How To Fix Breakable Walls
The Breakable Wall its a great concept, but its badly implemented. BHVR is doing wrong when using them to create infinites or when placing in a nonsensical spot. My solution to fix this issue is to have 3 types of Breakable Walls, 1 that is already spawns mounted, 1 that the killer can place and 1 that the survivors need to build. All 3 types can be destroyed by the killer and survivors can"t interact with it in anyway once mounted and they can't be replaced after destroyed by the killer (or maybe buffing Any Means Necessary).
The fist one is the Pre-mounted Breakable Wall, it would be placed where would benefit the killer after he break it, but it would not be worth for the survivor to waste time building it (like the in Dead Dawg Saloon Shack) or where it would provide the killer with meaningful choices (like the Midwich Bathroom Staircase ones).
The second one is the Killer Breakable Wall, the killer is the only one who can interact with at any time. It is above the doorway and the player can press Space bar/R1/RB to block the passage, then it does a 2.6 seconds animation that can't be canceled where the killer uses his left arm to grab a handle and pull it down (this is just my idea aesthetically wise it can be changed) after that it can be destroy normally if the killer regrets their decision. They are in places where they harm survivors once mounted by blocking their passages and trapping them (like the two walls on the Springwood that block the strong fence loop and forces them into the boiler room).
The Third one is the Survivor Breakable Wall, they can be built by the survivor in order to create temporary "god windows" and strong loops (like the Groaning Storehouse one). Survivors use wooden pieces and scraps that are at the sides of the doorway to built it, the built animation takes 10 seconds and if the survivors cancel the animation the progress is reset and it plays a 2 seconds animation where the Entity destroy the wall and put the pieces at the original location, until this animation ends no one can pass or interact with the doorway except the survivor who started the progress. After 25% of progress has been made killer can no longer hit through it, after 75% any type of project can't be thrown through (Hatchets, Bottles, Bullets or Vomit) and you can't stalk through it, Phantasm traps won't trigger but survivors will became tormented if sitting on top of a Trail of Torment, Doctor's Shock Therapy and Static Blast will cancel the interaction and the survivor can be grabbed even when healthy while doing the animation. This animation can be speed up by using Toolboxes (+15% Worn-out Tools and Commodious Toolbox/ +25% Toolbox/ +50% Mechanic's Toolbox and Alex's Toolbox/ +75% Engineer's Toolbox - All Toolboxes efficiency increase by +50% while building up) or perks like Resilience/ Spine Chill/ Leader. This wall can only be built once and they get consumed by the Entity once the killer kicks it, this way survivors have a secondary objective and a new resource to manage, so the games slows it self down and they don't have to worry of losing a pre-thrown god pallet just because the killer passed by that area.
Map Specific
Now some specific map structures that I think this could be applied to:
Grave of Grenvale
- Dead Dawg Saloon - All pallets outside the main building are pre-mounted (including the Shack one). At the main building I would suggest first of all changing the stupid room on the second floor by making 1 of the walls solid, 1 a survivor breakable wall and the other a doorway, this way if the wall is mounted the survivors have a long hallway with a god window at the end. Another thing I would change would be making the wall that leads to the outside staircases a killer breakable wall and add a pallet to the room, this way if the wall is open the survivors have a god pallet, if not, they are trapped and the only way escaping is taking a hit, using DH or doing some tech.
Springwood
- Badham Preschool - I would make 1 of the 2 walls on the two-storey to be a survivor breakable wall depending on the window that spawn. The same logic can be applied at the basement house where if the window that drops on the basement staircase is open it's a survivor breakable wall, if not, than it's a killer breakable wall.
the MacMillan Estate
- Groaning Storehouse - Make the only wall at the main building a survivor breakable wall.
- Suffocation Pit - Make the two walls that can potentially spawn a survivor breakable wall.
- Shelter Woods - Rework.
- Coal Tower - Make both walls at the 1st floor spawn as a survivor breakable wall and make the wall upstairs a killer breakable wall so survivor have only one way of getting down other than the stairs.
- Ironworks of Misery - Make the doorway beside the old god window and the wall upstairs survivor breakable walls, and make that strange wall at the entrance a killer breakable wall or just remove it.
Silent Hill
- Midwich Elementary School - Every wall except the ones at the bathroom and library staircase will be a survivor breakable wall.
Yamaoka Estate
- Family Residence - Make every wall pre-mounted.
- Sanctum of Wrath - Make every wall pre-mounted.
This is a serious treat and I want the devs to take a look and fix this issue, any change can be made and I wish you change as many things as you want to fit this in the game. Any suggestion or word I've misspelled tell in the comments.
Comments
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Really neat idea. I like that it gives survivors something else to do, too. I feel like with a new mechanic like this it would make for some interesting plays
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Good idea gives some complexity and decisions to the walls.
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I want this voted up I approve I love this idea it looks incredible a great way to fix breakable walls.
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Why wasn't this moved to Feedback like my post was?
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Just remove them from the game.
Honestly, no one ever asked for the walls, we asked for infinites to get removed and we got that instead.
So the killer has 2 options, either ignore them completely and waste time because of a broken mechanic like infinites, or waste time on breaking them, which doesnt really help him in any way cuz most of them are either useless or help survivors more than the killer :/
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This is really good and elaborate. Seems like this is something they should implement.
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