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So how disappointed are you guys with the breakable walls?
Everyone was expecting a surprise koolaid out of nowhere. It turns out its just another pallet thats already down. Lulz.
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Yeah they're kinda useless. Played on the new map a couple times as killer and didn't even bother with them. They're usually pretty close to a door anyway
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I think that they should take way less time to break. As a killer I have never felt the urge of breaking the walls, because it just gives the survivors more distance. At the same time, I have never felt threatened by a killer breaking the wall. This shouldn't be the case.
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The ones in the saloon are either next to windows too, making it mandatory to break them if you want to even try to keep that gen. It's probably the safest in the game.
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Yeah, I think they were implemented quite terribly. Walls and the areas around them should be designed to give the Killer either better overall map traversal or let them get the jump on Survivors, but the ones in the saloon are all placed near god windows and areas with terrible pathing so that you have to waste time breaking them just to prevent Survivors from completely countering you just by vaulting a window.
I don't think walls should be chase features, but they are, and they're quite terrible ones at that.
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Breakable walls are not needed on the new map, so wait until you see ironworks, coal tower, disturbed ward and wretched shop breakable walls
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Really disappointed.
I thought they might be an interesting feature where the Killer can have a thought process to give himself options. Like "Should I break this wall?" when it would give good access to the Basement, but will open a Balanced Landing-Spot. Just as an example. Or something which let them get the Survivor they are chasing, but will create a strong Loop for future Survivors.
Something with Risk/Reward.
But the current implementation of Breakable Walls is the proof of bad gamedesign. People on this forum are saying that the Devs should not balance for Rank 15s, but apparently it is ok when its done for Rank 15-Killers. Because breakable Walls in Tiles should not exist. Period.
The only breakable Walls that are acceptable on the new Map are in the Saloon, but this is the same bad game design that is responsible for the Ironworks Window - you have a super-strong Loop when not breaking those walls. A Killer HAS to break those walls, otherwise the Survivors have a long Loop. This is poorly implemented.
I mean, sure, you can use those breakable Walls to fix god windows, but there is no point in putting a breakable Wall next to the Ironworks Window, when you can simply put a doorway anyway. I think the Killer should not have to spend 2,6 seconds to break one of those walls to compensate for bad Map Design.
In my opinion, they should scrap the feature of breakable Walls. They have problems with Map Design and they should not open another can of worms. They should remove the breakable Walls on the new Map, add Doorways in the Saloon to counter the strong Loop and call it a day.
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Breakable walls might just become an excuse to keep / keepadding (unfairly) stong structures/loops in the game.
"Just break the wall lol"
The feature doesnt help if its becoming mandatpry.
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The more I play with them, the more I feel like they are a mediocre bandaid for poor map design. If you place them in a place where the Survivor isn't at a massive advantage, it just means the Killer can just randomly turn that area into a terrible location for Survivors, which isn't really a good thing. If you place them near areas where Survivors ARE at a massive advantage, it just means the Killer is forced to break the wall. In that regard, as others have said, that makes the wall more of a pallet that has already been dropped.
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They don't add any meaningful depth to the core gameplay of an average match. They seem like a band-aid fix to "god windows" (which shack is not, stop messing with my favourite tile). It's a simple binary choice you make as a killer without much drawbacks. It would be cool if there was thought you had to put into it like, "if I break this wall I can cut this loop short but also create a slight advantageous path for the survivors as well."
Right now, I simply break them if I'm not in chase cause there's no reason not to.
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I really do not like the breakable walls at all, they feel like a bad bandaid fix for poor map design. There's really no risk/reward when breaking a wall.
It's so poorly implemented that there is really no risk/reward by breaking a wall. Why wouldn't you just go directly to the shack and break the wall as soon as you spawn in on the map? Why wouldn't you break the wall next to a really strong window on the main building? And even the basic jungle gyms like L and T wall and 4 lanes has breakable walls and I'm just wondering... why? I know the jungle gyms are slightly different than on other maps, but why would you add breakable walls to jungle gyms, which are like the only structures that require skill and mindgames to run? I really dislike it.
I know breakable walls are to fix good loops like Ironworks, but why not just add a door instead? Why add a wall that killers are gonna go straight to at the start of the match and destroy, just wasting more of their time.
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I love them. They're a good way of balancing maps around all killers while adding a little bit of depth to the game as a whole.
For example, most killers benefit from breaking most walls. There are still choices you have to make about which walls you break though. If you think you can hit the survivor at the loop without breaking the wall, it would be more beneficial to get a hit on them. If the wall opens up a completely new path that would be beneficial to both killer and survivor, you need to decide whether or not you would benefit from breaking it. If your power is affected by choke points and forcing specific windows (especially hag and trapper), there are many more walls that you probably don't want to break.
I think that once all maps get breakable walls, the game is going to be a lot more fun.
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"What if we kept making super survivor-sided tiles, but with pre-thrown pallets instead." Baby steps I guess. It wouldn't be a DbD map without a busted middle building. I will say, being able to kool-aid man it with Demogorgon is fun though.
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I'm disappointed for both sides, killers are forced to break the walls to even have a chance at downing a survivor in some areas but once the wall has been broken, most windows on that loop become useless.
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I was hoping to see michael just walk through the wall and it just shatter around him like jason in f13th but sadly that wouldnt fit the other killers lol.
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