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Anyone Else Despise Breakable Doors?

Title. Now I'm fine with these things when they aren't at every loop, but, for example, Dead Dawg Saloon, I find myself breaking so many of these things to make some loops more bearable for the m1 killers I play. I feel like I spend so much time breaking these doors that I'm actually losing pressure, which, to be fair, I could just play a better killer with better perks, all of that stuff.

Thing is, weren't these breakable doors added into the game to try and spice up killer or something like that? I can't remember the full reason and I'm not trying to make my own reason for it or anything, but if this is the case, how are breakable doors spicing killer up at all? I just really don't like these things on certain maps cause I feel like in some cases, to make loops a bit more manageable, they're just everywhere.

Comments

  • Chaos999
    Chaos999 Member Posts: 869

    I really like saloon's upper walls as they are. Several times I have chased a survivor into the closed rooms only for them to realize they are, well closed, and that I'm standing in the doorway/window watching their realization.

    Specially hilarious when they look at you and drop their item xD.

    The ones on badham main building are also pretty important and should be managed at discretion of the killer.

  • tippy2k2
    tippy2k2 Member Posts: 5,198
    edited April 2022

    I like that they were added as a "Risk/Reward" thing for the killer but except for The Game, there is literally no reward and all risk to keeping a breakable door up (I suppose to an extent the one in Badham that helps close off the one loop is good too).

    Breaking the doors is just more busy work for the killer to do because I guess they felt like killer was just too easy going with not a whole lot to do and no real time crunch to that side.

  • RakimSockem
    RakimSockem Member Posts: 1,998

    Can't stand them. The ones on Dead Dawg don't bother me.

    It's more so the ones at the Preschool and the Game. Gotta take these long ass trips just to get in/out a building or around a long ass wall.

  • OpenX
    OpenX Member Posts: 890

    Depends what build I am using. Blight it's actually pretty fun to smash into the doors with compound 33 and you can basically clear out all of them in seconds

    Kicking down a door while undetectable to start a chase is also pretty thematic imo

    I just wish more were like Midwich, where they are strategic choices to make which doors to open rather than essentially pre-dropped pallets

  • lauraa
    lauraa Member Posts: 3,195

    i like the dead dawg shack wall, i love breaking that one.

    i also like breaking One bathroom door on Midwich.

  • edgarpoop
    edgarpoop Member Posts: 8,362

    I really dislike the implementation. It's often mandatory to break them, so they're a time sink for a role already pressed for time. BHVR really likes mechanics that are cool the first 5 times and become a chore after the uniqueness wears off

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    Breakable doors, fixes via perks, are all just ways to not fix something by saying you did.

  • Yords
    Yords Member Posts: 5,781

    Yes they are just strong pre-dropped pallets.

  • Bladeisbest
    Bladeisbest Member Posts: 308

    I despise having to go into an animation just to break them like pallets. Breakable walls should be able to be broken with lunge attacks.

  • Aurelle
    Aurelle Member Posts: 3,611

    Yes. All they do is just waste time, imo.