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Please stop with the breakable walls

Kill_Yr_Idol83
Kill_Yr_Idol83 Member Posts: 213
edited February 2021 in Feedback and Suggestions

Why spend all that time a couple years ago reworking maps to eliminate infinite/god loops, only to incorporate them back into the game with breakable walls? It was one thing having them in Dead Dawg Saloon but adding an abundance of breakable walls to all the new and reworked maps is getting out of hand. It's doing nothing but discouraging people from playing killer by having an extra objective that further slows one down and gives SWFs yet another upper hand.

Post edited by Mandy on

Comments

  • Kill_Yr_Idol83
    Kill_Yr_Idol83 Member Posts: 213

    I get you can use them to your advantage (ie. trapping survivors by only breaking one of the walls in the bathroom ramp of Midwich) but it's hardly a strategy when you take in consideration gen speeds, chase time, meta perk builds and SWFs. I shouldn't have to use a perk slot for Corrupt to counter all them damn walls amongst everything else on a killers plate.

  • Kill_Yr_Idol83
    Kill_Yr_Idol83 Member Posts: 213

    I'm going to eat my words on my previous response. Though I still despise breakable walls (save for Midwich) I just played a match as killer in the new Game map and even though they're still a pain in the ass, they're actually more killer side than expected.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    Breakable walls aren't god loops. They are a one time obstacle you break once and you're done.

    Also they put the power and decision of choice in the killer's hands. You can break it whenever you please, unlike palettes which are controlled by survivors. You should be happy that the design is making use of walls instead of palettes. You can break the wall before chase even begins.

    Of all the things to complain about you have to complain about breakable walls. There are some rooms that become deathtraps because of breakable walls, like that one room in Midwich. All the power is with you. You can deny the loop altogether by breaking the wall at the start of the match.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624
    edited February 2021

    It's like you want every map to be Shelter Woods. God forbid survivors have things on the map to give them a chance to survive.

  • alaenyia
    alaenyia Member Posts: 650

    I too am surprised to see killers dislike breakable walls since overall they are for the killer and benefit the killer. I just played the reworked Meat Packing Plant and will probably avoid this map moving forward because of the breakable walls. They have created a bunch of dead ends on a map that already sucked for survivors. That has been my least favorite map for years and the changes in my opinion just make it unplayable unless your killer is a level 20 with 3 matches under their belt.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Since they're reworking all maps to a new common standard those new standards like breakable walls gotta go to reworked maps.

  • Kill_Yr_Idol83
    Kill_Yr_Idol83 Member Posts: 213
    edited February 2021

    Actually a lot of the breakable walls once broken, do create infinite loops especially on the MacMillian maps but thanks for responding with attitude instead of trying to have a constructive debate. From the sounds of it you're a survivor main from your "god forbid survivors have things on the map to survive" comment. SWF is literally god tier and can destroy the best killers in the game. Having breakable walls to further slow down a killer against a well organized team can easily make a killer lose the match. Ask some of the best killers in the game like Tru3, Otz or even SpookyLoopz who have all made similar remarks. The Game and Midwich are the only maps where breakable walls have some sort of benefit and even still, they can bite you in the ass.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    The only good breakable walls they have implemented have been on Midwich and possibly Badham, which people tend to dislike as maps to begin with.

    They're going for form over function it seems.

  • 0mikeya0
    0mikeya0 Member Posts: 220

    I hate breakable walls - survivor main

  • Alphasoul05
    Alphasoul05 Member Posts: 601
    edited February 2021

    Some are beneficial, the majority are not. So it begs the question; why have them at all? Balance the map without destructible walls. It's a total momentum and time killer to have to do that, especially in some chases where not breaking some walls puts you at a severe disadvantage.

    The solution to, say, a ridiculous setup, shouldn't be to make it better with a wall. Like placing them at shack, for example, has no reason in being there.

  • Vetrathene
    Vetrathene Member Posts: 1,425

    Yeah, breakable walls are too easily abused and just create more busy work for the killer to do in an already hectic enviroment for them. They are rarely "strategic" in any way, and just serve to give the survivor a further advantage.

  • Clevite
    Clevite Member Posts: 4,335

    Of all the things we have been discussing recently, I forgot about my disdain for breakable walls.

    I agree with you OP, I hate these damn walls. Just let me load into the game and start playing and dealing with the map I have. I don't need the extra objectives.

  • risingredkite
    risingredkite Member Posts: 22

    I don't think it makes much sense to have breakable walls on some maps and not on others. It's a new gameplay element they put into the game and only putting it in some maps would be like having a map without any vaults or a map without any pallets.

    And I believe breakable walls can create an interesting gameplay dynamic. Some of the breakable walls on Glendale are well designed in my opinion. Like the double breakable walls with the vault in the middle. It's a... I'd say medium strong vault which power can be decreased by breaking one, or even deminished by breaking both walls. Or the breakable wall by shack which can make Killer's hitting Survivors at shack easier, if they do decide to take their time to break it.

    This is what makes breakable walls an interesting gameplay element. The Killer has the DECISION to spend time breaking them and making loops easier for the future. But the Killer can also not break them and deal with slightly harder loops, but saving time in the match. That's what I liked about breakable walls when they first introduced them.

    But the problem is... Glendale was MADE with breakable walls in mind. The other, now reworked maps, weren't. And we can see the worst types of breakable walls in the game right now. The breakable walls on The Game map are atrocious. They don't create interesting gameplay decisions or anything. All they do is create dead ends that either the Survivors will run into, or the Killer is forced to break to get to a generator in time. Because if you don't, you're gonna have to deal with walking around entire rooms to get to a generator, exit gate, Survivor or even a hook while carrying one. Which is the worst thing. You can't even reach hooks in time if you don't break them.

    Contrary to most people, I do believe breakable walls have their place in Dbd. And I do believe they can be a fun gameplay element. IF THEY'RE DONE RIGHT. And in most maps they aren't. So I hope that we're gonna see some changes to the placement of breakable walls in the future. Maybe even see newer, reworked maps get some adjustments to their placing, and an improved placement with future maps. I seriously believe the walls can be fun, if the devs put more effort into their placement.

  • Frontdoor6
    Frontdoor6 Member Posts: 609

    The breakable walls are fine with me

  • Avarice10
    Avarice10 Member Posts: 482
    edited February 2021

    Tbh I think breakable walls are a good idea, if there's a God loop that's too strong, the devs could add a breakable wall to the loop, allowing the God loop to be a one trick pony until the wall is broken, then it becomes a regular loop. That's how breakable walls should be used.

    Where breakable walls get out of hand is when they add them to seal off sections of the map which forces killers to break them or to otherwise ignore them. They shouldn't be placed to seal off sections of the map where the killer has to break it, that's just a waste of time.

    The only place I want to see breakable walls is by windows and strong loops, allowing the Devs to fix problem locations without removing them from the game entirely. So in conclusion either add pallets or breakable walls to open up god loops but don't add them to block parts of the map, that's silly. For example, Dead Dog Salon has a window where there are 3 possible walls to break, why 3? One door should always be open, one door should be completely sealed, and the other door should be breakable, which door is which should be RNG.

    Post edited by Avarice10 on
  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    If you think that breakable walls are something designed to give survivors a chance to escape....

    You are completely right. You really do need that seventh chance, don't you?

  • entitydispleaser
    entitydispleaser Member Posts: 31

    “You should be happy they’re making use of breakable walls instead of pallets” you realize that on lost maps, that they’re basically pre dropped god pallets? Lol