issue is that you cannot balance the game based in community driven tendencies. Playing nice is normally what I do, but when I am playing my highest mmr killer, I get paired with survivors that are actually playing to win with all they got. The game balance issues emerge when players play to win. This perk blows out of the water every other perk in terms of potential, with enough time, solo Q will adapt it, use it and become a meta perk.

    The counter play promotes even less fun gameplay. (In slugging, condemn is fun haha).

    I think is way too strong, specially stacking it into one survivor more than once. Idk, let’s see.

  • KatsuhxP
    KatsuhxP Member Posts: 979

    For me it was pretty okay to be honest, I've just changed the person I'm tunneling and that's about it xD

    Well I didn't have a swf with it, should be a lot stronger like that ^^

  • Aceislife
    Aceislife Member Posts: 450

    Even before I tried the perk I knew it was going to be a problem. Being able to even out the hook stages is a huge deal, and will become meta unless nerfed.

  • Aceislife
    Aceislife Member Posts: 450
    edited November 29

    Being able to even out hooks and/or prevent people from dying on their next hook is a big deal. Also it encourages camping, going back to the hook after a save, if you don't go back to the hook to down (or try to) down the savior, you're enabling the survivors plan to use it to even out the hooks or extend life of a survivor, and if you do, then you're taking pressure away from the gens. The real counter for this perk is camping, this perk specifically exists (from a killers perspective) to make camping a stronger strategy.

    I'll give it a week before the forums flood with posts about this perk. It's like Made For This all over again.

  • OrangeBear
    OrangeBear Member Posts: 2,858
    edited November 29

    I used for a few hours yesterday with a no mither build for the 2 achievements. I feel like i got value out of it in like 6/20 matches. If you get hooked before someone else gets hooked twice i feel like it's useless like deliverance. So i wouldn't make this part of my main build.

    I think it is strong perk though in the matches i used it the game ended in multiple escapes or 1 gen left or all gens done.

    But, i just don't think it's an easy choice like Made For This was due to it's conditions

  • Vishlumbra
    Vishlumbra Member Posts: 222

    It’s not surprising that you didn’t see Shoulder the Burden much on its first day. Many players are still experimenting with the new patch and learning how to incorporate the perk into their builds. Meta-shifting perks like this often take time to catch on because players need to fully understand their potential before they become widely used.

    The perk’s true power shines in coordinated teams with strategic synergy, but it shouldn’t be dismissed in solo queue either. Even in solo games, its ability to trade hook stages can keep teammates in the match longer, provide extra chances for recovery, and drastically alter the killer’s strategy. A single player running it effectively in solo can still swing the tide of a match, especially when combined with perks like Decisive Strike or exhaustion perks.

    Just because you didn’t see it much yesterday doesn’t mean it won’t become a major staple as players refine their builds. We’ve seen this pattern before with other perks—many seemed “meh” at first, only to dominate the meta later. If this perk becomes popular, it’s easy to see why it would raise concerns about its impact on game balance. It’s still early, but the implications are already being recognized.

  • Vishlumbra
    Vishlumbra Member Posts: 222

    I appreciate your perspective, and we agree on many key points. Maliciously targeting specific players or tunneling for the sake of being cruel is not okay, and no one should advocate for that. But it’s important to address why strategies like tunneling emerge—they’re not about being “vile”; they’re often necessary for killers to stay competitive in a game that can heavily punish inefficiency.

    Tunneling isn’t just a response to coordinated SWFs. Even against four solo players who are simply playing well—pre-dropping pallets, spreading out, rushing gens, or using efficient builds—killers face immense pressure, especially if they’re not playing one of the top-tier killers. For many killers, tunneling is the most reliable way to secure kills and slow down the game. Wanting to win isn’t bad—it’s the essence of competition.

    Shoulder the Burden counters tunneling, but its potential impact can’t be ignored. In SWFs, it allows teams to trade hook stages strategically, creating scenarios where killers have to work through far more stages than normal to secure kills. Even in solo queue, it’s strong, giving survivors extra chances and extending matches. For killers already struggling to compete, particularly with lower-tier characters, this perk can feel overwhelming.

    The reality is that killers have to assume they’re facing a strong, coordinated team, even if they aren’t, because failing to pressure early can lead to outright losses. Survivors playing optimally can make the game feel incredibly fast-paced for killers, and perks like this exacerbate the imbalance by shifting even more pressure onto killers.

    The goal should be balance that allows both sides to have fun and engage in strategic play—not a system that forces killers into “sweaty” tactics to have a chance. Shoulder the Burden has its merits, but it highlights the need to address deeper balance issues in the game. Fun for one side shouldn’t come at the cost of the other.

  • radiantHero23
    radiantHero23 Member Posts: 4,494

    Shoulder the burden, the new perk that enables survivors to trade hookstages.

  • JPLongstreet
    JPLongstreet Member Posts: 6,001

    I'm wondering if it'll be easier and less confusing if we just call it Burden for short. When I see STB I think of STBFL instantly.

  • radiantHero23
    radiantHero23 Member Posts: 4,494
    edited November 29

    You don't have to assume that you have a strong group every match. I win a majority of my matches and I dont go in with this mindset. I analyse my opponent throughout the match. It's a skill that should be learned by killers and survivors.

    Funnily enough, Sadako and Pig are killers that help a lot learning this skill.

    Speaking of both of them. Pig is one of the only killers in dbd that gets rewarded for spreading hooks with slowdown. I almost never tunnel with pig because it straight up makes no sense strategically.

    Wanting to win is nothing bad. It's the ways that some people deem necessary to win that are problematic. Nobody has to tunnel a 3hook at 5 gens. It's even more funny if these people, after they tunneled, and frankly ruined the match for, the one survivor get annoyed at the other survivors for giving up. Self reflection.

    Sorry, I might have gotten into another topic there.

    Just to mention, there are definitely perks that help killers to gain a lot of pressure on survivor progress. It's not one-sided by any means.

  • Vishlumbra
    Vishlumbra Member Posts: 222
    edited November 29

    What I meant by my quote is that there are plenty of toxic and frustrating survivor builds, like Boil Over or even some flashlight and balance build combos, that often get laughed off or are considered "fun," without considering the killer's perspective. The issue is that while killers are often criticized for tunneling or slugging, survivor tactics that are equally anti-fun don't get the same scrutiny. Shoulder the Burden feels like it was added to counter tunneling, but it might actually create more problems, especially considering the current balance. The standard should be equal for both sides, and this perk could potentially tip the scales too far in survivors' favor.

    You don't have to assume that you have a strong group every match. I win a majority of my matches and I dont go in with this mindset. I analyse my opponent throughout the match. It's a skill that should be learned by killers and survivors.

    Funnily enough, Sadako and Pig are killers that help a lot learning this skill.

    Speaking of both of them. Pig is one of the only killers in dbd that gets rewarded for spreading hooks with slowdown. I almost never tunnel with pig because it straight up makes no sense strategically.

    Wanting to win is nothing bad. It's the ways that some people deem necessary to win that are problematic. Nobody has to tunnel a 3hook at 5 gens. It's even more funny if these people, after they tunneled, and frankly ruined the match for, the one survivor get annoyed at the other survivors for giving up. Self reflection.

    Sorry, I might have gotten into another topic these.

    Just to mention, there are definitely perks that help killers to gain a lot of pressure on survivor progress. It's not one-sided by any means.

    I understand what you're saying, and analyzing your opponents is definitely a core skill for both sides. However, when a team is playing optimally, it’s easy for even non-SWF groups to pressure a killer, and in those cases, tunneling becomes a necessary strategy for killers to have a chance. Pig and Sadako, while useful in specific situations, are weak killers by all standards. They have a lot of issues with their power and are not as effective as other killers in the roster.

    That said, while I agree perks can help killers apply pressure, Shoulder the Burden is way too strong. It shifts the balance too much in favor of survivors, and if you think it’s fine as is, I’d be curious if you acknowledge just how much of an issue it could become in the long run.

  • TheSubstitute
    TheSubstitute Member Posts: 2,551

    My experience has been it's useless in solo queue. The only thing that was changed was who gets a shot at hatch and who gets tunnelled out first. Albeit it was only six survivor games but Survivors bringing it made no difference in my six Killer games either. However, I don't tunnel or camp which is what this perk works against.

    So, if you're discussing a 3 or 4 person SWF where everyone brings the perk against a tunnelling Killer then, sure, it probably worked. However, since solo queues make up the majority of the queues then, in most games, it feels like a dead perk slot. It's a niche perk for SWFs (similar to Camaderie where you require a coordinated SWF to actually use it effectively).

  • SidneysBane1996
    SidneysBane1996 Member Posts: 890

    If the perk really is this overpowered, the Devs will absolutely have to nerf it into uselessness or otherwise make it so that you can't bring any other hook perks or something. The impact of this has basically made slugging the best way to play; I don't understand why BHVR is OK with that.

    This perk incentivizes slugging, proxy camping, returning to hooks, and tunnelling out people who use it, and BHVR just does not seem to care, nor do some Survivor Mains here or anywhere online. As long as Survivors get to have fun, right? But what about the Killer's fun?

    The problem is, now how will they change this if it comes out that swapping hooks is THIS strong? I don't understand why BHVR keeps on removing any chances Killers have to slow rounds so they can have fun but is now giving all these free candy perks to Survivors after they JUST rebalanced everything to make it more fair.

    Survivor fun shouldn't come at the expense of Killer fun, and Killer fun shouldn't come at the expense of Survivor fun. BHVR needs, needs to reconsider this super "you must win to get anything" rhetoric they keep pushing. It makes the game a nightmare.

    But nobody seems to care, because "oh, those VILE dastardly tunnelling slugging camping Killers, they're so sweaty, not like us nice pure never sweaty fun Survivors, right?" That really is the vibe. That really is the feeling it gives off when perks like these exist.

    All while we STILL have D and C tiers that need help.

  • ratcoffee
    ratcoffee Member Posts: 1,589

    And what I'm saying is that Boil Over builds tend to get all sorts of scrutiny (and the community's most common nickname for 4-flashlight builds is "bully squads"), so I'm confused why you would bring them up when talking about survivor builds that don't get scrutiny.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    I guess it depends on your playstyle but I don't think it won't make much of a difference to me when I play killer. I generally try not to tunnel to begin with so go ahead and swap hook states. I think survivors might screw themselves over and I'll accidentally kill someone I didn't realize had an extra hook state. Time will tell of course but I think the only killers that will lose their minds over this are the sweaty ones that could use taking a chill pill to begin with. Survivors in my lobby are welcome to run it though. I'll eat my words if I'm proven wrong.

  • Vishlumbra
    Vishlumbra Member Posts: 222
    edited November 29

    I get what you're saying, and while builds like Boil Over and flashlight squads get their share of scrutiny, the difference is that these tactics are often still treated as just part of the game, sometimes even seen as "fun" or "memes." On the other hand, perks like Shoulder the Burden are patched in response to complaints about tunneling, and they're potentially game-breaking, but they don't seem to be getting the same level of scrutiny. The balance is skewed, and I think it's worth considering whether these "anti-fun" survivor tactics are equally being looked at from the perspective of fairness.

    EDIT:

    Do you both think Shoulder the Burden is just fine as it is? If so, then I suppose we’re at an impasse, because I can clearly see the potential implications it has on balance, while it seems like you don’t.

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 64

    It also incentivizes slugging more. Can't trade hook states if the killer just leaves you on the ground.

  • Vishlumbra
    Vishlumbra Member Posts: 222
    edited November 29

    @GeneralV

    Tunneling is often seen as "bad" because it disrupts the survivor's experience, but why is that inherently wrong? Is it because it’s "unfun" for the survivor? If that’s the case, should we also start addressing other potentially toxic behaviors, like teabagging, flashlight saves, or perks like Shoulder the Burden? These things can be just as frustrating for killers, but they often go unchecked as part of the game.

    The issue with balancing for "fun" or arcade-style experiences is that it leads to situations like the 2v8 mess, where the game lacks depth and meaningful counterplay. If we balance for what's actually possible within the game’s structure—strategies like tunneling becoming necessary for certain killers—we get a more realistic meta.

    Games need to be balanced around what's possible to achieve, because the ultimate goal for anyone playing is to improve and feel progression. A balanced game gives both sides the opportunity to grow and refine their skills, making it more rewarding and fun in the long term. When one side is too overpowered or restricted by unfair mechanics, it stifles that growth and undermines the core fun of striving for mastery. Balancing around achievable outcomes ensures that players can always feel challenged, motivated, and rewarded for their efforts.

    Ultimately, Shoulder the Burden is a prime example of a perk that has the potential to break the game. While some may defend it based on emotional arguments, the reality is that when a perk can shift the balance so drastically, it shouldn’t exist in its current form. The solution isn’t to just hope people won’t use it, but to recognize the impact it can have on the game and address it accordingly. A fair and balanced game means considering the bigger picture, not just relying on players to "play nice" with game-breaking mechanics.

    If you believe Shoulder the Burden is fine as it is, then there's really nothing more to discuss. We clearly have different perspectives, and at this point, I don't feel the need to continue engaging. I am out! Peace.

    EDIT:

    Shoulder the Burden is essentially a perma-ban in competitive play now, and for good reason—it’s the strongest possible perk for SWF teams. In a 4-person SWF, this perk allows one player to effectively escape being the target of tunneling, forcing the killer to waste a HUGE amount of time and potentially securing the entire team’s survival. It turns the game into a balancing act for the killer, where they can't afford to focus on anyone for too long. (Slugging will be the new core of competitive).

    For 4 solo players, the perk also shines because even if you’re not coordinated, it provides a huge advantage in keeping one person from being targeted. The killer now has to account for more potential hooks and can’t easily shut someone down with a quick 3-hook strategy. This leads to more time spent chasing, more survivors getting off hooks, and overall a much more exhausting match for the killer, making it nearly impossible to win in some cases.

    If it’s strong enough to be banned in competitive, and can alter the match to this degree even in solo, that’s a clear indication of how overpowered it is. It’s simply not healthy for the game to have perks that can distort the core balance so drastically. The implications are massive, also for solo play, where the perk shifts the balance heavily in the survivors' favor, turning what should be a challenging fight into an uphill battle for the killer.

  • Xernoton
    Xernoton Member Posts: 5,887

    We'll see how it goes but STB is definitely a pretty strong perk. I usually spread hooks anyway so I probably won't be affected quite as much but random kills at 5-8 hooks will definitely decrease too.

    It's too early to tell how this will affect the game either way. When everyone has unlocked the perk and we've seen how it can and can't be used, that's when we can really argue if this perk is too strong.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598

    In this environment, it is difficult to get one to leave early in the tunnel, so the killer that can end the chase immediately and keep the survivor hanging on the hook or is better suited for slugging survives. In other words, the Nurse, the Bright, and the Twins.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,873

    I mean if your intention is to get yourself killed quicker for a teammate who will inevitably waste the extra hook state, then sure, it's pretty strong. In actual matches, I've gotten actual "value" out of it exactly once and have seen it actually used a grand total of 3 times in the last 2 days

    My greatest concern with Shoulder the Burden is honestly the potential it has to make Hookiciding easier, since someone who wants to give up will just sit around and wait for someone to get hooked, Shoulder the Burden them, run to the killer, go down instantly, and give up on hook with no chance of a 4% ruining their plans to make the match worse for everyone.

    This perk is not nearly as powerful as people believe it is

  • n2njauwu
    n2njauwu Member Posts: 275

    what u mean u ve been playing many games with it and won, didnt this perk came online like 2 days ago lol

  • thrkeybs
    thrkeybs Member Posts: 17

    If survivors coordinate well together..

    ..and use their perks wisely..

    ..they might win the game!

    Then the survivors should win?

    Like, this is not the convincing argument you think it is. You can say the same thing about almost any other perk? Seriously, it sounds like killers believe they should never lose any game, for any reason.

    The issue at hand is that this perk shakes things up, in a way that makes it uncomfy for killers whose only strategy is tunneling. There's been many examples of killers in this very thread saying they don't see in an issue with it, pointing to them not resorting to tunneling as their only strategy.

    This perk is scaring just the target demographic it was intended to shake up. Good job, BHVR. :)

  • Ghostofsnow
    Ghostofsnow Member Posts: 172

    like. just run borrowed time, no losing your own hook states, no nerfing yourself and you give a random person anti tunnel that no one gets a tell for that even works in endgame

    seriously, shoulder the burden sounds like an over balanced mess and a waste of a perk slot 90% of the time.

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266

    Terrible logic honestly. So what should the killer do give up? Lmao, I have been in a lot of situations where I killed someone with one Gen left and killed the rest because of it.

    1 kill is better than zero. You aren’t entitled to an escape just because your team is doing good.

  • ratcoffee
    ratcoffee Member Posts: 1,589

    There's nothing wrong with fishing for a participation trophy, killers are allowed to do whatever they want, and sometimes one late-game kill after a hard game can lead to a win.

    All I'm saying is most killers are realistic and have their expectations fairly low when struggling to even get 1 kill with only the last gen to complete.

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266

    Alright welp that’s completely irrelevant. I thought you were trying to say something about the perk and not about killers mental states when losing lmao 😂

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097

    they should make this perk only work in end game until they re-balance the game for killer to 12 hook.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093

    I think that this is the time for us to realize how necessary tunneling is. This perk would not be that string if playing Mr. Nice Guy was viable. I think it is the best time for the devs to implement a system that gives the killer a chance to win without getting rid of a survivor early.