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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
Comments
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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.
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I think slugging is going to skyrocket even more to compensate now honestly. 100 Second long hook states with Reassurance. On TOP of being forced to spread hooks. Gens are getting absolutely crushed.
The 40 seconds of exposure is irrelevant too unless the killer is camping. Nobody uses MYC because even 60 seconds isn’t enough for most killers. 40 is a joke honestly.
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Some survivors claim that they need to buff it further… I mean.
This perk was a “patch” to tunneling and it’s so game breaking that it will be permanent banned in competitive DBD and makes swf teams unbeatable. In solo Q is strong enough to ensure everyone is going to use it.
The “tunnel” meta exists because it’s a requirement to have a chance versus decent players. Guess the slugging meta will take over.9 -
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.
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The counter play to this perk is either play to slug or use insta kill mechanics killers. Spreading hooks is the worst possible strategy to win unless you are just facing new, trolling or weak survivors. Idk. I called it a while back, said this would be game breaking. Will see.
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Or you just play and see how it goes.
That's been my way of playing for over 2 years now and I'm a lot happier with my performance.
I tunneling can become a necessary evil. I absolutely see that. But in regards to people that go into a match with the intention to get someone out at 3 hooks, I'm glad that this perks destroys their plans. It's nasty gameplay and most of the time absolutely not necessary.
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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.
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I main Pig and Sadako. Two killers that in a majority of games don't have to tunnel, camp or slug. They offer build in slowdown combined with lethality.
Regardless of 3hook tunneling being a strategy, it is vile at the end of the day.
Dbd is a game. A game is supposed to be fun for the players involved. (I'm getting annoyed by how often I need to remind people of this aspect) I can't imagine, that a player that gets tunneled out at 5 gens is having a good time.
Analysing your opponent is a core skill in dbd. If people show, that they don't care about your fun, you obviously don't have to play Mr. Nice guy.
If they haven't finished 1-3 gens by the time you get your 3-4th hook, then you absolutely don't have to tunnel.
Do I tunnel? Yes. Sometimes. When only one Gen remains and I have 4 people still running withit any condemn progress (very rare) or RBT's remaining (more common). I think everybody can relate to this kind of tunneling. In this situation though, I usually have a good amount of hooks already, massively lowering the strength of the perk. It doesn't create hookstages. It only transfers them.
Treat others the way you would like to be treated. A bit of empathy goes a long way.
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getting 1 kill at 1 gen left is usually not gonna bring the game back anyway. tunneling someone when there's 1 gen left is usually the killer fishing for a participation trophy
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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 ^^
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Your perspective highlights some important points about empathy and fair play, but there are a few key aspects to consider regarding balance and strategy in Dead by Daylight.
First, while it’s true that killers like Pig and Sadako can often avoid tunneling due to their built-in slowdown, (which both by most standards are weak killers) not all killers have the luxury of such mechanics. Killers with weaker slowdown or map control often face intense pressure when survivors play efficiently. In those situations, tunneling or slugging isn’t about being “vile”—it’s about staying competitive in a game that heavily rewards gen-rushing and coordination. The speed at which games can progress sometimes forces killers to make hard decisions just to keep up.
Second, Shoulder the Burden has the potential to completely upend this balance. While you frame it as merely transferring hook stages, it strategically delays the game. Survivors using the perk wisely can force killers into an endless loop of hooks, where progress toward eliminating survivors is reset over and over. For killers already struggling to keep up, this doesn’t just discourage tunneling—it outright eliminates their ability to close out the game. That’s not just unbalanced; it removes their agency entirely.
Finally, while empathy and treating others kindly are important values, gameplay strategy doesn’t negate those. Wanting to play competitively isn’t about ignoring someone else’s fun; it’s about engaging with the mechanics and dynamics of the game as they currently stand. If survivors are given tools like Shoulder the Burden that significantly prolong matches and punish standard current strategies, it’s only natural that killers will turn to slugging or other tactics to compensate. These strategies aren’t about being mean—they emerge because of the game’s inherent imbalance when survivors bring powerful perks.
Empathy should go both ways. If we focus solely on survivors’ fun while ignoring how these changes might make killers feel powerless or frustrated, the game’s balance will continue to lean toward one side. A better approach would be to create balance that rewards creative, fun playstyles for both sides, without patching over issues with overpowered perks that punish killers for simply trying to play the game.
BTW I also main Sadako, love Pig too!
EDIT:
Your point about fun and empathy is valid, but it’s important to recognize that toxic behavior can occur on both sides. While killers are often blamed for tunneling or slugging, there’s far less scrutiny when survivors employ similarly frustrating tactics that leave killers powerless.
For example, consider a coordinated Survivor Friends (SWF) team running Shoulder the Burden paired with perks like Boil Over, Breakout, Flip-Flop, and Decisive Strike, alongside flashlights. The synergy here is devastating. Survivors can not only extend hook states indefinitely but also make it nearly impossible to carry them to hooks, body-block effectively, and blind the killer during pickups. In these cases, killers are forced to drop survivors or give up entirely because the mechanics simply don’t allow counterplay. The team doesn’t even need to focus on objectives—they can turn the match into a prolonged, frustrating chase where the killer is made to feel like a punching bag.
This isn’t to say survivors shouldn’t play well or use creative strategies. Survivors playing efficiently and coordinating is part of the game. But when killers try to counter these strong tactics by adopting strategies like tunneling or slugging, they’re often painted as villains. Meanwhile, when survivors dominate a match through skill or coordination, it’s seen as justified or even entertaining.
The core issue is that Dead by Daylight’s mechanics often amplify this disparity. When survivors play exceptionally well and use synergistic builds, the killer can feel completely powerless. On the flip side, if a killer employs a strategy like tunneling, it’s seen as unfun or toxic. This double standard doesn’t foster empathy—it creates frustration on both sides.
Ultimately, if fun is the goal, the conversation needs to include both sides equally. Killers need tools to deal with strong survivor tactics without being vilified for using them. Likewise, survivors should have fun tools to outplay killers, but not in ways that leave killers without options. Fair balance is about ensuring neither side feels like they’re being forced into unfun situations where they have no say in the outcome.
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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.
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In my 8 hours stream yesterday 30 of them being solo q matches and the rest full swf seen not one person bought this perk.
Ofc my swf and I have 0 use for it but wow I must be very unlucky with solo q since o one bought it, not that I care for this perk. So whether or not it gets nerfed oh well.
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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.
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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 conditions1 -
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.
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I try to tackle each topic in their own.
I think you misunderstood, what exactly I meant with "vile" gameplay. There are players that go into a match, regardless of knowing the opponents or not, with the intention to get someone out at 3 hookstages. Not too long ago, these types of people got called out for looking up survivors profiles (if possible) to select the survivor with the least amount of hours as their 3 hook - victim. This. This is vile.
Nobody has to go into a match, especially not a public lobby, with the intention to do this. Not even a Trapper or Freddy. Slugging, camping and tunneling in general are viable and sometimes necessary strategies. A lot of people forget however, that they are very much not necessary in any lobby. Not by a long shot.
The usage of shoulder the burden you describe only comes in play if almost all survivors run it. This is not going to happen in soloq, where people more often than not use their preferred builds or do challenges. It's just not realistic. It's a similar situation with deliverance. A perk that can be very strong in a coordinated team but is still rarely used. I can, of course, be wrong about this. My years of experience however tell me otherwise. If I get every survivor one hooked, then anybody that uses shoulder the burden becomes death hook. I can very much just chase that person then if I want to get someone out. If the hook spread is this: 1-0-2-2, the survivor with 0 hookstages would need to have this perk. If they don't, then tunneling any of the other 3 will result in a kill. Even if the one with 1 hookstage uses shoulder the burden.
This perk hits those that hard tunnel at 5 gens the hardest and if you ask me, that is perfectly fine. Not everyone plays in private lobbies 24/7 to get really good at predropping. Most people play 3-7 rounds every 2ish days and call it a day.
Shoulder the burden is not a basekit mechanic. It's a perk that has to he equipped. I personally don't see this perk becoming as popular as old dh, which would warrant the killers playing as if every survivor has it.
If survivors do genuinely not look like your death squad swf, you (or any killer player)does not have to play like they are. I stand by that point.
On your edit, I completely agree. I dislike tribalism and entitlement from both sides. Both roles should be treated equally and both roles should at least try to understand what and why the other side plays the way they are.
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Which perk is meant by STB?
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I heard the same thing of pre blood rush and new bloodrush. Heck am shock even babysitter that got buffed aint even meta since they buffed it massively and its stupid op with a certain build I will keep to myself.
Good swfs that know how to loop already wont use this garbage better off using reassurance or cammadre. But its fine if it gets nerf people just will just cry meta meta again when everyone then runs back to the same old stuff🫠 RadiantHero has already given valid points so I shall say no more.
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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.
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Shoulder the burden, the new perk that enables survivors to trade hookstages.
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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.
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I mean I have literally never seen Boil Over talked about with anything but disdain, so I don't see what you mean in your edit when you say "there's less scrutiny when survivors employ similarly frustrating tactics"
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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.
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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.
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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).
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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.
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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.
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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.
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Thanks
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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.
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Seems to me it doesn't have any impact unless the killer is tunneling, which is good because tunneling should never go unpunished.
However, the exposed downside is too much, imo.
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I don't think StB is good as it is, because it generally fails to alleviate the problem it was designed to address in solo queue (or at least depends on a level of coordination solo teammates are unable to have) while being extremely effective in SWF; it essentially widens the gap between solo and SWF.
I think the problem is that we fundamentally disagree on the community's reaction to StB. You think people are not giving it scrutiny, but I've seen dozens of posts from people complaining about it, such as this one from an unknown user who seems to think the perk makes it so the killer has to get 20 hooks for a 4k
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It also incentivizes slugging more. Can't trade hook states if the killer just leaves you on the ground.
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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.
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I have seen this perk get zero value in 5 hours of solo queue so far. Not once have I seen it used or had an opportunity to use it effectively. This won't be the counter to tunneling that people think it is. Hit the person who just unhooked. Were they exposed? Cool. You're putting two stages on that player back to back. You got a hook stage for free. And now you have a free tunnel out unless someone else has STB, at which point you can just repeat this process. This perk will destroy your team if you're playing against a Back To Hook Bobby
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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.
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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.
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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
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Was going through my old media and saw this and feel it's once again relevant.
I previously said I had to "eat my words" with regards this post because of a slugging experiment that happened that people were talking about here, but after returning from an extended break that discourse about mass slugging seems overblown based on my experience.
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what u mean u ve been playing many games with it and won, didnt this perk came online like 2 days ago lol
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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. :)
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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.2 -
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.
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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.
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Also chiming in now that I've played against it as killer: the perk isn't even working correctly. I've had survivors scream on the unhook right in front of me, not be exposed, and then the survivor immediately died on second hook (meaning they were on death hook, someone used STB on them, and they still died on the very next hook). I don't know where these reports of it being wildly OP are coming from. The perk doesn't even seem to be functioning correctly. I've had a few instances where it just makes someone scream and does absolutely nothing else that it says it's supposed to do.
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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 😂
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they should make this perk only work in end game until they re-balance the game for killer to 12 hook.
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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.
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I watched Hens use it last night, and despite the fact that he was obviously planning his latest video on it (he was preparing sound bites by repeatedly calling it the best survivor perk, and when he did get value would say it won them the game) I personally don't think he actually got much use out of it and i walked away thinking it looked like a wasted perk slot more often than not. And Hen's is a darn good player. It was even at the point where he was giving team mates a heads up in pre-game chat, I'm assuming so he could get some content for his YT video because he just wasn't getting much use out of it.
If you're getting value every single game then you must see a lot of tunnelling in your games. I feel like that says more about how necessary anti-tunnel perks are than how powerful this one perk may or may not be.
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