Breakable walls
Ok lets get more insults slung my way :). So I dont get why people complain about breakable walls. Badham is gutted. House of pain at badham is gutted. Dead dawg shack is gutted. The infinite at dead dawg can be broken and then NEVER used again. Groaning storehouse has NEVER had pallets in my games, ZERO that window is the only savior and if they break the door it is a death trap. Ironworks has a god window but its easy to break. The double windows is the issue.
I understand that the time is precious, but if you go out of your way to break them of course you're gonna waste your time, but if you break them when you need to you can punish unsuspecting survivors and you only deal with them once. Leaving them up or breaking them all start of match is detrimental. Whenever I start the god loop at dead dawg and I see them break the door I sit there like ahh great now I cant run here. And when I do I am no longer safe.
Also building doors to make infinite is pointless as well. If survivors do that we will just keep house of pain and build shack and keep badham. We would never stop our infinites and then you guys would still complain. Hell survivors have to "just do bones" 15 seconds for each totem so 75 seconds for all totems and that's not including searching or multiple people on them at the same time. And then building walls in 10 seconds as suggested for them to be broken in 2! That idea is dumb. What's the point of us wasting OUR time for a killer when a killer wastes less time by spending 2 seconds. And I think it stems from the survivor sided aspect of the game, yeah we are the powerhouse in a team, but against random you will win or 3k if you are average. If youre good at killer you'll almost always win against randoms. So using the fact that every survivor will win because you waste a couple seconds doesnt make sense and neither does having survivors waste so much time to build and EASILY breakable wall or do a crap ton of totems.
Yea they shouldnt have infinites, but we shouldn't implement anything that forces one side to waste a crap ton of time for no good reward. And also before you call a gameplay mechanic out at least think about how it is for the other side, if you only care for your side you will think with a skewed view. If I missed a point, please tell me and ill try and adress it. Hell I'll even concede if you can bring up a point I can't argue with.
Comments
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The only thing, and only thing. I don't like about the doors is that most times it's just better not to break them. All because the map design for the breakable walls was lazy and they literally went "Strong loop? BREAKABLE WALL". So as the killer, it just makes more sense not to waste your time breaking them, and making the game harder on yourself.
Lower down on them, and have more breakable walls that just changes the dynamic of the game -pacha just right meme- . That would be perfect.
Like just imagine. You facing a killer, you loop him a few times. Then BAM! Breaks the door in the middle of your loop, and now you gotta run a whole other loop you might not even know that goes through the door he broke.
Also like. Why does it take so long to break walls? I want to be terrifying. I want my hearbeat to get louder as I get close to a hiding survivor and then just straight up go all The Shining on them, and break through the wall getting a hit in and just making the poor shmuck literally [BAD WORD] their pants. BHVR why didn't you let me do that?
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They have to give survivors time. And yeah that would be AMAZING, sadly they did it half assed in some.cases and breakable walls shouldnt be strong by having them for the killer. They should make loops weaker once broken. Or a mix of your suggestion and mine
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Yeah! Exactly and that's what I mean by dynamic. Not just the copy and paste of "Oh this was strong loop, me put wall here, now not strong loop" - making the Killers go "Oh no longer strong loop. Me not break wall, because me no want strong loop again"
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Like look at house of pain it is now dumb I mean it changes a loop pattern but with no variation. Hell if they put breakable walls in the house of pain to change directions or force a window itd be cool
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Breakable walls ended up being such an underwhelming and poorly implemented addition for how much they hyped it and called it "a new game changing mechanic" upon release.
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The thing is, Breakable Walls are bad when they
a) make Tiles way easier than they should be
b) are 100% mandatory to break
And I am also quite sure that BHVR also knows that Breakable Wall were a failed design, but they want to stick with it.
The thing with Walls for a) is that e.g. Shack does not need a Breakable Wall. It is a Tile which is strong, but playable for Killers. This obviously goes for every Structure which is like that.
Walls which fall under b) are equally bad. Like the Saloon-Walls, you should not have to break some Walls to play the game. Same for the Storehouse-Wall, even tho I think that this falls in a even worse category, because it turns the Storehouse from Survivor-sided into Killer-sided instantly when the Wall is broken, while you still have things in the Saloon to work with (some unsafe Windows or Pallets nearby).
Walls which are good are the Badham School-Walls or Walls in the House of Pain which cut off the God Loop. And this is how Walls should be, giving the Killer a choice. E.g. if you down someone in the Preschool, you can think about breaking one Wall, which allows you to have access to Hooks or to the Gen inside, while opening a Loop for the Survivors.
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I agree But I disagree that they are do survivor sided like people say. In a game where every choice matters you should be able to choose which wall to break with a good and punishing reaction
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The Walls in the Saloon itself and on Midwich are pretty Survivor-sided. Midwich-Walls are better than the Saloon-Walls, since you can break them on the go (and in general, the map is terrible as a whole for both sides anyway). But the Saloon-Walls are basically "You need to break them or you cant play the game".
But yeah, not all Walls are Survivor-sided and the ones on the Saloon are probably the worst. Like, I dont think that MacMIllan needed Breakable Walls, but if the Devs thought that the Main Buildings were too weak after the Rework, I guess they are fine.
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I mean the saloon can be done on the go and you only need to break 2
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