Does anyone actually like breakable walls?
Imo there annoying and a waste of time, I'm loving the graphic updates but the breakable walls make me hate the reworked maps
Comments
-
They are a failed concept and should be abandoned. And I am sure Devs know this, but they want to stick with them.
15 -
I don’t hate them. But that’s it. I would be okay with them being deleted and those loops being adjusted.
the first time on springwood after the graphic update was kind of funny running into dead ends like that though
0 -
I feel breakable walls are silly and gimmicky.
If devs insist on keeping them, then it would be nice if they personalized the breaking animations to each individual killer to add personality depth.
1 -
I'm okay with breakable walls. Some of the walls good for killer, and some of them good for survivor. And I like to make decisions to break or keep some walls. Springwood has a lot of good walls. Ironworks of misery has only bad walls. Coal tower walls are mostly fine. Dead dawg saloon has couple of bad walls to break in main building and interesting wall in killer shack which is better be gone in my opinion, but some killers prefer to keep it for some reason.
I think Ormond main building would have some good walls. I'm sure Disturbed ward and Grim pantry have some good places to block with walls.
1 -
They did personalise the animations...
Well not all of them, some are still just the pallet break animation
1 -
I would also like to see survivors equipped with the ability to run through a breakable wall, destroying it completely, but losing 1 health state in the process.
Survivors cannot run through breakable walls when injured.
3 -
Yeah, I mean extensively so that no animations are remotely resembling another.
0 -
I feel less like a failed concept and more of a failed direction:
Their original concept that the community had was them being purely beneficial to the killer by letting them alter the map in ways that will always help them but the more beneficial ones can also help the survivors a lot as well.
The original concept and direction the community suggested had nuance and trade offs for better breakable walls.
What direction they went in was:
Lets use them to make infinites on every map and slap a wall on it so people won't call it an infinite!
Also lets have walls that might as well make infinites if the killer breaks them because "Player Choice" matters!
Its quiet a far-cry from what the original concept and direction that the community wanted them to be.
7 -
I think the walls are fine. For too long, God loops have been an issue. Most of these breakable walls are God loops if the killer doesn’t break them. Some prevent God loops if the killer leaves them up.
For the walls that create God loops, think of it more as a pre-dropped pallet if you’re playing killer. Know what to break and what not to, I’m a fan of anything chase related that requires a slight bit of intelligence instead of mindless looping we can do in our sleep.
1 -
I like them when playing LoPro Chain Billy. Otherwise, I don't bother until I know I have time to break some.
0 -
Concept neat, execution lackluster.
5 -
See I think the goal was to pull a Jack Nicholson ala kool-aid man but it takes too long and they hear your heartbeat anyway do busting through a wall is just another ######### pallet that may screw me over. If it was a faster break I might be down but as it stands, lackluster at best.
0 -
On midwich I actually kinda liked them. Everywhere else? Nah they suck, lol.
0 -
Outside of Badham? No. I like the school walls and the House Of Pain (nerfed version), but on all the other maps they're just so... Ugh.
0 -
I love them, and I use them tactically. On Badham I rarely break some so I can bottleneck the Survivors in the school. In Midwich I'm also selective about which I break and which I don't. I find them a very useful tool.
0 -
I don't hate them, but some are just annoying and cut paths that should not have dead ends, especially when you are being chased and find out that particular path has no other way to go through. Now, if there was a survivor perk to destroy walls, at least it would give the survivors an alternative on what they could do.
0 -
Nope, hated them since they got released, such a time wasters those things are especially on midwich and saloon, you either ignore the gen on the saloon and never commit there or break 2 walls in there, in midwich you either break one on the top floor where the vault window is or you don't commit.
0 -
I like breakable walls in general, it’s only specific walls on specific maps that are problematic.
Basically ideally a breakable wall should be in a loop that is strong but not infinite and breaking the wall should make that loop weaker. That way the killer has a reasonable choice, they can either ignore the wall and lose time in a chase at that tile, or they can spend time up front and save time later if a survivor runs there. Those sorts of breakable walls are good for the game overall.
The breakables that are a problem are the ones that either the killer MUST break them because if they don’t they create an infinite loop or the breakable gives literally no benefit to the killer for breaking it or, even worse, makes that area stronger for the survivors by giving them an extra escape path or path to a fast vault, etc. In these situations where not breaking is extremely punishing and where breaking has no benefit the breakable wall should be reconsidered. Killers shouldn’t be in a position where breaking walls isn’t optional or where the breakable may as well just be an ordinary wall because nobody in their right mind would break it.
0 -
I like the idea to make a loop less safer. in the saloon map, it is a great investment in chases.
0 -
I think the idea of what they are and the implementation of them are what kills them. I like the idea of being able to rob survivors of strong loops, but also infinites shouldn't come back because "muh breakables". They should be like the ones at shack on Dead Dawg or the Badham Preschool walls. Bad examples would basically be everything else. The walls should be optional to break or have some sort of tactical use to them. Not "break or else u lose :)))".
1 -
yes and no, they already added some good breakable walls but the majority of them are GOD LOOPS than killers must break....and sometimes for survivors ...its not funny run into a dead zone because of RNG.. just bad design i guess
0 -
On paper, breakable walls were a good idea, however how they were implemented was really bad
3 -
I don’t like them at all in their current state. Terrible execution.
0