Proof breakable walls won't do anything
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.
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They gonna keep breakable walls on that map.
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The wall at shack wasn't really needed where it was in the PTB. That being said, they should have just removed it, cause where they moved it to was just, well, it may as well not exist lol.
In any case, I find it funny that survivors go on and on about how killers whine about nerfs all the time...and then lose their mind when shack might not be a god loop anymore.
KEKW
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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.
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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.
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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.
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Something is better than nothing and it gives the map a more interactive feel for both roles. 😁
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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).
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It's the only consistent loop in the game, it's in (almost) every map, it's the most learned loop for both killer and survivors, putting a breakable wall in it was a weird decision, but breakable walls could absolutely have an impact.
Take ironworks of misery for example... imagine if they just plonked a breakable wall right here - I'd enjoy this map 10x if i had the option to break this wall
honestly i'd prefer the locker was moved and the breakable wall where the locker is because i think the current one i proposed it too close to the window
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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.
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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.
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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.
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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.
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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
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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.
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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 🙃".
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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.
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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?
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Could you imagine if the
KILLER SHACK
was Killer sided? I know crazy right?
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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.
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You don't want to be near the basement. You know that right?
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The basement isn't always in the shack, you know that right?
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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...
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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.
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Then that means your point is even more flawed, you know that right?
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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.
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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
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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.
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