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Why are breakable walls used as an excuse for infinites

TruffleTurtle
TruffleTurtle Member Posts: 614
edited April 2021 in Feedback and Suggestions

You can agree with me or not but I really don't like the way breakable walls are being implemented. I thought the whole point of their existence was to give the killer a choice between kicking it down or keeping it up to allow strategy and allow new navigation though loops. Well so far, these walls are either "must kick" or "never kick".

Must kick walls r walls that are there as an excuse for an infinite to waste time kicking it down or you aren't going to catch a survivor. These r mostly next to windows to always guarantee at least 1 get away unless you go out of ur way to destroy it (which sometimes is fine and other times it's time wasting). While never kick walls r just walls that open up a strong loop and give a major disadvantage. These r loops like badham school side walls and upstairs saloon. They open stronger loops thay should never be kicked down.

Overall I just wish breakable walls would be better. It's happening in coldwind and doesn't seem to be changing anytime soon.

P.S. Midwich probably has the better designed breakable walls

Post edited by Gay Myers (Luzi) on

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