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Do you think breakable walls will ever be removed?

Vampwire
Vampwire Member Posts: 709

I don't think I need to tell most of you that they're bad.

I just don't understand why they exist? Like there was an effort to fix all the god loops, which was really nice. I can't even describe how good those few months felt to play without the walls. But then they add breakables to the windows.

They add nothing at all to the gameplay except for making it tedious. If you don't break the wall, you're going to get screwed. The first survivor to use it gets one free escape from chase, then the rest have a mid window. It's implemented in all the wrong ways. The only times it's been done decently is on The Game and Badham, but most of the time you dont want to break those walls. So why even have them at all?

The only one that's done right is the killer shack wall on Dead Dawg. You can chase it normally or you can choose to weaken it with a bit of time sacrificed. It's a fair trade and doesn't completely cripple the loop.

I made a thread a while ago trying to make them have just a little bit of depth to them at the least. There is no possible way I can see them become anything more than a bad gimmick. They're shoe horned into the maps and it feels like bhvr puts them in because they already spent resources making the mechanic or don't want to put the effort into making dynamic loops.

https://forum.deadbydaylight.com/en/discussion/295066/breakable-walls-rework-proposal

Comments

  • Sludge
    Sludge Member Posts: 768
    edited April 2022

    That short period of time after they fixed god loops right before adding breakable walls was the last time I had hope for DBD

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,947

    They won’t be removed, nor do they really need to be removed. Some of them are fine, it’s just certain ones that are badly designed.

  • MB666
    MB666 Member Posts: 968
    edited April 2022

    NO they probably gonna stay because is BHVR after all.

    breakable walls definetly are badly design as pre-drop pallets that you have to break currently YES

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    No, but they should be re-worked IMO.

  • Aurelle
    Aurelle Member Posts: 3,611

    Nope. They've been added to new Haddonfield so they're sadly here to stay.

  • Brimp
    Brimp Member Posts: 3,022

    Nah they'll keep adding them like 20 feet next to a strong window to make it slightly less strong like they did with every other breakable wall.

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  • Vampwire
    Vampwire Member Posts: 709

    They won't lose you the game, but they do have a legitimate impact on overall map design. It's like a non-commitment design choice. Instead of creating the map to have fluid gameplay and well thought out loop designs, there's just a wall that turns an area from good to bad. I agree with what you've said about the Ironworks top floor window, but that wouldn't even be an issue if the design was better. Dbd's core gameplay issues are directly related with map design. The walls only add to this. It slows down gameplay and removes any meaningful design decisions. There's nothing interactive or fun about getting locked into a 3 second animation to be able to play around a loop. And it solves none of the problems of the maps gameplay for more than a couple seconds.

  • Nathan13
    Nathan13 Member Posts: 6,714

    They should be removed.

  • Bladeisbest
    Bladeisbest Member Posts: 308

    I'd remove the animation to break them. Lunge attacks should break them.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,947

    My main issue with breakable walls are walls which don't give the killer any benefit from breaking, for example the preschool main building walls that were recently bugged and some of the walls on dead dawg's main building (not the ones by the windows but the ones on the sides in the rooms nobody ever goes in).

    No killer who knows what they're doing is going to break those (except for one on preschool if they have to in order to reach a hook - also bad design) because they know it doesn't help them/it just makes the loop better for the survivors. If the killer is a newer player and breaks them, then they've just made the game harder for themselves without knowing it.

    Dead Dawg also just has way too many of them in general regardless of their design/how important it is to break them.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,578

    I can remove them with my foot, only takes a second.

  • dugman
    dugman Member Posts: 9,713

    Breakable walls in principle are fine. I actually like them. There's a few that aren't well placed but otherwise they're ok and not getting removed.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    Dislike the design of them some are mandatory to break and if you don't you are throwing the game and some if you do break em you are throwing the game

  • MrPotato
    MrPotato Member Posts: 71

    They really should just make them a survivor side objective to build them somehow, since they can make some loops awful, but at the same time there are some loops that get STRONGER if the killer breaks them so lol.

  • Icaurs
    Icaurs Member Posts: 542

    I don't think they will change them... because they are fine the way they are and are working as intended.

  • Heartbound
    Heartbound Member Posts: 3,255

    Honestly I'd expect a survivor perk that allows survivors to break walls with a loud noise notification before I imagine they'd take out the walls.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,947

    That would be ridiculously broken on certain maps and yet I would not be surprised if we got that at some point.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Breakable walls are an amazing idea with a horrible implementation.

    Having breakable walls alter the map lay outs to both help the killer like how they were done with the Midwich shortcuts is a good idea.

    The fact that they are glorified predropped god pallets or traps that create infinite loops 90% of the time is what's wrong with them.

    Remember some of them are so horribly made that maps have been disabled solely because one breakable wall didn't spawn:

    A recent example is the bug that caused the saloon's upstairs trap room breakable walls didn't spawn which turned the ENTIRE MAIN BUILDING into an giant true infinite loop(If played right the chase always broke so no entity blockers ever spawned).

  • Zozzy
    Zozzy Member Posts: 4,759

    Make the time equal. fill in the obvious ones killers never break and make the good ones require a survivor to set up. Survivors have time and resources to spare where as killers do not.

  • danielmaster87
    danielmaster87 Member Posts: 9,483

    Probably not. Once the devs think they have a good idea, they just push it through every time, even when it's nonsensical. Why are breakable walls a survivors sided mechanic? How does that even happen?

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    No, EVERY shack should have that breakable wall. Not JUST Dead Dawg.


    A structure called "The Killer Shack" should not be one of the most Survivor sided structures in the game.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    If you cannot run Shack as Killer, this is a "You-Problem". The Dead Dawg-Shack should get rid of the breakable Wall (and be made smaller, because it is a little bit bigger than regular Shack).

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    I think this is the result of how the Devs work - they changed some structures, made them way less problematic. But since they did not have anything left afterwards, they added the breakable Walls.

    In general, it would have been better if they would have made more changes right away. So that they would not even need to add a breakable wall to give something back to the Structures they nerfed before.

    However, the main point should always be: Breakable Walls are here to stay. They wont go away, they just added them to Haddonfield. They got introduced 2 years ago with Chains of Hate and since then, every new Map had them. They are not thinking about removing them, otherwise they would not add them to their current Maps and current Reworks. And I really dont think they are that bad. I will never be a fan of them and some Maps should not have any breakable Walls, but it is what it is.

  • Shaped
    Shaped Member Posts: 5,870

    It is your job as killer to remove them.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    And why exactly should the breakable wall go away? Is there any good reason to, other than because Survivors want their three window loop?

  • Captain_Dope
    Captain_Dope Member Posts: 5

    I sometimes wonder if there will be a survivor perk that lets you destroy the walls instead of the killer.

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    when was the last time BHVR said “well, we spent a lot of time on this change, but we know most people didn’t like it so we’re going to undo it.”

    yep, never

  • Blazelski
    Blazelski Member Posts: 351

    This actually somewhat happened with The Early Game Collapse. They tested it internally and everyone hated it apparently, so they scrapped it. They just won't take back something they pushed live because they paid for the man hours to create a polished-ish mechanic.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    That would cause issues with the "Noob Trap" walls the devs love to add in that solely screw over the killer.

    While this might sound like an endorsement of your idea you'd first have to realize that most "Noob Trap" breakable walls recreate true infinite loops.

    In fact when the "Noob Trap" wall didn't spawn due to a glitch on Dead Dawg Saloon turned the main building into a true infinite loop. It was so bad the devs had to disable the map until they could fix the wall not spawning.

  • gendoss
    gendoss Member Posts: 2,270

    I hope so. It took away god windows and made the killer's job even easier. Now all of the great god loops are gone and turned into terrible windows with a wall next to them.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    Killers were able to play Shack way before Dead Dawg was released. If you are not able to play Shack, you should improve instead of relying on a cheap Wall-Break to make it easy for you.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Nah, that is a cheap excuse just to try to empower looping as a game mechanic. You can get one free loop. If a Killer wants to use a breakable wall to cut that short, he should be able to.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    If you nerf Looping, you will just create more holding W. Because if Survivors cannot Loop, they just have to run in a straight line, because nothing else can be done.

    And as I said, I think every Killer player should be able to play Shack. This is pretty much the Basics that should be learned. Shack is a strong, but fair tile.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    This falls under the flimsy ideology that the game is either loop or hold W. This faulty premise entirely throws juking the killer with stealth or evasion out the window, which I am glad to see is making a comeback with new Haddonfield.


    Shack is not mind-gameable to a Survivor with a brain. There is no secret tech. Survivor can literally see your red stain all over the place, and you are visible through the cracks of the structure, which exist exclusively to benefit the Survivor. You stand at one of the four corners, then make the right left/right play as the Killer comes. If he gains distance, you window. You get three of these for free, and then a fourth run where you drop a non-mind-gemeable pallet. Such skill. Much excite. Wow.


    It is not nearly as exciting or interactive as people pretend it is if the Survivor doesn't try something dumb. As long as the killer isn't someone like Artist, you are fine here.


    The breakable wall levels that stupid playing field, closing the gap between M1 killers and "Ha ha screw your game mechanics" Nurses.

  • Alphasoul05
    Alphasoul05 Member Posts: 601
    edited April 2022

    They're clearly the baby of a high up developer that refuses to let go of something that everyone hates. You should not be designing maps or have an ounce of input into their concept if you balance things around something that forces a chase drop and momentum. These walls aren't created to the benefit of a killer, ever, that shouldn't already exist, and are effectively pre-dropped pallets or are otherwise worthless and ignored. If you think that's balanced, I have no words for you.

    For example, on Haddonfield there's a house with a breakable wall, and a god pallet downstairs. You have to kick that pallet if it's dropped. Before they drop that pallet they can run around up the stairs and take a window vault where a breakable is next to. That whole scenario is already horrible without that walls existence.