We need to talk about Shoulder The Burden
I'd like to preface this by saying I've only recently returned to DBD after taking a 2 year break. I came back about a month ago after watching some streams, and overall I'd say I've genuinely been enjoying the game.
I'm still catching up on all the new survivor and killer perks, as well as learning what the current high MMR meta looks like, but while it seems the overall meta hasn't changed too drastically, one perk that immediately stood out to me was Shoulder The Burden.
I don't know how much this has already been discussed before here, but this perk genuinely reminds me of the days when DBD was at its most unbalanced. The fact that a survivor can be hooked FIVE times and still not die feels outrageously absurd. In my last 10 or so matches, I've seen this happen at least 4 times, and it's one of the least enjoyable parts I've had since returning.
I understand the perk was designed to counter tunneling, but at what cost? We already have perks like DS and Off The Record, both of which are specifically intended to discourage tunneling while still allowing killers to secure kills through good decision making.
The biggest issue is that it completely changes the hook economy. The fact that survivors can effectively create "extra" hook states is super frustrating. It is basically taking one of the very few things killers can control in the game and throwing it out the window by giving it to survivors.
And let's be honest, while it is true that some killers tunnel at the very first chance they get, most only do it when 1) survivors are toxic (e.g. teabag, flashlight click, etc.) or 2) they feel as though gens are flying by way too fast and they need to get someone out of the game to regain pressure, both of which are legitimate reasons.
Is there any rework or nerf planned for this perk? Perhaps make it so survivors can only be affected by this perk once per trial? I still think that would be quite strong, but it would feel a bit less oppressive.
Thoughts?
Comments
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The only Issue I have seen mentioned about STB that I see as a legit issue is hook shuffling using multiple STB. (eg adam on 2 hooks meg takes 1 then you hook meg and she's at 2 then claud comes unhook then david comes unhook and everyone is on 1 hook) I have suggested not letting someone who has STB before to be STB but in return STB can be used for both your hook states.
Other then that perk is perfectly fine imo.2 -
if you are getting hooks at all, you're in a good spot. Shoulder the Burdens a nothing burger of a perk and I say this recognizing its very powerful.
It sucks to get denied a 3v1 but survivors hate being 3 hooked at 5 gens. What can ya do.
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It was nerfed into the ground even before it released. It's amazing that people are still complaining about this perk when it's trash. Why the scream? Why the exposed? Why the yellow mark? BHVR wants everyone to know who shouldered so killers can then proceed to tunnel that person out the game. They went out of their to put unnecessary limitations on this perk.
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It should have some kind of activation condition. Actives after you unhook someone or actives after the same survivor has been hooked twice.
Something to make constant rotating hooks in SwFs harder and anticipating the perk much easier.
If the perk is still too overpowered, the 40s of exposed should be changed for something more impactful imo.
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I also took a break for a while, starting right after Shoulder was introduced and I've just come back in the last couple months. I am a survivor main so you can take my words however you want, but I've been playing a lot more killer lately and haven't had any issues. There have only been a couple of times that I have experienced multiple Shoulders in one game, and in my experience a good number of killers can take advantage of the exposed or, if you realize it will just keep happening, it's one of the rare moments I will camp a hook, even if partially. This might be due to me being able to win most games with my first kill at 7 hooks or more though, so I don't usually encounter the issue since pretty much everyone is hooked at least once.
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It wouldn't still be too overpowered, in fact you could straight up remove the scream and exposed downsides if you made it actually an anti-tunnel perk with the double hook requirement. The problem with shoulder isn't that its too good at anti-tunnel, its too good at removing pressure from killers playing normally.
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Yes grass is green I know. If it had the double hook requirement, I could see it not needing a downside.
I could also see it having a downside to be a good thing. The guy who got shouldered is the weak link so you want the unhooker to be enticing to chase. Either way I don't have a prefrence, just something I thought about.
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I play killer quite a bit and I almost never see this perk anymore. If it’s OP, then why is it used so infrequently?
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That’s not true at all. I have used it quite often in solo queue. I haven’t lately as I change up my main build every so often, but I found it to be a great anti-tunnel perk in my solo queue matches.
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As someone who spreads hooks, I'd rather see STB than a multitude of other perks. Perhaps it's a strong perk against certain playstyles, but the same can be said for alot of other perks. For example, Distortion and Self Preservation would seem OP to those who run full aura builds, but to those of us who don't we barely notice them. Reassurance would be pretty hated by someone running an anti-heal build. I know a Henry main who loathes SB + Vigil lol and i get it. However you play your game, there's a perk/s that is guaranteed to piss someone off. It's the nature of the game. I don't think STB is a strong perk at all, but then it takes very little from the way I play. We need variety because otherwise everyone falls into line and ends up playing the same way, and that's boring asf.
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The fact that a survivor can be hooked FIVE times and still not die feels outrageously absurd.Why?
For this to happen that means there would have to be two people running StB and you to hook neither of them (or else they are just trading who is on death hook and taking exposed, which isn't actually helpful).
In my last 10 or so matches, I've seen this happen at least 4 times, and it's one of the least enjoyable parts I've had since returning.You've had two uses of StB against you in 40% of your matches? That kind of sounds like it's doing exactly what it is designed for then.
We already have perks like DS and Off The Record, both of which are specifically intended to discourage tunneling while still allowing killers to secure kills through good decision making.What is 'good decision making' that this perk prevents?
DS has noticeable problems at stopping tunneling and OTR was nerfed.
The biggest issue is that it completely changes the hook economy. The fact that survivors can effectively create "extra" hook states is super frustrating.No extra hook states are created, they are traded around, and come with a risk of being exposed for an easy down.
It is basically taking one of the very few things killers can control in the game and throwing it out the window by giving it to survivors.Both sides have plenty of things that they control, StB doesn't save that anymore than DMS changes survivors ability to control what gens they do.
And let's be honest, while it is true that some killers tunnel at the very first chance they get, most only do it when 1) survivors are toxic (e.g. teabag, flashlight click, etc.) or 2) they feel as though gens are flying by way too fast and they need to get someone out of the game to regain pressure, both of which are legitimate reasons.How do you define a 'legitimate reason'? Because number 2 sounds like the classic 'I don't want to tunnel, and won't, as long as I'm winning'. The fact that sometimes the killer 'feels' like the survivors are winning seems like something that should happen in a game.
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Awww so sorry you can't tunnel
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The only way you're hooking the same person 5 times is if you're hard tunneling.
Do you wanna talk about why you're hard tunneling?
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I’m confused. Surely if you’re playing ‘normally’ (which I’m taking to mean not tunnelling) the perk hardly affects you?
You still got the hook. StB doesn’t take that away from you.
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Absolutely not, no. There is a HUGE difference between having death hook pressure or not, and teams that have shoulder can force you to be inefficient with your hooks with very few actual downsides, especially for killers that aren't immediately returning back to hook or who rely on M2s for chase and can't make use of the exposed - and thats ignoring the common use of vigil to reduce that exposed duration anyways.
Hooks aren't equal to eachother, having 4 hooks with no kill pressure - especially by the time you're down to 2/3 gens, which is very common for 4 hooks against more efficient teams - is a completely different gamestate from 1-2-1-0, and allows for survivors to play much more aggressively and efficiently because the chance at snowballing pressure is dramatically reduced.1 -
Having 4 hook states between 2 survivors is something I’d intentionally need to go for, which I cba to do.
My pressure tends to come from quick sucsessive hooks. It doesn’t really matter who the hooks are on, at that stage.
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To clarify, 1-2-1-0 is the total hook states on the team across 4 players, meaning you've gotten a second hook on any player over 4 chases, which is really, really normal gameplay. Heck, you can easily get 1-2-0-0 relatively early without tunneling if survivor 2 resets and just happens to be on an important gen you patrol by the time you finish your other chase.
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Sure, I got that part.
Still, tho. I tend to go for 1 hook on every survivor before proceeding to try for 2nds. Earlier if I can’t find one.
When everyone’s got a hook state already, taking one with StB is risky, since you’d putting yourself at death hook. And it’d pointless to take a hook state from the first hook.
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Well of course shoulder isn't going to affect you if your playstyle is to do it to yourself every game??? Like, if you're at such a skill mismatch that you can consistently go out of your way to 4 hook your opponents without it causing significant macro issues for you, no amount of strong perks is going to save these people.
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🤷♀️
Maybe I’m low MMR. Maybe I’m somehow a god-tier Unknown main.
Either way, it’s worked for me so far.
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I just want to add when I say skill mismatch that isn't me saying you're rubbish or anything, and I hope it didn't come off as an insult. I've seen some pretty cracked players have skill mismatches like that against good teams, and DBD's matchmaking is…well, subpar even today, you wouldn't necessarily need to be 'low MMR' for this to happen to you.
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Oh, I didn’t think you were. Quite the opposite, lol.
I honestly don’t know how to explain it. I couldn’t care less about my MMR. My playstyle works for me, so, like I said: 🤷♀️
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The Shoulder The Burden is a hot take. While it's similiar to duty of care when it grows being fundamentaly broken in coordinated team running it on every suvivors in most games it won't do much and has higher risk than reward.
The only good way to use the perk is to use it on someone who has been hooked twice while you haven't been hooked yet. Meaning that it has the deliverence syndrome where if you get hooked first the perk is unusable, in this case you shouln't use it at all. If the killer is smart, he will go after the shoulder player to get him death hook instead of the tunneled guy. While I see that perk rarely on both sides I don't think that it's problematic full potential affects more than 0.01 % of the games. The issue I have is that it's very strong effect, distributing hooks for 40s exposed while treacherous crows and weaving spiders cause permanent broken. While For the people cause 60s broken, deliverence cause 120s broken. The expose itself doesn't seem enough risk on it's own, it's the fact that the shoulder player put big target on themselves and tbh most casual players and solo players won't risk their games for random player. The change I would like to see to shoulder the burden are conditions to use it.
→ Perk can be only used once per hooked survivor
The side effect of shoulder the burden is a way to troll to get out of the games faster where you can literally die in 1min to cheese the go next prevention.
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Fully agreed with this. The perk is only a problem if its used in a chain like that. Other than that, powerful effect with significant risk, high risk, high reward, seems fine to me otherwise.
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I agree. I heavily support any anti-tunnel tool while still hoping for killer's incentive to not tunnel. If they start with some minor like 5 % extra kick damage per fresh hook it would do something at least. I really liked the PTB where killer had no feedback on whether survivor was unhooked or not which made tunneling only effective if you stood at hook wasting and losing your own pressure. The way to implement best antitunnel is to make survivor off hook invincible for brief moment while unable to weaponize it's effect. If you as killer hook someone now get bonus BP and extra damage you would less likely try to force 3v1 asap, it won't remove tunneling but might at least reduce it.
My issues as killer main:
→ Gen perks vs no gen perks have massive impact on the outcome. There should be some basic slowdown support while gen perks shouldn't be as needed neither as oppressive sometimes
→ Killers can't compete same survivors on same maps because insane strenght diversity (Nurse on Badham who cares, Skull Merchant on Badham gg)
→ Tunneling someone for comeback tool shouldn't be affected, only hard-tunneling (meaning killer purposely goes after same person since first chase)
So if the game becomes more antitunnel friendly while providing killers benefints for not doing so, both sides would be happy. Tbh, antitunnel I'd ignore the unhook protection and make the og antitunnel idea where the survivor was hidden and killer was notified 10s after they were unhooked. For the killers I'd start with following…
Upon fresh hook, killers get…
→ extra 2500 BP
→ extra 5/10/15 % damage per next gen they manually kick
5 % - Nurse, Blight, Dracula, Krasue, Hillbilly, Ghoul, Jason, Oni, Spirit
10 % - Plague, Knight, Deathslinger, Chuky…
15 % - Trapper, Ghostface, Pig, Skull Merchant, Hag
→ aura reveal on every survivor who are further than 32m and have less hook stages than current survivor hooked
If any survivor dies before 4th hook stage, all incentives are disabled for the remainder of the trial
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1% of what? Based on what data? Did you consider that maybe your experience is the outlier rather than mine? Based on the downvote:upvote ratio of this post, it seems that most disagree with you.
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The issue I have is that it's very strong effect, distributing hooks for 40s exposed while treacherous crows and weaving spiders cause permanent broken.Treacherous crows and weaving spiders are broadly considered some of the worst designed perks in the game, so not a great subject for comparison.
→ Perk can be only used once per hooked survivorI don't get why this would be a good idea.
StB exists to allow survivors to help out the team when the killer repeatedly goes for the same target. Whether that is 1, 2, or 3 other survivors that the killer is not pursuing, the perk should still have its affect. If the killer just keeps tunnel vision on a single target and it costs them the match because they refuse to adapt, and the survivors risked bringing multiple instances of this perk to counter just such a killer, that seems like the right trade off.
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Shoulder the Burden does come up a fair bit in conversations around here, but it's not actually a problem at all.
The only way someone can be hooked five times before they die is if the killer is stubbornly insisting on tunnelling them even through anti-tunnel, which means that the anti-tunnel should be pretty damn effective, this is the best possible use case for that kind of perk.
I'd probably go so far as to say that if DS and OTR aren't as good as StB in this context, that's a problem with those two perks, they should be. Maybe slightly less because they're personal and not altruistic, but they should be a pretty close comparison.This perk doesn't actually do anything if the killer isn't tunnelling off hook, so it's a nice ambient incentive to deter players away from that tactic until it's fixed properly. If anything I'd suggest buffing it, the Exposed downside makes it pretty unappealing for a lot of players.
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Maybe because of the way the game is designed:
- Starting a trial
- Finding the first survivor
- Chasing him for 30 seconds
- Picking him up
- Carrying him to a hook
- Moving on to the next survivor
By then, if survivors are relatively efficient, which they mostly are in high MMR, 3 gens could've gone by already? So if I want to come back into the game and still win, tunneling is necessary to remove someone from the game and force a 3v1.
I don't think anyone is really being intellectually honest if they claim they've never found themselves in a similar situation as such.0 -
I can honestly say I've never found myself in that situation in a game where I was playing well.
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