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Proof breakable walls won't do anything

snozer
snozer Member Posts: 776

They changed the breakable wall at the shack.

Says it all. They are going to "adjust" all loops with the breakable wall, with the wall in mind so it does nothing.

Comments

  • NursesBootie
    NursesBootie Member Posts: 2,159

    They gonna keep breakable walls on that map.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Not quite. They'll adjust all the loops with the wall in mind, and by that they mean they'll add a wall in there. Shack wall, shortened immensely, no longer guarantees a fast vault, gives the window more mindgame potential. Gonna be added to all maps.


    I don't see the problem here. Remove your tinfoil hat.

  • rephaim
    rephaim Member Posts: 96

    I assumed they were made to give survivors more loop paths and line of sight breaks. Not for the killer's benefit in any way. Why we have god pallets and the infinite loop window.

  • FichteHiro
    FichteHiro Member Posts: 711

    The new placing of it isn't really the most impactful, but maybe the Devs will realize it and change it on other Maps.

    All Breakable Walls on the new Map mostly don't affect the chase in any way.

  • NMCKE
    NMCKE Member Posts: 8,243

    Something is better than nothing and it gives the map a more interactive feel for both roles. 😁

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    Are you feeling ok? If you don't break the walls in the saloon it's probably the strongest structure in the game. The map was designed with the breakable walls in mind, which is why the structures look so funky, then you break both walls and the tile becomes a standard T L or jungle gym. Don't get me wrong it's still a great map and one of the most balanced and fun maps we've got for...a very long time (chapel was probably the last one).

  • BigBubs
    BigBubs Member Posts: 1,131

    @SenzuDuck

    If they would make a breakable wall on this map then it would be way more to the left. This placement would make the window completely useless. Kinda like the breakable wall in the shack on the new map on ptb. Thy moved it on live because keeping it the way ti was made shack useless.

  • PlantCollector
    PlantCollector Member Posts: 344

    I don't think so, Iron Works has a ton of pallets that you can use. Also the first time the killer has to break the wall you can use that time he takes to gain distance. If the window is implemented as @SenzuDuck showed, the window may be stronger if you run it the opposite way around as you would do it now (run through the door next to the stairs around to the side that will always give you a medium vault). I think this would still cost the killer a lot of chase time for only one window. Just a thought.

    I really like the breakable walls and i think they'll be a good concept. The only thing that i don't like is the amount they added in the new map. There are at least 4 in the saloon and 2 would have been enough in my opinion. If they add more pallets to strong windows as shown above, i think many people may start to enjoy maps they haven't before.

  • twistedmonkey
    twistedmonkey Member Posts: 4,293
    edited March 2020

    The breakable wall in the shack needed moved. Where it was originally removed the use of the window and pallet.

    The problem most have with the shack is how they choose to run it and end up losing time by allowing the survivors to get constant fast vaults. Where it is now cuts that option down.

    The shack should be a dangerous place when the basement is present but if someone was hooked down there and the killer broke the PTB wall then they had no real way to gain distance if rescued if and when they came back.

  • MPUK
    MPUK Member Posts: 357

    The killer breaking that wall wouldn't give you any distance because the survivor would have to turn and run towards where the killer is breaking the wall once they get out of the window to get around the boxes. That breakable wall would be far too close to the window and as pointed out earlier make the window completely useless.

  • Deadeye
    Deadeye Member Posts: 3,627

    Ehm... proof? You never got in touch with anything scientific-ish stuff, right?

    Currently I would say breakable walls are just and only good for this what @SenzuDuck posted. Fix god loops for map balance. It is quicker than reworking the whole map, just pick the ones that are well known to be imbalanced. Would be also a bit strange if you just have one or two breakable walls per map thou.

    But On the new map I strongly dislike the design. Using breakable walls "for more flexibility" or whatever doesn't make sense. On the new map it currently just gives the killer more overhead, because there are some loops you don't even need to chase through if the wall is still up. If you have the choice to say, let's try it or let's go for the wall, it is fine. But the saloon and some of the open (not house) loops are simply time waste

  • Seanzu
    Seanzu Member Posts: 7,526
    edited March 2020

    Oh I totally agree, it's the same with the PTB shack one, it was too close to the pallet and window and made them just useless, I totally agree the doorway, if it were to exist, would have to be further on the left, it'll possibly force the survivor to double fault & disable the window quicker which is far better than looping around the building three times.

  • oxygen
    oxygen Member Posts: 3,327

    I really just hope they're simply testing the mechanic on the new map.

    If breakable walls just became the "pallets" of loops that don't primarily rely on a pallet that alone would be fantastic. Ironworks window is probably the most obvious example, and there's the bonus that the killer can break it before the loop it's on even sees use if they want to do so.

    But I'd much rather see changes to tiles themselves or especially something that prevents ascended god setups like cow tree + jungle gym + shack on Thompson house than "lol just slap a breakable wall on the tile 🙃".

  • PlantCollector
    PlantCollector Member Posts: 344

    Good point, you might be right you wouldn't gain that much distance when he breaks the wall. I overall agree with you guys that the window should be more to the left but it would definitely be interesting to test this kind of stuff out in a ptb.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,285

    The thing for me is:

    Those Loops like the Ironworks Window are the only places where I would say a breakable wall is acceptable. No need for breakable Walls at Shack or other Tiles (like T/L-Walls, which also have breakable Walls...). But at those Loops, there can be a permanent Doorway anyway. The Killer will break this wall 100%, because it is a No-Brainer to break it. No Killer will keep the Ironworks-Loop as it is.

    So why should a Killer even have to spend 2,6 seconds to break this wall?

  • NullEXE
    NullEXE Member Posts: 1,632

    Could you imagine if the

    KILLER SHACK

    was Killer sided? I know crazy right?

  • Seanzu
    Seanzu Member Posts: 7,526

    Or they could just not kill the best tile they've ever made based on a name people gave it because it sometimes spawns the basement in it.

  • NullEXE
    NullEXE Member Posts: 1,632

    You don't want to be near the basement. You know that right?

  • Seanzu
    Seanzu Member Posts: 7,526

    The basement isn't always in the shack, you know that right?

  • DBD_Pinhead
    DBD_Pinhead Member Posts: 763

    I been saying it does nothing the second it was announced. Only thing it does is waste a killers' time. Meanwhile, other things don't get the attention it needs...

  • Fibijean
    Fibijean Member Posts: 8,342

    That's not what "proof" means. In fact, that's the opposite of proof, it's speculation based on a huge leap of logic.

    The breakable wall in the shack was adjusted for good reason, and that was because many players, killers and survivors alike, asked them to reconsider the new design based on the idea that the shack tile is one of the best and most balanced loops in the game. They told us when they announced the feature that they would be experimenting with placements based on feedback, and that's exactly what they're doing. It has nothing to do with a desire to render useless a feature they've just spent months developing.

  • NullEXE
    NullEXE Member Posts: 1,632

    Then that means your point is even more flawed, you know that right?

  • Seanzu
    Seanzu Member Posts: 7,526

    What i'm trying to figure out is what your point is?

    My point is that it's a good tile, rendering tiles useless with a 2.6 second interaction is absurd, especially when killers can spawn in that tile, and do so often, why wouldn't a killers first thing in the match be to go make this tile useless, i'm sorry but good killers run it very well, and so do survivors it's a very fun tile to mind game, and removing that for the sake of making it easier for killers would be ridiculous.

  • HellDescent
    HellDescent Member Posts: 4,883

    There's a small shack with 2 breakable walls on the map, breaking one of them actually makes it worse for the killer, since it gives a fast vault through the window for survivors

  • PlantCollector
    PlantCollector Member Posts: 344

    I don't think so, Iron Works has a ton of pallets that you can use. Also the first time the killer has to break the wall you can use that time he takes to gain distance. If the window is implemented as @SenzuDuck showed, the window may be stronger if you run it the opposite way around as you would do it now (run through the door next to the stairs around to the side that will always give you a medium vault). I think this would still cost the killer a lot of chase time for only one window. Just a thought.

    I really like the breakable walls and i think they'll be a good concept. The only thing that i don't like is the amount they added in the new map. There are at least 4 in the saloon and 2 would have been enough in my opinion. If they add more pallets to strong windows as shown above, i think many people may start to enjoy maps they haven't before.