Public vs competitive

This isnt much of an idea myself, more of a request to the community. Could people discuss below here of killer perk designs that can work wonders in competitive, but dont actually work that well in public matches. You know, perks that would basically solely be designed around perfect teamplay. There are plenty of perks that do wonders in public matches but are terrible in competitive.

I have one example in mind:

After gaining 3 protection hits, gain instadowns on any future protection hits.


The idea is obviously that in comp, protection hits are a very common strategy as there is nothing in the game punishing survivors for overly using that, it's why Forced Penance is considered quite good in comps, but in public matches its very average.

So with that in mind, what kind of killer perks do you think would absolutely be amazing to be created with competitive in mind without really affecting public matches?

Comments

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/262824/public-vs-competitive

    They already have a more powerful/ easy to use one of these.

    Forced penance- take a protection hit, get broken for 60/70/80s.

    Starstruck- get exposed if you try and hook rush.

    Agitation +mad grit- ######### EM UP

    Except that those arent really that great in comp. Starstruck requires you to get a down, there are many killers in the game that cannot even get a single down in the game. And I did mention that Forced Penance was decent in comp, but that's purely because it prevents 1 survivor from bodyblocking for the next 80 seconds, but after 90 seconds have passed, they'll be healed up and ready to block again, while in the meantime they'll just do a gen for 80 seconds while their teammates are trying to go for another bodyblock.

    Starstruck does wonders on Spirit and Nurse, but Spirit and Nurse are already powerful enough to hold their own in comp. This is more about perks that would allow more killers in general to be able to hold their own in comp.

  • @Predated said:

    This isnt much of an idea myself, more of a request to the community. Could people discuss below here of killer perk designs that can work wonders in competitive, but dont actually work that well in public matches. You know, perks that would basically solely be designed around perfect teamplay. There are plenty of perks that do wonders in public matches but are terrible in competitive.

    I have one example in mind:

    After gaining 3 protection hits, gain instadowns on any future protection hits.

    The idea is obviously that in comp, protection hits are a very common strategy as there is nothing in the game punishing survivors for overly using that, it's why Forced Penance is considered quite good in comps, but in public matches its very average.

    So with that in mind, what kind of killer perks do you think would absolutely be amazing to be created with competitive in mind without really affecting public matches?

    Anything that fixes holding w and immediately dropping pallets.


  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/262824/public-vs-competitive

    Anything that fixes holding w and immediately dropping pallets.

    The Game has a design that combats holding W, but in return, it needs a shitton of pallets as the power to cut off survivors in The Game gives the killer the potential to have 10 second chases when the average chase is designed to last about 40 seconds.(There is a reason why The Game tended to be T1 Myers' best map, cant hold W and he doesnt really care about pallets unless you have a medkit)

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327562#Comment_2327562

    The Game has a design that combats holding W, but in return, it needs a shitton of pallets as the power to cut off survivors in The Game gives the killer the potential to have 10 second chases when the average chase is designed to last about 40 seconds.

    Killers don't have any potential to cut off survivors in The Game, that's literally it's second-biggest problem. As with every other indoor map, you have to hold W directly after them and hope they cut themselves off by not noticing a gigantic door.