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Whats your thoughts on macmillians breakable walls?

supersonic853
supersonic853 Member Posts: 5,857
edited October 2020 in General Discussions

Pretty much sums up my thoughts. Most are either useless or again used to make a god loop. Especially the upstairs god window with a breakable wall now on ironworks. Then the 3 upstairs on the first map why the heck would you even break those? Still proving to be a pretty stupid feature in my opinion. Maybe your thoughts are different?

(Also welcome back groaning storehouse god window! How we missed you....)

Comments

  • MadLordJack
    MadLordJack Member Posts: 8,814

    I had hope after the amazing Preschool walls. I really, really did.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,198
    edited October 2020

    I want Scott’s breakable wall idea to come to DBD I Iove the idea of survivors building walls to waste killers time that would be a great gameplay element

  • FFabeq
    FFabeq Member Posts: 530

    They removed mediocre pallets inside/near the main buildings, instead they added walls that only boughts you 3 seconds, and doesn't help much.

    Bad change.

  • Jb94
    Jb94 Member Posts: 209

    I think people get a bit dramatic about breakable walls tbh.

    I think the ideal would be for each map to have 5/6 breakable wall spawns and only spawn in 3 of them. There's no garuntee the survivors will get their god windows or that the killer will get the more favourable ones either. Some level of survivor interaction would be good too- a perk maybe, though that'll have to wait until they're standard across maps.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,097
    edited October 2020

    That guy in the comments summed up my thoughts perfectly:

    Three points:

    1. I hate every breakable Wall in the game, I think it is a horrible addition to the game, even tho, the Badham Walls are decent.

    2. Except for the Storehouse, I am fine with the MacMillan-Walls. I dont think that the Map needed any walls, but its not like they are a big deal. It might even be possible that BHVR thought that the Main Buildings were too weak after the Map Rework a few months ago, and a one-time break of a Wall is still way better than the old versions of those Maps. Like, they even changed the Coal Tower back then, which was already one of the most balanced Maps in the game before (or they simply wanted Breakable Walls on every Map).

    3. Building breakable Walls is just boring. Yes, it has a strategic aspect in it, but that strategic aspect is gone after the best spots for breakable Walls are known. And then it is just another M1-procedure without any interaction with the Killer.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Who's got time to break walls? I'm in a chase. I'm hooking a dude. I'm desperately trying to get value out of Pop. I'm breaking every single pallet in the map, one by one.


    And then break a wall, for what purpose? Most of them just let survivors loop me better.

  • NekoGamerX
    NekoGamerX Member Posts: 5,459

    breakable are nice idea I think but I don't think they doing them right.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    The issue with breakable walls as they currently are is that they favor survivors which forces killers to break them no matter what in a game were a killer's time management is so restrictive making a mistake that extends a chase by 10 seconds can outright lose you the game.

    Breakable walls should never be benificial to the survivors for merely existing as survivors don't put time into them.

    I feel like breakable walls should be a trade off time investment for killers:

    Open up a killer only shortcut(lets just say there's an entity wall blocking out survivors but not killers) so killers would have to make a choice of opening up the short cuts to save time later or leave them closed to try to apply more early game pressure.

    Its also entirely fair for the breakable walls to be a mechanic only for the killer's benefit only as they are the ones who actively have to invest a trade off into said mechanic.

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    Found an amazing spot to stay as a killer with insidious in ironworks, I know it will most likely be patch but I hope it stays, so far I was able to scare a few players.

    To the topic, I hate breakable walls, have hated them since the saloon release and will continue to do so.

  • Dwinchester
    Dwinchester Member Posts: 961

    Absolutely hate them. They took one of the few balanced maps and shifted it survivor sided.