Shoulder the burden what happened?

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Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,060

    Funny enough, I recommended this version years ago with donated hook stages. I even thought it should be base kit, and survivors could donate their first hook state only to a shared pool that was used before individual hooks.

    Spreading hooks is completely unaffected, but camping the first hook of the game would've meant standing there for 6 minutes until they die. You only need to make camping and tunneling inefficient or not a nearly guaranteed game win for them to be abandoned by the community as "strategies" you use starting in the lobby.

    It would've killed early game camping and tunneling at the same time, without nearly useless mechanics like AFC to band aid the problem, and also without affecting late game.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153
    1. I hook survivor A
    2. Survivor B uses the perk on survivor A
    3. I hook survivor B
    4. Survivor C uses the perk on survivor B
    5. I hook survivor C
    6. Survivor D uses the perk on survivor C

    In the above scenario, I haven't tunneled at all, and the survivors still used the perk 3 times to spread the hook states. This means the perk doesn't actually discourage tunneling, because tunneling and not tunneling leads to the same result.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    Honest question. Do you believe that tunneling a survivor out of the game in 3 hooks, is beneficial for killers?

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    Therefore, it is harmful to killers, when a perk can require 5 or 6 hooks before a survivor is eliminated from the game, because the killer would have been better off if they could have eliminated a survivor in 3 or 4 hooks.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    When SWFs stack this perk, tunneling and not tunneling leads to the same outcome.

    Therefore, I might as well tunnel, because tunneling doesn't punish me more than not tunneling. This perk fails to actually discourage tunneling. It just results in a survivor getting hooked 5 or 6 times in the same game, which causes the survivors to get way more frustrated than if they were tunneled out at 3 hooks.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153
    edited January 3

    Honestly, if there was a survivor perk that said "If the killer hooks the same survivor twice in a row, then stun the killer for 60 seconds", I believe you would think that's fine, because the killer could have "just not tunneled" to avoid it.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153
    edited January 3

    Some SWFs are weaponizing shoulder the burden. They'll have 1 survivor with chase perks and anti-tunnel perks, and that person will repeatedly be baiting the killer, or standing nearby with a flashlight/flashbang/toolbox if the killer tries to chase someone else, or aggressively bodyblocking if the killer tries to chase someone else.

    These SWFs absolutely want the killer to tunnel the 1 survivor with all chase/anti-tunnel perks, and are actively trying to make that happen.

  • jesterkind
    jesterkind Member Posts: 8,302

    Isn't that just the same as very aggressive players without Shoulder The Burden, and wouldn't you counter it the same way as normal?

    IE, you just ignore them and force them to waste time running around behind you and trying to get your attention.

    I don't deny that they're kinda annoying to face and I don't deny that they'd probably bring StB as one of their perk choices here, but I don't see StB actually changing anything about this situation or its counterplay.

    It also still doesn't mean the perk itself is overpowered or capable of harming killers that don't tunnel.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    How exactly is "If the killer hooks the same survivor twice in a row, then stun the killer for 60 seconds" weaponizable by survivors?

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    If StB didn't exist, I would be trying to hook the same survivor 3 times in a row. This scenario is showing that the perk doesn't really discourage tunneling, because tunneling and not tunneling leads to the same outcome.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    "Not tunneling" doesn't lead to a more fun experience for me. This is a PvP game, and it's acceptable to try to win in a PvP game.

    Just an FYI, none of you will ever convince me that it's more fun to not tunnel, or that I shouldn't tunnel. Let's just make that 100% clear. Saying "just don't tunnel" is an unacceptable solution for me.

  • itsHammyyy
    itsHammyyy Member Posts: 27

    hopefully people keep believing it’s a weak perk. the perk is disgustingly strong as with reassurance and yet nobody uses them because they benefit other people and not themselves directly

  • indieeden7
    indieeden7 Member Posts: 3,446

    Literally, this perk practically makes tunnelling useless and I seem to be the only survivor in my games that bothers to use it, and even then, my teammates always seem to rush in for unhooks before I can even try to use the perk. Seriously wish that solo players would start using perks to help their teammates like we had to pre-basekit BT.

  • I_CAME
    I_CAME Member Posts: 1,382

    Get rid of the exposed effect and people will use it. No one in solo queue is going to use a perk that puts them in a prime position to be deleted from the game if the killer is proxy camping. Until then this is just a niche perk that only sweaty SWFs will bother with. It's not even in the top 30 most used perks despite being brand new.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153
    edited January 4

    If I'm purposely doing strategies for the intention of winning the game, that is 100% acceptable. I tunnel because it helps me win, and that is acceptable.

    What is not fine, is when people do things with the intention of making other players miserable. Yes, there is a big difference here.

    My argument is the perk isn't anti-tunnel, because when SWFs bring multiple copies of this perk, tunneling and not tunneling leads to the same outcome (the hook states being spread out). The killer isn't better off if they avoid tunneling, with the only exception of quickly throwing someone else on a hook and then immediately going right back to the tunnel.

    My argument is the perk shouldn't be allowed to daisy chain, which means that if a survivor uses the perk on someone else, then they should be ineligible on having someone use the perk on them. If this change was made, then a killer would actually be better off targeting a survivor that used this perk, instead of continuing to tunnel the same survivor over and over.

    Post edited by Coffeecrashing on
  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153
    edited January 4
    1. Survivor A is hooked
    2. Survivor B uses the perk on Survivor A
    3. Survivor B is hooked
    4. Survivor C uses the perk on Survivor B

    The above scenario is basically saying "don't chase survivor A, but don't chase survivor B either". If survivors want to protect one survivor from being tunneled, that that is ok, but we shouldn't have a "let's simultaneously protect 2 or 3 survivors from being tunneled" situation.

    Daisy chaining this perk, is basically saying that unless the killer is literally using their first 4 hooks on 4 different survivors, then they are tunneling. That is way too overboard for a definition of tunneling.

    Post edited by Coffeecrashing on
  • XtremeDBD
    XtremeDBD Member Posts: 321

    They're completely wrong. Shoulder is one of the weakest perks in the game, most people who run it misuse it and take expose downs for no reason. Imo it shouldn't expose the survivor, it should just take away a stage, its so useless.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    they technically are tunneling because they're not evenly spreading hooks. that is why the perk is strong because it makes worse situation for the killer the only situation. it is also why i said it's best anti-tunnel perk and anti-camp perk in the game and that is with downside that a killer can proxy camp second stage survivors and bring a 0 hook survivor to 2 hook survivor immediately. 140 second of extra time on hook or 2 additional second chances collectively is strong.

  • CautionaryMary
    CautionaryMary Member Posts: 541

    Another thing I find as someone who does reassure and then leave the survivor on the hook, oddly enough — people get upset about it, lol. I had a random a long time ago get upset that I reassured them, I did a gen, popped it, and they proceeded to kill themselves on hook.

    Even if you reassure and try to do a gen nearby, random solo-queue survivors will get upset if you reassure and don't unhook immediately. ☠️

    I actually like For The People for mitigating tunneling, yes it can make it so you are next on hook but at least it does something. Even when you Shoulder The Burden a person off of hook, they'll still be injured unless you have a way to heal them fast.

    But again, all of these perks are best used in a SWF and that's why you don't see Reassurance, For The People, and Shoulder The Burden in regular gameplay as all of these require coordination.

  • Steakdabait
    Steakdabait Member Posts: 1,298

    It's just not a solo Q perk and despite what ppl say hard tunneling doesn't happen that much. It's similar to unbreak but unlike unbreak, this perk can easily make it so you're the one who dies if you just trade places with the guy on hook.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,153

    1. Survivor A is hooked
    2. Survivor B uses the perk on Survivor A
    3. Survivor B is hooked
    4. Survivor B is unhooked
    5. Survivor B is hooked and sacrificed

    In the above scenario, Survivor B was only hooked twice, AND that survivor willingly used STB to take a hook state from someone else. Are you really going to count that as "bad tunneling"?

  • radiantHero23
    radiantHero23 Member Posts: 4,649

    Depends on the situation. If only one gen remains (for whatever reason), then no. You tried to create pressure. Thats understandable at this point in a match.

    If it was done at 5-4 gens remaining, then yes. It was totally unnecessary.

  • NarkoTri1er
    NarkoTri1er Member Posts: 894

    kind of Deliverance/Reassurance syndrome. It's a very strong perk in hands of teams that know how to play the game and actually get it's value, but very bad in hand of teams that have little to no idea of how to use it properly

  • LockerLurk
    LockerLurk Member Posts: 339
    edited January 8

    I regularly run Potential because I like the perk. I run it on Alucard. I have gotten some really dumb plays and done some amazing work with it. I play mostly in SWF with it. More perks SHOULD be designed like STB, Potential, WS… and far far far less like Lithe, old MFT, etc. Perks shouldn't all just give flat perfect value every single time, but create interesting scenarios and I think some perks are far better when they create really helpful effects but also carry risk in using them. That's fun. Risk is fun. Gambling is fun, more fun than just slapping on Lithe-Info Perk-Genperk-Endurance Perk like every other Survivor I play with does, anyway.

    I also just a) aggressively do not care about winning as Survivor, b) am not interested in always running things that stomp half of all Killers into the dirt or rely on the Killer sucking more than me to get value. I have no need or want to always run the best things forever and spike my MMR into the stratosphere amongst the sweat-blights and turbo Nurses. It baffles me why anyone on either side would want that. Like do you really need to win that hard and get absurd Survivor winstreaks in the hundreds just to have a good time? Do you need thousand plus 4k streaks as Killer to enjoy the game? That sounds like miserably chasing a dragon to me…

    I think Potential's niche is fine, it can be strong in the correct setup, and requires effort and luck in a SWF to use well. I think that's true of any perk that has risk attached. That you think perks like these be weak, even "a Killer perk", is telling to me… and greatly betrays a rather bad case of "Gotta Win Syndrome" similar to Killers who always only ever want to 4k every single round.

  • Firellius
    Firellius Member Posts: 4,687

    Perks shouldn't all just give flat perfect value every single time, but create interesting scenarios and I think some perks are far better when they create really helpful effects but also carry risk in using them.

    I'm fine with perks being risky, I'm not fine with perks being flat-out detrimental to use.

    Potential reduces your repair speed by 33% -at best-, not counting ferry time. (Well, technically, at best it does nothing, since you can opt not to use it)

    Weaving Spiders gives you 50 seconds of gen repairs for 60 seconds of work -at best-.

    These perks are both very risky to use since Potential Energy makes you lose all progress if you get hit and Weaving Spiders has you sitting in the basement and becoming permabroken, but on top of that, they don't break even.

    You don't get all of the repair value put into PE back out again. You get less repair value out of WS than you put in. It's not the 'risky' part that's the problem, it's the 'bad' part. Both of these perks actively hinder your team more than they help.

    And I don't run cookie-cutter builds. I loved Autodidact before they buffed it, I'm a big fan of Fixated, and I wish the chase-breaker perks were any good to use, but the perks do need to confer a benefit, not a drawback. I -wish- Potential Energy was good because I love the animation, but I'm not taking a 33% repair speed penalty ON TOP OF an additional 66% if you get hit, just for a fancy graphic and maybe being able to challenge a trickier gen a little bit.

    If PE -either- cost more than it returns -or- lost you all stacks on hit, it'd be fairer to use, but since it's buried in drawbacks, it truly does become a perk that favours the killer far more than the survivors. Risky or not, that's not acceptable. A survivor perk must benefit the survivors, otherwise I'm not picking it up and it deserves to be called 'bad'.