The Strange Case of Shoulder the Burden, the META perk that nobody uses.
Remembering back to when Doomed Course released, this perk was easily the most hyped part of the chapter, a perk that let people trade hook states around, which could help Survivors keep their teammates alive if used correctly. There were two prevailing opinions, on one side you had killer mains decrying this perk as flagrantly overpowered and would serve to further divide the power gap between the high tiers and low tiers, on the other you had Survivors mains being extremely happy they had a additional anti-tunnel option that was at the very least interesting to use.
There was a 3rd opinion however, that being my opinion, the opinion that this perk is not worth the code it’s written on or the space it takes up on the perk list, people on DC’s launch were calling it the newest Meta perk, calling it game-changing, calling it whatever, and then about a month later the perk’s use rate promptly fell off of a cliff and everybody moved onto the next supposedly meta defining perk. My opinion has slightly softened but since Doomed Course came out I have seen StB used a grand total of 7 times up until I tried using it myself to see if I was right or not, 5 of which ended in a Killer victory, and all of them happened within the first 2 weeks of the chapter’s launch, I have legitimately never seen it used since except when I was running it, now that could be down to me just simply playing less because ARC Raiders and Monster Hunter have me firmly in their grip, but it does raise a question.
So, if Shoulder is so strong and meta defining, why isn’t it used more?
Let’s first start by seeing what the perk does. If you have StB equipped, you can press an alternate button to unhook a Survivor, doing this will transfer that Survivor’s hook state to you, make you scream, and Expose you for 60 seconds. On paper this feels like a fair trade, keeping a player in the match for longer at your own personal expense, played well it can heavily tilt the match in the Survivor’s favour, played poorly it can give the Killer a free kill.
Let’s be clear on one thing, I am not saying the perk is bad, what I am saying is that the perk is not worth using and is kinda overrated.
Let’s first list the perk’s weaknesses that I feel a lot of people overlook before moving onto why it isn’t worth using.
Reason 1. StB has a massive amount of risk to it.
With the vast majority of Survivor perks in DBD, there is minimal risk to either you or your team if you misplay. Perks like Deliverance or Unbreakable for example, you might get caught out first or the killer might not be slugging aggressively, in which case they don’t do anything, or you could be running something more obviously risky like No Mither or Weaving Spiders, perks that have strong effects on paper but carry a large amount of risk to yourself that make them not as good as they could be. Shoulder, to me, fits into the latter category. A lot can go right with the perk, but a lot can also go wrong. The killer might find you during the 60 seconds of Exposed and down you easily, your teammates might get the unhook before you can, the killer might just be playing in a way that makes the perk impossible to use or just not effect the outcome of the match that much. In the few scenarios where it goes right Shoulder is great, but in my opinion a lot of people tend to overlook the many scenarios where it can go horribly wrong.
Reason 2. Opportunity Cost
Something I feel not a lot of people really consider is the fact that every perk in DBD has a opportunity cost, running a perk for situation X might leave you out of luck if situation Y happens, in DBD's case you could bring a perk dedicated to anti-slugging, but that means that slot isn't used for a different perk to make healing faster, or some anti-tunnel, or something to help in chase, etc.. It also means that slot isn't being used by a different anti-slug perk that might work better in a specific scenario, Unbreakable only works when YOU are downed, versus WGLF which works when your teammates are downed, they both do the same thing, just in different ways.
Shoulder is, primarily, a anti-tunnel perk, which means it's competing with the likes of Babysitter and Decisive. Now, in pure mathematical terms, Shoulder is better then DS in this niche, DS only benefits the user, becomes inactive if you do a objective, and is disabled in end-game, Shoulder can be used on 3 other people, is always active until it's used, and can be used in end-game. The problem I have with it comes from the aforementioned risk involved, the worst DS can do is you missing the skillcheck and the perk doing nothing, as stated before the worst StB can do is get you killed early and give the killer the chance to snowball. You're trading something that is virtually guaranteed to work for you and you alone in exchange for something that could potentially swing the game in your favour or completely ruin any chances at a survivor victory.
There is also something to be said about real life costs. Now that Halloween is out of the game DS is a common perk findable in the bloodweb for everyone, StB is a DLC perk that requires you to either spend money or grind the Shards needed to unlock Taurie, then grind the BP needed to prestige her to unlock it for your preferred Survivor. A free perk compared to a perk that costs time and/or money, not exactly a hard choice for a new player that might not stick with the game long enough to want to buy a DLC.
Reason 3. StB does literally nothing for you as a individual player.
Many of DBD's best perks benefit the user, which then tangentially benefits the team by keeping you alive longer or completing a objective faster, however there are also plenty that don't do anything for you as a individual player and are centred around helping your team directly. Perks like Botany, Reassurance, BT, Leader, etc. Shoulder is a perk that falls into the latter category, you give up a hook state and risk dying early to keep a teammate in the match for longer. This in and of itself isn't a problem, however, as previously stated, no other perk in the game carries the same amount of risk that Shoulder does, remember, using this perk wrong can give the killer a free win, which makes the fact that it doesn't help you avoid this risk in any way on its own particularly risky and often requires building a perk loadout around it in order to minimalize that risk.
So with those out of the way, allow me to give you the one, very overlooked reason why Shoulder is not worth running.
Shoulder The Burden is entirely reliant on your teammates being good at the game to generate value. This is where I'm going to get uncharacteristically cynical, so be warned.
Lets say you hop onto DBD SoloQ, you have roughly 2000 hours, you've been playing for a while, know how to play against most of the roster decently well, and have a good amount of gamesense. You load into a lobby and get paired with 3 other solos, the first is a Ada with roughly the same hours as you, the second is a Dwight with 5 hours total playtime, he got the game literally this morning, has no idea what he is doing, only has tier 1 perks, and hides in lockers the nanosecond he hears the killer's TR, and the third is a Sable with 1000 hours doing her adept, not exactly the worst thing in the world but still not ideal. You load in, the map is Father Campbells Chapel, you hop on a gen, and then you hear Kaneki's TR. The Ada DC's instantly because of course she does, you get chased and go down about 30 seconds later, the Kaneki BMs and hooks you, and you see the Ada bot on the other side of the map, Dwight in a locker, and Sable in the basement using Weaving Spiders. The match ends in less then 10 minutes and you find the Kaneki was running quad slowdown and doing a winstreak to impress the 7 people that watch him on Twitch, game ends, you move on.
Let me ask you a question, dear reader. Would you have used Shoulder The Burden to help any of these three other players? If your answer is yes, congrats, you have infinitely more faith in SoloQ teammates then I do.
The above scenario is strictly hypothetical and very much so exaggerated, most people you get in SoloQ aren't that ridiculous, but the point remains that the only way Shoulder is able to get value is for your teammates to be competent, which, more often then not, just doesn't happen. I played a small session to get a idea of consistently I as a purely SoloQ player could make use of this perk and you want to know what happened? I never had a chance to use it in over half my games because either my teammates unhooked before I could, my teammates were actually just useless, or I did get to use it and they died 30 seconds later anyway. You have no idea how infuriating it is to take a hook state for someone, that person to look you dead in the eyes, and then they run into the Killer anyway because it's Blight and they don't feel like playing that match out.
Now, is this the fault of StB itself? No not really, but at the same time, if a perk is meant to facilitate teamwork and actively requires you to sacrifice yourself to help other people, what exactly are you supposed to do when the people you are sacrificing yourself for are either next to useless or are actively trying to die anyway? Not use the perk? The perk that takes up 25% of your loadout and could have gone to literally anything else that would have benefited you more? Are you starting to see why I don't think this ######### is worth using? Yes, I am being cynical, yes, most of these problems are solved by just getting a friend to play with you, but that doesn't change that, in SoloQ, Shoulder is more often then not a waste of a perk slot, it carries too much risk and its ability to get value is almost entirely out of the user's control. I do not like perks like this, and its use rate reflects that.
These same problems apply to perks like Duty of Care and Last Stand btw, remember when people were screaming about how overpowered DoC was prior to the PTB? Wanna know how many people I saw using it on launch? One person, ONE.PERSON, and that doesn't even count because I was that person, I was the only guy on Orela's launch trying to seriously use DoC, and I got almost nothing out of it, and Last Stand? I have genuinely never seen it used outside of TWD's launch week when it made you invincible when vaulting. Lemme repeat myself, the perk that people were theorising was going to be extremely annoying was only used when it was BUGGED TO MAKE YOU INVINCIBLE, and as soon as it got fixed its use rate also fell off of a cliff and has legitimately never done a damn thing in any match I have played since it got fixed.
Stopping myself before I go off on a rant, what is the conclusion? Shoulder The Burden is a good perk in the wrong game. It is designed to keep players in the game for longer in a game where the majority of people either do not know what they are doing, don't care to know, or are trying to go next anyway because they're up against Kaneki for the 8th time that day and don't want to deal with it. The only way this perk will ever see a uptick in use rate is if a switch gets flipped in the DBD playerbase's collective conscious and people decide to start taking the game seriously.
But, is this necessarily a bad thing? Well, I don't think so, in fact I want more perks like Shoulder, perks that, while yeah are difficult or outright random to get value out of, at least encourage unique playstyles and can have massive rewards, big playmaker perks that can go amazing right or horribly wrong make matches more fun and keep them from being entirely one-sided stomps, we should have more then a tiny handful of perks that have that sort of potential, I just want those perks to be reliant on the user being good rather then relying on other people, appealing to what the majority of people want gets boring, especially when all they want is strong stuff that generate free value for existing.
TLDR: Shoulder is a good perk in the hands of people that know what they are doing, it's just bogged down by the fact that the DBD playerbase, at large, don't know what they are doing or don't want to play to begin with
G'night
Comments
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I think a big part of why people don't see it much is because it's likely more commonly used by full swf teams and they aren't as prevalent as people like to believe.
The first and only time I equipped StB was a few days ago when I got it randomly in CS, and the killer spread hooks and I was the first to be hooked second. So I didn't even have a chance to use it. As for why solo queuers aren't likely to use it, I'll go with all of your above reasons - the risk is too high to carry for team mates who tend to disappoint you more often than not.
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You are right.
There are a few others that suffer from the same problems: Duty Of Care, Teamwork perks (Power of Two and Throwdown mainly, as they are not crap), Quick Gambit ect.
They are all team perks that rely on your teammates, except the issue with them is that your teammates have to be competent enough.
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It would help if solo survivors actually attempted unhooks instead of leaving teammates to die on first hook.
3 games last night not a single survivor saved in 2 of them.
Boring for me as killer too.
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The problem with any survivor perk is that you're only guaranteed to do 2 things in a survivor game: be chased and do gens. Every other aspect of survivor gameplay is contextual. Yes, you can do things like hook saving, but that doesn't mean you should be doing them in that moment.
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I have used it more often in my SWF to keep my friends being able to play the game for a few minutes more until they inevitably get sacrificed but it certainly isn't a play for winning as I am better than them due to having more experience.
In solo play I have used it on the rare occasion when I see a teammate is clearly useful and it could keep the 4 man going. Overall there is a lot of risk for extremely variable reward.
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Shoulder the Burden is a perk that does very little to begin with, with its value being entirely dependent on the killer maximising it. It also has a good chance of becoming unusable, since you effectively have to be on zero hooks to be able to use it, and you have to be the one to make the unhook.
It's basically a perk with an extremely high cost and a very situational pay-off that isn't even notably high. Heavy coordination in a swiffer can offset some of the high cost, which makes the perk climb ranks, but outside of that heavy coordination that ensures that you are the one to get to unhook someone on death hook, before you are hooked once, it's just a solidly D-tier perk.
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Yes, it's mainly usable by SWFs, but no, people rarely encounter it not because they rarely encounter SWFs, but because SWFs have better means to counter tunneling. If they are organized, they can just hide their teammate the whole game, they won't even need the Shoulder in the first place.
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A self-imposed 3v1 isn't much of a counter
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Not 3v1 if they return to do gens as soon as the killer switches to someone else. Once again, SWFs have the full vision of the map, so they always can make these kind of decisions.
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- Premise: This perk is strong and admittedly underused compared to its value. It's true, it's rare, but not extremely rare. I occasionally see a player using it, but I can't say the same about other decidedly awful perks in this game. Do I use it? Yes, but I've encountered several problems and "difficulties" in using it. First problem: If you're the first to the hook or are in the tunnel yourself... this perk will be a useless slot in your build. Second problem: if you want to use it, you have to pray that the other teammates (in Solo Q) don't go for the save... again, a wasted build slot. Even for those who have experience and want to take the risk of using it, it's not an easy perk to use, because it's also tied to a certain randomness.
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It's another case of "Too strong in a SWF, useless in solo queue"
It's the survivor equivalent of "Too strong on Nurse, useless on Trapper"
They really just need to bite the bullet and address these power gaps with situational nerfs.
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The biggest problem to me in that this perks works best against a killer who is spreading hooks. If you hook Meg, then Dwight, then Jake, then Meg, the Claudette (with no hooks) can come and shoulder the burden for Meg, leaving the killer in a dire situation since now everyone is with one hook and it will need chase the same person twice to get a kill.
Another problem with this perk is that it empowers strong SWF more than SoloQ. People doing Surv Winstreaks use this perks in two different survivors in case of tunneling. In SoloQ this is much harder to pull off.
My take: Shoulder the Burden should only activate if the same person is hooked twice, with far less downsides to compensate it limited usages.
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aw dont be so hard on our cute new player dweet like that, he is just a little scared but he clearly tries his best ☺️ he even brought prove thyself ☺️ course i will shoulder the burden so he can have a chance to escape ☺️
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Same with dead hard it punishs the killer that doesnt tunnel way more than the killer that does and same goes for deliverence and ds because ds hurts way more the killer who isnt tunneling and just gets that survivor again and gets stunned or when it its weponized because tunneling killer counts with it, the one that doesnt and spread hooks doesnt count with it and normaly his objective in killing survivors takes way more time in comparison to tunneling killer while he still gives survivors more progress because tunneling kill leads to 25% slowdown and one less player that can do some saving etc. or have some agency in the match.
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A big problem for me is the following.
I often play in groups of two or three people so I get 1 random all the time.
If I equip Stb one of the following occurs.
- The Survivor on his second hook is so bad at looping that holding shift W in a straight line would give more value than his actual looping skills
- The Survivor gives up or dcs because he gets tunneld
- I get tunneld out first.
It is always hard to bring Stb to Soloque because most players aren´t good enough to sacrifice one of my chases for them.
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For the most part I agree but there is one part of your post I disagree with significantly. "the point remains that the only way Shoulder is able to get value is for your teammates to be competent"
I actually disagree on this point. I think the opposite is true. No matter how bad your team is, once one of them dies the match is basically over unless the gens are already almost done, for a typical team, the gens being almost done may not even be enough most of the time. Having a terrible, but living, team mate is 100% better than having a dead one. In this regard, the better you are at the game individually, the stronger shoulder the burden is.
I have 7000 hours in this game. Most of the time if killers chase me and don't drop chase and I have semi competent team mates, the killer puts themselves into a losing siutation that requires a blunder from my team for them to catch up. It's just a fact that because the soft cap exists I am typically a better player than most of the opponents I face and that's what happens. Killers that chase me tend to lose, while killers that ignore me and save me for last have a lot more success. Even though a killer trying to hook me will take a lot longer to use up the hook states compared to if I give them to random meghead 3, because the killer chasing me is often the best case scenario for my solo team, the absolute best thing I can do is run a perk that both encourages chasing me and makes killing my team mates harder simultaneously and this is probably one of if not the best perks for that. Even with that I don't use it every game, but that's true of a lot of the best perks in DBD. DS, UB, and others are extremely good despite the fact that you will only occasionally use them.
Of course its also true that the stronger your team is the stronger the perk is because your team mates will do more with the extra hooks you give them with it, but the skill of the person running the perk is more important than the skill of the person its being used on in my opinion.
But that's also part of why you never see this perk. The vast majority of players are not good enough for the perk to be consistently worth using for them.
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Its not used is because why would i risk myself to use it on someone who cant loop and will die 20s anyway?.
Why should the perk punish me so severely just for playing for my team (even wake up got nerfed) than use selfish perks and just wait for hatch?.
Any chance it had for soloq, died after its nerf post ptb.
If it was free, MAYBE it would've been decent but it isnt.
Babysitter does alot more for those people than shoulder ever did. Not by alot but it extends their chase by 30s (if they dont loop like a complete bot)
Killers dont like swfs, yet want soloq to be nerfed more and more, they get their wish but still whine about swfs, as if they didnt cause soloq to be this way in the first place.
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I play in Asia Region, and I almost see it every game especially against SWF, which is quite common here.
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It's common in my region too. West Europe.
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I really don't like when a perk is designed and it becomes super OP when used in a SWF but useless in solo queue. I think thats something we should be avoiding.
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Theres bond and kindred but forcing soloq to use these perks seem counter productive
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Well I've been wanting kindred to be basekit for a while now
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well another huge factor is survivors have a ton of good perks and combos that go overlooked because of the smount of options survivors have, you don't really need shoulder if your going for the hyperfocus stake out build or if your just going to run the crutch meta build finesse, ds, windows, dead hard or some variation of it. there is even flip flop power struggle still being a combo that has no counterplay for the killer but goes under the radar
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This is the type of perk which is absolutely game changing when used correctly.
However the scenarios where it is actually worth using are quite rare and majority of players use it just because they can, resulting in them getting killed early.
Best example is Adam in Otz's video about Haywire.
If you use it for the sake of using it, you are actively throwing the game.
If you have it as a backup plan and use it every 10 games when it's actually needed it can singlehandely make killer lose.
This is very similar to Counter Force, but amplified.
If you cleanse all totems every game you are throwing, because you could do almost 2 full generators instead.
If you have it as a backup and use it when it's actually needed it really screws some killer builds.
You need experience, game sense and common sense to actually use perks like these effectively.1 -
This is the type of perk which is absolutely game changing when used correctly.
Thing is, pretty much every perk has a specific scenario in which they're 'game-changing', so this is not even a unique upside to Shoulder the Burden.
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We dont need to buff this perk. It is stupidly strong already. We need more perks like this one which are situational but very strong so that survivor meta has diversity.
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Yeah but shoulder the burdon is way more game changing if is used corretly like you reduce someones hook stage so you pull him from death which maybe doesnt look so good but it is very good and teammates that didnt got chased can use this to make their teammates stay longer in the match which is huge survivor gain to time that killer looses because he is one hook far from death hook which would help him a lot with preasure, the more hooks killer must get to kill someone the bigger time survivors get (if it wasnt the case than tunneling would be just used way less than it is now but getting kill is beggest slowdown you can get as killer and no perk can compare to that effect).
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Solid post.
Given how many times we've gotten 'X is going to be destroy the game' I wish there would be more careful consideration of certain perks when they are in the PTB (both from the community and BHVR).
As others have said, its very situational, and, even with a hard tunneling killer (the best case for the perk) you still create a potential for a snowball if the StB users is downed right away.
And we have perks like Babysitter, that don't require the survivor to be on 0 hooks to get real value, can provide the value over multiple unhooks, and give value to the unhooker as well. Even something like Reassurance can be a less costly trade off that is easier to access than StB.
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Supposedly really powerful, but it's too unreliable. Someone needs to be tunneled, but not the person who has it. The user specifically being the one to go to the hook to save them. And it doesn't actually protect from camping/tunnelling and may in fact exacerbate the issue since a basically guaranteed trade puts someone else immediately on death hook.
Plus it has the Reassurance issue. It doesn't matter how strong it is if it feels like complete ass to use, even when you do get good value. If things go wrong just after, which even with good play and coordination can just be down to bad luck, you can go from 0 hooks to out of the game within a minute. From using your own perk.
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