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Breakable Walls are pointless inclusion
Sure they were an interesting idea, but they don't work.
Lets use Saloon building as an example. Lots of breakable walls upstairs, ones that help you get out onto the balcony with the gen, and ones that open up the bedrooms on the side. If you don't break the balcony ones, you struggle to get to the gen if survivors are working on it, and if you don't break the opposite end wall next to the window, it basically becomes an infinite where a survivor can fast vault, go down and up the outer stairs, and back round to the window faster than you can keep chase with them.
However, the bedroom walls are all a survivor trap, where if you don't break them and a survivor vaults the window into them, they're stuck with no way back out but the same window. Breaking these walls makes easier routes for a survivor to run.
Which is why breakable walls are pointless. You either HAVE to break it to deal with the tile, or you NEVER break it because it makes the tile x10 worse to deal with. There is no reason for them to exist, because regular doors and walls do the same job for free.
You can see the same issue with the breakable walls introduced on Preschool on PTB, we'll use the house with the basement (aka house of pain) as the example. Current breakable wall spawns are 1 side of the back of the basement area with all of the lockers and potential gen, or the doorway to go downstairs next to the car in the garage. Why would a killer break either of these walls? They are blocking a 2nd exit meaning they funnel any survivors there to you with nowhere else to go. Breaking them is only hindering you as a killer.
As for the 2 story house, making open doorways on the sides of the ground floor into breakables is just a nerf to the tile, because it destroys potential pathing and mindgames for killer (and i guess survivor too)
TLDR: They're bad on Saloon, don't put them on other maps please & thank you.
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Hell no, the preschool breakable wall can block the semi-infinite with the fence window. I will absolutely NEVER break it. And there's now pallet walls on the house of pain to make it a less easy loop with all openings accessible. Giving the killer the choice of whether to open up those paths is a huge step forward for making insanely strong buildings more balanced.
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That's... Honestly, you just made a case FOR breakable walls. They make the game more dynamic by adding an extral layer to chases - you need to know when to break the walls and when not to. Is it a good wall? What happens to the pathing? Is it worth taking the time to break?
Dropped pallets act in the same principle. You need to know when to break them and when not to. You need to know when they help you get a hit, when you still have a chance, and when you cannot get a hit.
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The Badham Walls are a good example of Breakable Walls in my opinion.
Saloon Breakables were Nonsense at the start, since it was always better to break the Wall and for some Loops (the Saloon) it was mandatory. Even know you have to break the Saloon Walls basically at the start (except for the Trap-Room), which is kinda annoying.
Midwich was better when it came to breakable Walls, because you can break them "on the go", but you will most likely want to break every Wall, since they make strong Loops weaker.
However, Badham has a really good implementation of Breakable Walls. For the School or the House of Pain (which lost one Pallet btw), in my opinion, those Walls are great. You can break them to get to a Hook faster or to get into a Chase with a Survivor if you know they are on the other side of the Wall, however, you will open a strong Loop when doing so. So its not mindless "just break every Wall for a easier game", you have to consider pros and cons of breaking the Walls. Which is a really good thing in my opinion.
Post edited by Aven_Fallen on8 -
They're also a nice way to accumulate points- a good game will end with max brutality, but a couple k extra on a bad game doesn't hurt.
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Definetely.
Finally a map without must-destroy breakable walls.
I really didn't like the idea of only implementing walls that you either have to break everytime because they are that strong ot ignore because they are straight up useless.
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Idk, I can see the breakable wall in the house of pain on Badham having interesting scenarios. Imagine leading a killer into the room with the breakable wall when you KNOW you're going down no matter what, and as soon as you go down, he still doesn't want to open that loop so he is forced to take an obvious path to hook you. A survivor or multiple survivors can easily intercept (if they stayed stealthy enough) and block him in there and bait hits. This can lead to the downed survivor escaping the killer's grasp if the survivors are coordinated enough. JRM has a video where he put on a certain build to have a little fun with the dead end room on the Saloon building on the DDS map.
You can safely assume that the killer will never break certain walls, but it's an ok way to nerf certain loops here and there without them being completely taken out.
Putting in breakable walls like that also opens up the possibility that they would, in the future, introduce a survivor perk that allows you to break one or two breakable walls per trial, or something like that. If more killer sided breakable walls become a norm on more maps, that would actually be a useful perk and help break up the monotony of survivor perks, no?
(Of course, as someone who mainly plays survivor, I'd prefer not to have loops nerfed constantly, but it seems like an interesting concept nonetheless, especially if there was a way for a survivor to counteract it IF they used a perk slot on it.
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Thank you. Finally someone who understands this.
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