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Fun fact, actually, really really sad fact:
I love breakable walls.
As a killer main, I cannot get enough of these things and I do Not Know Why. They're just so fun to use bc you can decide what the map is going to look like. Especially on badham, I love breaking one wall but not the other on the preschool and seeing them get trapped on the deadend of the preschool. Also, Dead Dawg Saloon. I don't know if I'm an absolute masochist of a killer main, but I love everything about the saloon from the chase gameplay to the aesthetic and ESPECIALLY the number of breakable walls.
Does anybody else have a weird love for breakable walls? I'm kinda disappointed at how many Sanctum Of Wrath got. I don't even recall if it got any tbh. I mentally shut off when I play that map.
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I've barely used them and I don't really understand them. Are they any good?
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I really like that it's a feature but I'm always wondering whether I should break the wall because it gives the survivors other routes.
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They can be good but it can also be really bad because if you break the wrong wall you've opened a infinite loop
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They can be! Usually, they're there to make survivor's routes better but once you break them they make the route tremendously harder to escape with.
Same. On badham preschool, the wall near the hole in the ground seems to be better left untouched. Survivors don't know what to do once they've run to that dead end.
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No. I like the idea, but dislike the concept. I'm already crunched for time as killer, so forcing me to take some out to open up routes that MUST be opened? Saloon shows this off. Taking time out to clear up the saloon, or else you'll never catch survivors in there? Bad execution.
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And on the flip side, having routes were you benefit more from not opening a route is just an unnecessary noob trap (since Survivors can't interact with them in any way). Which is basically every breakable wall on the Badham maps.
The only cool breakable walls are on Midwich (the secret passage, the one in the hedges, and the one by reception) and maybe the one on the Killer Shack at Saloon. The kind of walls where breaking them is beneficial without being necessary.
It's a shame too, because breaking walls is fun and looks cool.
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I like them, they bring a little element of strategy for the killer. On the saloon for example, some walls are better left unbroken, and on Badham, like you said, you can trick survivors and trap them in a dead end.
And the animations? They look very nice as well and Freddy's is definietly the best for me
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Dunno most of the walls are useless and you never touch em (they also eat all my frames when i try to destroy em).
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There are times when yes, you should break the wall. A good example is the 2 story house on Badham. If there's an open window that a survivor could jump through that would cause you to either have to go ALL the way around, or break the wall right next to it, definitely break the wall. It will actually shorten the chase.
Another example is if you have a survivor downed, and you can't make it to a hook (and you're in basement of preschool). You may need to break a wall to get to a hook. Or if a gen in your 3 gen stack is close to done and breaking the wall would be much quicker than going around.
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I like 'em too, mostly when using breakable walls as just walls, that is.
I love the noise it makes when you break it though, sounds very tough.
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I don't even have time to break them, cause if I'd do, 3 gens would pop in the same time.
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As a nurse main I generally leave them closed. Unless its game over and I want extra BP
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On COD zombie maps, its a strategy seen to leave certain routes locked, I imagine the breakable walls would help keeping survivors contained somewhat, but, as the above said, killers are pushed for time as it is, without using up more.
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If a breakable is next to a window I'll open it, but that's usually about it.
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Or you can cut off loops
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You should be able to just attack them
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