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Will there be Shoulder The Burden changes in hotfix 2?

Will there be Shoulder The Burden changes in hotfix 2?

BHVR already made an official announcement that Thrill of the Hunt will be changed in hotfix 2, but didn’t say if hotfix 2 will have Shoulder The Burden changes?

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Comments

  • dwight444
    dwight444 Member Posts: 447

    don't see it much in solo q. The few times I've brought it I've gotten little value because I end up being chased first, teammates unhook before I can use STB, etc.

    par the course for so called 'game breaking' perks that only affect game balance for swf or high mmr, relatively meaningless in solo q

  • jmwjmw27
    jmwjmw27 Member Posts: 502
  • AlexXHunter44
    AlexXHunter44 Member Posts: 177
    edited December 10

    I actually think that's one of the times tunneling is fine. If you're a 4 man swf you already decided this is a comp match more or less.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 173

    As much as I hate this perk, I don't think changes are necessary, at least rn. Definitely not as important as Thrill.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    Thrill needs it more, but I think it's stupid you can even bring four of StB, I would like to see it have an activation condition like Dead Hard or at least, deactivate in Endgame.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    That's unironically the exact change that should be made. Only one use per round.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598

    This is the worst design to further widen the gap between SoloQ and PT, so it was never a park that should have been created in the first place. Naturally, it is designated as prohibited in the competition scene without question.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,789

    I’m not sure what they could even do without completely reworking it.

    Like, extending the exposed effect would at some point make it a net negative perk. And the only other option is removing the main functionality of the perk.

    It’d be like way back when, when NOED didn’t have its exposed effect until you got it to tier 3.

  • AlexXHunter44
    AlexXHunter44 Member Posts: 177

    Unfortunately, just by doing that you've tilted the entire balance of the game to the survivor side, especially if using coms.

    You can't play a 4 man swf and be casual, they are inconsistent with one another because by communicating between survivors you've already broken the game balancing.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072

    it's survivor thing. survivor will defend it saying nerf tunneling. It is unlikely to get any changes. all you can hope is that thrill doesn't get much of change. shoulder of burden set negative precedent for killer because the killer now need to be balanced around 9 and 10 hooks(12 hooking) instead of 7 hooking. Lots of killer are not balanced around 12 hooking. they're balanced around efficient tunneling.

  • Langweilg
    Langweilg Member Posts: 1,444
    edited December 10

    I’m still waiting for the shoulder the burden buff. It’s ridiculous that it got nerfed. It’s such a bad perk.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    Because Survivors shiuldn't be able to control ALL the things Killers use to pressure. What if there were a perk that did this for Killers and randomly added hookstages to someone with the most stages? Still fair?

    It wasn't a good perk idea and shouldn't have come live.

  • AlexXHunter44
    AlexXHunter44 Member Posts: 177
    edited December 10

    EveEven saying he's here and knowing what area the killer is, is a massive advantage. Also, you're asking the killer to discern the quality of your communications and play accordingly which is not a possible task.

    Beyond that, swf stats include those not on coms so are fairly useless. For instance I play with one girl I know but we don't voice chat in game, our statistics are being added as if all swf do.

    I'm 100% sure if you subtracted awf not on chat stats you'd end up with a much higher % escape rate. The stat is basically meaningless

    Not to mention, they DONT hit 50% escape rate due to what? Tunneling as a tactic against them. Remove that and they are hitting probably 65-75% rate.

    TThanks For making my point for me.

  • radiantHero23
    radiantHero23 Member Posts: 4,481

    Let's play devils advocate and say that they are on comms.

    Does that help a player with 5 hours or a player with 5000h? People with a lot of experience can use extra informal a lot more than people with less. However:

    Does it matter?

    Peoplw log on to play a few rounds with friends. More often than not these people don't take the game very serious and throw because of that.

    They play with friends. They have fun. They have fun escaping and they have fun dying. At least they do it together and that's what matters.

    Of course there are people that do not share this sentimentality and to be completely honest here, these people should try to reevaluate their values.

    Is the 4man swf on comms, when played at the most optimal level, the strongest thing in dbd? Yes. I'm convinced they are. Are these groups common. Absolutely not. The majority of swf are just friends having fun… in a GAME.

    Life is awful enough already. Games bring people together and offer escapism like few forms of media can provide. Playing with a friend in dbd provides this form of escapism.

    To end this, because I feel like I derailed a bit sorry, think about why you hit start start button the next time you want to play dbd, or any game for that matter. It can help.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,845

    If a player uses STB and the killer throws them on a hook, it should be fine to tunnel that person because that is supposed to be the "high risk" part of the "high risk high reward perk".

    But when a survivor uses STB, then has STB used on them, it massively lowers the "high risk" part of the perk, because their 2nd hook state was removed.

  • katoptris
    katoptris Member Posts: 3,207

    Shoulder the burden give me a hook state as a killer. I'm glad people run that perk.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,845

    Many survivors in my games are doing this, so they do exist.

    There are many coordinated SWFs in this game, and the perk should be balanced with them in mind. They get too much value out of stacking and daisy chaining this perk, which is why that perk of the perk should be nerfed.

    This whole "what about uncoordinated solo q survivors that don't want to risk themselves" argument doesn't work. I'm specifically talking about coordinated SWFs, and how the perk is too much when they use it.

  • Inosennatoki
    Inosennatoki Member Posts: 110

    Do you have any plans for future changes to Chucky after the latest patch?

  • buggybug
    buggybug Member Posts: 470
    edited December 10

    I still never get anyone on my team using it, goodness I must really be unlucky and its been what 2 weeks of release?

  • crogers271
    crogers271 Member Posts: 1,907

    It'd be more like transferring a bunch of gen progress from one gen to another, but then making that other gen gain double progress for a while in compensation. Does that sound like a good killer perk to you?

    I probably shouldn't, but I'm trying to actually think through ideas of perks that could actually kind of work like this:

    Scourge Hook: Divide and Conquer - The most progressed gen has its charges divided evenly among all other non - completed gen. For the next 60 second the gen that lost its progress aura is shown and gains double progress. If the gen is blocked by the entity, the 60 second timer is paused.

    Or potentially another way

    Grounded - After hooking a survivor, if you kick a gen within 15 seconds, it's progress is set to 0. Survivors gain double gen progress for X seconds, where X is the amount of charges the kicked gen had.

    Or to make it more directly comparable to Shoulder the Burden.

    My Favorite Gen - Target a gen that has been completed. This gen becomes uncompleted and progress set to 0, and the gen with the least amount of progress on the map is instead completed. This gens aura is then shown and it gains double progress for the next 90 seconds. This gen may not be kicked or targeted by a regression event for the rest of the match.

  • Saiph
    Saiph Member Posts: 404
    edited December 10

    Stacking the perk is only relevant if the same person is getting hooked over and over, in which case it's an anti-tunnel perk working against tunnelling.

    This is not true though and that's the problem.

    There are cases where you can use StB even if the killer is not tunneling.

    For example if the hook stages are 1-1-1-0, then 2-1-1-0, the killer is playing fair. But the 4th survivor can now go for the rescue and use the perk against him, making it 1-1-1-1.

    Stacking the perk is only relevant if the same person is getting hooked over and over, in which case it's an anti-tunnel perk working against tunnelling.

    Daisy-chaining it has no value, it just shifts the risk around from one person to the next. It's just using the perk for the sake of using it.

    I'm afraid it's a lot more than that. The perk as it is now can be used to force the killer to go 3-1-1-1 before their first kill. Basically, it can punish every killer who doesn't go for 1-1-1-1 not just the ones who tunnel. Of course, solos will not be able to achieve that, but a well-coordinated SWF could, effectively making the solo-SWF balance even worse. As much as I hate tunneling as a game mechanic, it is not reasonable to force the killers to get 6+ hooks against a good team, AND at the same time still allow them to tunnel solo players.

    Don't get me wrong I agree that people exaggerate the strength of this perk, and it kind of makes me happy that tunnelers will get their butt kicked for once, but I also think this is indeed a bad perk for the game long-term. Here's why:

    • Solos will throw the game more often than not while attempting to use this perk. Many times the killer will be tunneling and you go for the unhook with StB, but another teammate steals the unhook and denies it, so you effectively just wasted time. Then next game, you will be scared that someone steals the unhook again, so you rush the rescue and unhook too early, which actually helps the tunneler. This perk is just too difficult to coordinate for solos, and can be too easily ruined by teammates who think they do the right thing (unhook). This will lead to frustration towards teammates, especially new players. As said I don't have any issue with anti-tunneling mechanics, but the problem is the perk as-is gives this anti-tunnel ability to SWFs and not to solos.
      ‎‎‎‎‎
    • Tunneling should be fixed with basekit mechanics, not perks. We now have 3 perks to counter tunneling and still 0 basekit mechanic. Encouraging this perk will reinforce BHVR in their stance that "tunneling is part of the game" because SWFs now have tons of ways to counter it when in reality it keeps getting worse and worse for solos.

  • Chiky
    Chiky Member Posts: 804

    in solo Q this does nothing, but in SWF the killer stands no chsnce...