Which ARE the most absurd breakable walls?
Breakable walls are an apple of discord, hands down. but all in all: some DO make sense, more are ridiculous and some are just mindboggling. which are the worst, best and most absurd placements to you?
E.g. the upstairs walls on Coal Tower (i think it was coaltower) WHY should one ever break them? the only one getting an advantage out of breaking that are survivors (unless they would be running straight for the other opening, allowing one to get the drop on them, which is absurdly rare)
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Hmm. Badham school doors, Groaning Storehouse, and Saloon upstairs door. Storehouse and Saloon doors you need always break and survivors usually run in school and intentionally go down at the bottom floor so it's irritating to carry someone outside when one protection hit let's wiggling survivor to escape.
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The Room of Death saloon door makes no sense to me. Normally, the room has one window and three breakable walls leading out - so BHVR decide to remove the wall which creates an infinite. Why didn't they just remove the door that leads to the balcony, rather than the current one?
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This was a Bug and got fixed (despite the Map being disabled again, but because of an unbreakable Totem).
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The game has the worst breakable walls by far
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Oh I have beef with breakable walls.
Dead dawg saloon killer shack, the room of death, and the near infinite that exists if you don't break the upstairs door on the saloon.
Every macmillan main building has a god window somewhere with breakable walls.
Azarovs resting place, gas haven, and blood lodge also spawning guaranteed God windows due to breakable walls.
If you don't break the upstairs wall on Thompson house you literally can't make it to a hook if a survivor is downed up there.
The unique window vault in the circus map at the main building becomes godly unless you break the wall by the stairs.
Disturbed ward also spawns a god window unless you break the wall.
The badham walls in the main building are terrible for both sides.
Midwich with that secret passage way in the bathroom, I've always felt that be opened at all times.
Also the god window on the upstairs of ormond if the door spawns are unlucky.
Several dead zones and blocked off rooms on the game bc of the walls. Also another room of death.
The only map I feel that isn't severely hindered by breakable walls is family residence. Moral of the story...I hate breakable walls.
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They're so bad. They're either something you have to break or something you never want to break. The only perfect breakable walls are at the shack and TL on Dead Dawg, because they make existing tiles weaker.
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Dead Dawg has the worst by far. You have to break like 10 of them to make some tiles playable, and even then the main building is super strong.
Groaning Storehouse is another stupid one, because if survivors loop optimally it's faster to just vault the window than it is to go through the doorway you opened.
House of Pain for some reason has a breakable wall even though it was one of the strongest loops in the game already.
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The worst is yet to come...breakable walls on haddonfield are going to be completely deranged, I can sense it. There'll probably be one in the middle of the street or one of the hedges. And a new building made entirely out of breakable walls that on the inside has an entire Halloween script written all over it. But not one of the good ones, that one that has Busta Rhymes in it for some reason. Maybe the exit gates will have a breakable wall in them too.
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the ones they added to all the coldwind farm houses. Those loops were already survivor favored and now I have to smash two-three doors preemptively? lmao
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A lost of them are like predropped pallets that still leave a strong window behind which I dont think they should be. I think they should be like predropped pallets that leave a weak window behind. The game is the one map where I feel every single wall has no reason to be there. Saloon the walls in room of death should all be solid except the one that leads straight onto the balcony so its just a window. I once accidently broke the infinite wall when trying to pick up a survivor(im the break your spacebar until you pick them up kind of killer) and thank god the 2 survivors left didnt know how to use it.
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Nearly all except the killer shack one on saloon or the pointless double breakable wall behind the water tower in saloon.
I just hate how I always have to waste so much time destroying so many because alot create god loops
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I always kick the groaning storehouse wall in the main building.
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Do you even understand the concept of these walls? Dafuq
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The room of death has actually a reason to exist, and I will ######### miss it.
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Breakable walls are all awful in general.
Either they're a must-break wall that prevents a loop being semi-infinite, or they're a never-break wall that will weaken the area for you as killer.
All in all they're just a stupid additional time sink to killers who already have enough stuff to take up their time.
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All of them
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Because they saw they AFK clown video and decided they hated fun
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as long as we get breakable fences and breakable hedges as well, i'm good.
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Just let us trim the bushes a bit with our chainsaws, please.
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Feel like a lot of the breakable walls are a bit pointless while the others exist just to give survivors op loops till you break the walls. Its cool but its also annoying to have to break a wall just to have a more fair chance of catching someone at the location. Though when I'm survivor I def abuse it.
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Dead Dawg Saloon - The breakable walls in the killer shack and the room of death.
Autohaven Wreckers - Any breakable walls that spawn on any of these maps create a guaranteed infinite unless broken.
The Game - Any breakable wall on this map is just bad.
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