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Why are breakable walls used as an excuse for infinites
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
Comments
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Because BHVR thought they were a good idea.
I'm sorry that's the honest answer lol
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Because BHVR is too lazy to actually make balanced tiles.
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The only good thing I noticed about coldwind is the map looks almost the exact same on low settings as it does on high settings; so there is little advantage to be had there.
That's something I guess.
but on the other hand:
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Wait, why are breaking those doors bad?
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Simple. They give the illusion of player agency. It appears that you as the killer have to make choices and strategize on what doors to break and what ones not to break. The reality is though that you have to break the door, you can't simply suck it up and try and loop without breaking the door. There is no strategy, just an extra layer of bullshit for the killer to wade through.
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With badham, if you break the side doors of the school, it opens the old God loop where they loop around the building while vaulting at the point. Never useful breaking thay door
At saloon, there r rooms in there that r dead ends and useless. If you break the wall, it allows it to be used as a loop and survivors can vault through the vault, creating an entire new loop upstairs
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Yes this is exactly what we need less of
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i think thats the point, to give killer some option to keep loops weak, or break if needed, tho they can be annoying
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I get that but it should never be a necessity to break a wall to stand a chance. These r literal infinites
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Just don't make the loop in the first place.
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