"Since then we have made great strides in identifying these loops, and tweaking them-"

chieften333
chieften333 Member Posts: 1,554
edited November 2020 in General Discussions
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Comments

  • chieften333
    chieften333 Member Posts: 1,554

    I don't get why people defend the walls, you explained it better than I could have.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I love how in all of these the answer is also in the frame.

    It is NOT a godloop is you can make it unsafe in 2 seconds

  • NomiNomad
    NomiNomad Member Posts: 3,181
    edited November 2020

    I despise breakable walls, and I think they're incredibly poorly implemented, but they're also incredibly easy to get rid of. I can't say I disagree with you, but if the Dev's are hellbent in having god loops in this game then I'd much rather them have a breakable wall.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    Like I said, I hate them and I agree - god loops shouldn't exist. It boggles my mind that they added them back, and continue to for the sake of who knows why, but the action is so tiny that I just don't see a point in complaining. I complained when they first started adding them into reworked maps, and it didn't do a thing. The Dev's clearly are pushing this, and when it comes to BHVR they barely ever change their minds.

  • lowiq
    lowiq Member Posts: 436

    Nobody is defending the walls. If you want to make a click bait title about god loops, then expect people to point out the obvious. Which is, they're not.

    It's not a god loop. If I refuse to break shack pallet and run around infinitely with bloodlust tier 9999999, that's my own fault. This is distorting an actual issue - which is real god loops. Like old storehouse.

  • Freddy96
    Freddy96 Member Posts: 767

    2 seconds to break them (usually there is 1 breakable wall in the whole map that needs to be broken). Once they are broken those loops are worthless and they also removed some pallets around them. If the killer spawns near them that time is completely irrelevant.

    And even with bloodlust what are you gonna do around them without breaking them?

  • chieften333
    chieften333 Member Posts: 1,554

    As others have mentioned here, breaking the walls takes time. Time that would be better spent patrolling gens that could already be halfway done by the time you get to them.

    Even if it is only a 2.5 second interaction, the time wasted going there, breaking it, and going back on patrol, adds up.

  • chieften333
    chieften333 Member Posts: 1,554
    edited November 2020

    It's less about bloodlust and more about how they're retroactively adding god loops back in with breakable walls. Then saying they've gone back and tweaked problematic loops.

    In some cases they even created more by adding a breakable wall where an open doorway used to be.

  • Avilgus
    Avilgus Member Posts: 1,261

    Just ignore those loops.

    🙂

  • chieften333
    chieften333 Member Posts: 1,554

    I wish I could, but for the ones on live, survivors keep running to them T.T

  • Freddy96
    Freddy96 Member Posts: 767

    They also removed pallets around those windows so now instead of wasting 5 secs for each pallet (best case scenario) you are just gonna waste 2,6 seconds and then it's worthless.

    In my opinion from survivor pov i'd prefer having the pallets back because as i said and everyone is saying once that wall is broken you won't be able to use them anymore, so if they're gonna remove the walls and give us back the pallets i will be really happy.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    for killers that aren't using slowdown perks and are trying to juggle hunting down all the survivors nearby at once, even having an already dropped pallet that survivors get for free (no animation for Huntress players to use, no ways for certain killers to bait the survivor into not dropping the pallet in time, etc.) is often enough for the killer to nope right out of there because of the time wasted on breaking the walls. More importantly, breakable walls fuels frustration on the killer's side that killers have to do more and more things while survivors have to do less and less when it comes to chases.

    Saying something is fine because you can make it gone in several seconds is ignoring the reasoning and evidence behind why it is bad that the problem exists in the first place.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    With that logic shack is an infinite once the pallet is down if you don't break it.

    These "god loops" are the equivalent to a survivor insta throwing a pallet, except even worse as you can break it before the survivors gets there.

    The old actual god loops had no counter outside of leaving them or going through the whole thing and losing instantly. They were actual safe havens. these ones you break the wall,you go back to pressuring gens and laugh as everybody that goes to them is almost certainly getting hit

    Calling these loops that outright become death zones after a 2 seconds animation god loops is a joke. honestly makes me think you never experienced the old god loops.

  • MrPenguin
    MrPenguin Member Posts: 2,426

    it is, that's why its called a god pallet. No its not as bad as the old god loops, but its still one. These are just god walls. Not as bad does not mean its not still a problem. Either way the killer has to either waste time or lose a chase, so its just a lose-lose and bad design.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Survivors need to have SOME safe spaces to run to. Otherwise why should they bother running at all when spotted. Those loops are safe for ONE survivor ONCE only. Unless a killer stubbornly refuses to break it.

  • Mat_Sella
    Mat_Sella Member Posts: 3,556

    You do realize that this is a great stride. There were godloops in the past that killers could do nothing about. Now you can. break. the. wall.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Good grief. 2 seconds each time. And a killer shouldn’t intentionally break them all before doing anything else. Just they ones they come across or the ones come across mid chase.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Poorly implemented how?!

    Once upon a time these loops used to be impossible for killers to deal with.

    Then they went too far and made them useless to survivors by putting an open door right next to the vaults.

    Now ONE survivor gets ONE safe loop of these areas, unless the killer is foolish and ignores breaking the wall because 2 seconds is too long.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    They never should have existed in the first place. When they were first removed, I'm pretty sure everyone thought they were good changes - because they were. Plenty of people who play this game for a living have pointed out how bad they are in their current design. Two seconds is a ton for a killer. Killer's times are four times worth as much a survivor's team, and 2 seconds is easily enough to get to another loop. In a game like this, where every single second counts, 2 seconds could easily mean a loss.

    You're fine to have your opinion, but the simple fact of the matter is I'm just not gonna agree with you here. I, and plenty other people, think they are incredibly poorly implemented. They could have been interesting, but they're only used to introduce god loops again. More of them need to be like in Badham - where the killer shuts down a loop from the get go but also severely cuts down their own escapes in the building. Again, you can have your opinion - I don't care. I'm not gonna argue about this because it's clear we disagree.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I still don’t get how dramatic people are being about this. They’re safe once, and once only. After that they become death traps. Some areas are actually death traps with the breakable wall left intact.

    I love breaking the wall of the lower level bathroom in Midwich but leaving the wall above it intact, and if the opportunity arises, herd a chase into the area.

  • Freesham
    Freesham Member Posts: 262

    Funny how there's people telling you to just break the doors. A lot of the time killers don't have the opportunity or time to walk to a breakable door to remove it before getting into a chase.

    Imagine chasing a survivor to an area you haven't been to yet. It would take too much time to down them in the loop's current state, so you're forced to break the door to weaken the loop. This buys the survivor time to run away, most likely to another loop, which costs more time.

    You can't really walk around and break a bunch of doors on the map before starting any chases. That's the issue.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Hence why there’s a wall you can break so that it’s no longer safe for any survivor foolish enough to run there again.

  • Ryuhi
    Ryuhi Member Posts: 3,786

    so, pretty sure its already been mentioned, but kicking a breakable wall is more than 2 seconds wasted. You have to either sacrifice setup time/finding the survivor and do it pre-emptively (thus sacrificing gen pressure in the time it takes to walk over to the door, kick it, then leave the area) or you have to stop chasing, route to the door, break the door, then resume chasing after the survivor who gained distance that whole time.

    since the survivor movement speed reference is 4.0m/s, ignoring lunge/other loops/windows and so on, it takes about 6 seconds to close the gap and about 10 seconds for 4.4m/s killers. Obviously there are other variables that can come into play for both sides, (survivor with an exhaustion perk ready, killer power, nearby loop, etc) but this is a baseline amount of time to average in addition to the time for the door kicking animation and recovery. If they're running away from the loop into a dead zone, yeah, it won't matter as much. But when they get lucky enough to have that right into a jungle gym into a T/L....

    Point is, you can't say "its just 2 seconds" when they only way thats possibly accurate is if they stand on the other side of the door waiting for you to break it.

  • MrPenguin
    MrPenguin Member Posts: 2,426

    Again, how about no walls for a badly designed loop and just have a well designed loop to begin with. This is just a free out for survivors which they have more than enough of or a free time waster. Its not like survivors are lacking in safety right now and its not like killers have more time than they need either.

  • Ryuhi
    Ryuhi Member Posts: 3,786

    The midwitch one is actually a good example of bad implimentation. While the trap you mentioned is nice and can catch people once or twice, you have to sacrifice a LOT of map mobility to do it. This isn't a game like L4D where there are killer only ways to change floors and otherwise traverse the map, you straight up only have the staircases if you use that. Any form of comms between survivors can make it pretty much impossible to pressure between both floors because of stuff like that.

    Now, if it were like tha game where there were multiple, more evenly distributed ways to change floors? it would be fine and maybe even great. But removing 1/3rd of your map mobility potential for a chance at a "gotcha" moment....

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The problem is that its kind of just a big ######### you, from the Devs, to everyone that plays killer. Sure, break the wall and it's a deathtrap - but it takes longer to break the wall than it does to break a god pallet, meaning the survivor gets an immense amount of distance completly for free by using a resource that never used to exist and doesn't detract from the other resources they have, with the exception of the Storehouse.

  • Ryuhi
    Ryuhi Member Posts: 3,786

    So is ds, so is unbreakable, so is an ivory mori, so is a key, so is a...

    oh, i think you get the point by now. 1 well timed strong situation can be vastly superior to multiple badly timed or ineffectual weaker situations. Time management is 100000% the most important thing in this game, especially since most other aspects like map pressure stem from it.