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BHVR pls do NOT force breakable walls on every map

The new map is a perfect example on why we dont need breakable walls on every map, especially not that many. It completely throws off the balance and design off the map.

Breakable walls should be tiny litte addition to spice up a few spots on a map and not to create this unbalanced mess. 1-2 breakable walls are enough. More and you cant properly balance a map.

Also, for the love ... DONT add a breakable wall to Killer shack. Killer shack is one if the most balanced tiles (in terms of lenght) and a breakable wall just destroys it. The only issue with Killer shack is when its connected to other strong tiles.

Comments

  • ShadowRain
    ShadowRain Member Posts: 607
    edited June 2020

    Agreed, I hope they don’t force them everywhere. Killer shack should stay as is. @Peanits they won’t be overdone will they?

  • LowSpecGamersMatter
    LowSpecGamersMatter Member Posts: 485

    Which Killer Shack you like more? The classic one or the new one from dead dawg saloon with breakable wall?

  • MegMain98
    MegMain98 Member Posts: 2,922

    Midwich doesn’t have many breakable walls that you HAVE to break in order to continue chasing. There is only like one or two walls that you HAVE to break.

    On the Saloon, you HAVE to break most of the walls to even chase normally. The entire main building is an infinite if you don’t break the walls on the top floor. You absolutely have to break most of the walls to even chase. That’s bad design.

    If the breakable walls are like they are on Midwich but the map is the size and layout of Saloon then they would be fine.

    But no I don’t want them to add breakable walls to older maps EXCEPT the Disturbed Ward, I feel like breakable walls could make the main building a little less safe.

  • MonsterInMyMind
    MonsterInMyMind Member Posts: 2,744

    Honestly i think breakable walls are fine but the shack wall should not exist shack is meant to be a strong building it's meant to waste the killers time.

  • OBX
    OBX Member Posts: 854

    Dead dog and the school are prime examples of a map seemingly being designed to implement the breakable walls. It’s like a solution in search of a problem. I hate wasting time breaking them to make terrible tiles into less terrible tiles. Just design the tile on its own without the dumb walls

  • Pulsar
    Pulsar Member Posts: 23,147

    Dead Dog is superior. It can still be played well by Survivors, but it isn't a god loop.

  • Rivyn
    Rivyn Member Posts: 3,033

    The new map shows good and bad with breakable walls. For instance, there's a set in the corner of the map which opens a new route upstairs. That's good, especially on a map with such poor design.

    But then you have rooms where you MUST break the walls in order to get to survivors on the first floor. That's a poor use for them. Breakable walls should be secondary, not mandatory.

  • Demonl3y
    Demonl3y Member Posts: 1,416

    But who said that it its supposed to be like that.

    IF the survivors are really good at looping, the shack be extremely strong but well the same could be said about killers. I still think the breakable wall at the shack isnt that bad.

  • SloppyKnockout
    SloppyKnockout Member Posts: 1,505
  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400

    I dont really see the problem, breakable walls are basically pre-thrown pallets, some you can leave and others you have to get rid of. In either case the walls are doing their job wasting the killers time, yes sometimes the removal of a wall makes it fairly easy for the killer to end chases faster but at the same time its a lot of time to spend that survivors can get quite a bit of gen progression out of.

    With that said I am not saying they are perfect, just saying that very little in this game is and focusing on one of the smaller problems just seems weird to me. Not saying we cant have different priorities, but when I play survivor I dont mind the breakable walls on dead dawg saloon I mind how difficult it can be to get the last gen done if you didnt take either the saloon gen or the hang mans gen. If both of these are left at the end you are in a lot of trouble. There arent really that many other times where 2 gens are so central to the map and so much out in the open.

    As for midwich I must admit I have only played it as killer, havent gotten the map as a survivor yet. I have been told that a killer can essentially lock down one floor and make it very difficult to get gens done. Since they are heavily limited in the ways they can get upstairs. Again I haven't played so I cant say whether this statement is true or not.

  • Nos37
    Nos37 Member Posts: 4,141

    I wonder if they will use breakables on old maps to make current loops shorter, or if they'll make current loops longer and breakables have to be broken to shorten the loop length back down to the current length.

  • MonsterInMyMind
    MonsterInMyMind Member Posts: 2,744
    edited June 2020

    No one said it but if you go back and look since release shack has always been this way thats given still does not justify ruining killer shack with a breakable wall it completely kills the window point being if you are saying shack needed a breakable wall it means you didn't know how to run shack correctly am i correct in this assumption?

    This is by far the poorest attempt i have seen yet like if you are going to comment atleast make it constructive this right here is not how you disprove someone else's argument.

  • Demonl3y
    Demonl3y Member Posts: 1,416

    I dont have a problem with the shack. I just wanted to mention it. Also just because they added a breakable wall, it doesnt mean it got ,,ruined" you still can run the killer for a decent amount of time there. Ive done it myself many times already. Sure it is alot weaker but still decent.

  • MonsterInMyMind
    MonsterInMyMind Member Posts: 2,744

    The issue with the breakable wall is how much it weakens the window and how fast it forces down the god pallet earlier that's why the wall is not good for the game we can agree to disagree you are entitled to your opinion just like im entitled to mine personally as a killer player i never had a problem downing a survivor at shack therefore i dont see the reason the wall is needed.

  • BlueFang
    BlueFang Member Posts: 1,379

    Its both ways. Once the shack pallet is gone and a killer can put someone in the basement it is incredibly strong. The basement shack is one of the tiles in the game that requires zero change. The only time its a pain is when the killer gets some really bad tile spawn rng and the survivors got a super strong connected loop, but the same RNG effect happens to survivors too


    What can you do?

  • Demonl3y
    Demonl3y Member Posts: 1,416

    i never said it was needed. Like i said, i dont have a problem with the shack. I dont care if there is a breakable wall or not, i simply said that the wall doesnt ruin the shack.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    Breakable walls are just an awful addition to the game. They should just cut it from the maps it's even on now.

    Every single wall is either "I should definitely break this ASAP" or "I should never break this". There is no inbetween. It's never a situation of "oh well I can leave this wall for now". It's just "break this NOW" or "never break this". Turns too many areas into dead ends, especially on Midwich. I'd rather deal with pallets in the Saloon at least both sides have some agency over those.

    It's just too binary and one dimensional. Just stick to pallets and windows.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    adding breakable walls to shack is an example of how not to do it

    a loop that rewards mindgaming, faking the vault, faking entering for the vault but you keep going and get an early pallet drop, window teching etc

    all throw away with 1 button press to break the wall

  • SloppyKnockout
    SloppyKnockout Member Posts: 1,505

    It wasn't meant to disprove anything. It's straight up fact. The shack belongs to the killer, yet somehow survivors think they own it and it should never change. It's probably the one thing on the map that SHOULD favor the killer heavily.

  • USELESS
    USELESS Member Posts: 1,151

    A lil advise boddy, I don't think bhvr care for what killer mains say. I say this by my personal experience

  • GingerBeard
    GingerBeard Member Posts: 273

    I really like the staircase that is sealed off by two breakable walls on Midwich. With maybe a few exceptions, this is how I wanted them to work originally. Opening up completely new routes that can change the flow of a map, but can remain sealed if the killer decides its beneficial for them to do so.

  • TransverseCaster
    TransverseCaster Member Posts: 554

    I disagree strongly with half this thread. The breakable walls balance the strongest survivor areas in the game. It gives the killer a chance at cutting them down- which is ABSOLUTELY vital against strong teams. Breaking the wall incurs a time penalty, so you basically lose a chase if you stop to do it. It's like breaking a pallet. In order to use it effectively you have to premeditate it and use it out of a chase. That should have an advantage that comes with it. And like SloppyKnockout(<3) mentioned, the killers shack should be the one place on the map that is killer dominant, yet it has always favored survivors(they actually improved it awhile ago, the original shack was stupid ridiculous).

  • LowSpecGamersMatter
    LowSpecGamersMatter Member Posts: 485

    Same, I really dont feel the new shack design. U saw the images of the new graphic update to shack? Idk how to feel about it, kinda loses the "charm" of shack design because it looks so different.

    The only reason why shack is so powerful is because of its cracks in the wall making it see thro. However, talking just about the shack design/size/length its really well balanced. Without the cracks in the wall its very balanced

  • LowSpecGamersMatter
    LowSpecGamersMatter Member Posts: 485

    thinking about it: it sounds extremely silly :D for real, why doing the extra work just to piss off players and at the end after breaking the wall we have the same loop? What a waste of time imo

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I wasn't too thrilled when the said they were adding breakable walls. To me it just feels like another pallet. Something else I have to waste time breaking instead of chasing a survivor.

  • LowSpecGamersMatter
    LowSpecGamersMatter Member Posts: 485

    exactly, and on top of that it throws off the balance. Either a loop/building is overpowered without breaking walls but balanced after breaking them... or balanced before breaking them and underpowered after breaking them. Its a lose end for everyone imo

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    On Deathslingers map I do not break the wall in the room upstairs. Cause there's only one way in or out, the window. If I have bamboozle or if I'm playing trapper I love that room.

  • brokedownpalace
    brokedownpalace Member Posts: 8,823

    I enjoy them and I hope they continue to add them

  • Poweas
    Poweas Member Posts: 5,872

    Of course they will! It's the devs we're talking about! ;)