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Should killer shack have the breakable wall

jamally093
jamally093 Member Posts: 1,693
edited October 2021 in Feedback and Suggestions

You have Dead Dawg the creator of breakable walls and killer shack on that map as a breakable wall and well it just seems out of place you have a breakable wall on killer shack on one map why not the rest because when I play killer if a survivor runs to killer shack. I leave because it's a waste of time for me they can loop you there constantly with the god pallet and a window and one time I remember 2 gens were done so I just stop going to killer shack when chasing someone. So simple question should all the other maps with killer shack have a breakable wall there.

Post edited by Gay Myers (Luzi) on

Comments

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    Nah, Shack exists as it is for a reason. I say leave it alone.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    Yes. I’ve thought that since Dead Dawg was introduced.

  • Nayru
    Nayru Member Posts: 567

    as a solo this'd get people ganked more often always ever running to shack (even if it's on the other side of the map and they run through tons of phenomenal tiles) so i suppose i'd support that

  • Malkhrim
    Malkhrim Member Posts: 995

    Honestly, I think this could make high-skilled play a little less unbalanced.

    The killer shack isn't a problem against the average survivors, because they often fall for the mindgames, even for the most basic ones. But that doesn't work against the most skilled survivors. They won't fall for the mindgames and will always wait at the safest spots if they lose the killer from sight, reacting fast enough to reach the window or pallet when they see it again. This can waste a lot of the killer's time, which is a big problem against survivors who do gens efficiently.

    The only problem this implies is... the shack is already not that good for the average and low skilled survivor, so a breakable wall would make it a really dangerous tile for them.

  • Nayru
    Nayru Member Posts: 567

    another way of looking at it is that it'd make overt how dangerous a tile it is to them since so often i see low mmr survs running straight to shack, getting downed in short order and guess where basement is and welp that's game over 'cause bt/ds a rarity down there and people would rather let a 3v1 happen at 4-5 gens than try a basement save

  • glitchboi
    glitchboi Member Posts: 6,023

    I think shack is fine as it is. Shack is meant to be a powerful tile. Besides, shack isn't as powerful once you get god pallet out.

    The problem leans towards map design and not shack.

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Huh? As a new player, Shack was literally all I could run.

  • RenRen
    RenRen Member Posts: 1,443

    I'd say yes. I'm not sure about it being on the same spot but I definitely think it should have a breakable wall

  • Chewy102
    Chewy102 Member Posts: 613

    If you take a moment to look at it, the DD shack is bigger than normal. It's in part due to forcing that door for the gimmick of it, so the devs had to make the shack a bit bigger to fit said door. That size change likely can't be taken into other maps.

    If you also look around the shack in DD, it's a static placement. Nothing about the shack changes and nothing around the shack really changes from game to game. The DD shack was made for that map and that map alone. It is less of a Killer Shack and more or a 2nd main building for DD. DD itself is one of the maps that doesn't use the tile based map generation system either.

    Taking that bigger shack to another map will cause problems. Might not even fit in a standard map tile or leave so little room that it would piratically be touching or overlapping with adjacent tiles. To put that bigger shack into other maps would require far more work than it's worth.

    There's a reason why maps with unique buildings/tiles don't share those buildings/tiles with other maps. They just wont fit more often than not for one reason or another.

  • Phasmamain
    Phasmamain Member Posts: 11,534

    Shack is the perfect tile in my opinion and making it brainless for the killer is a bad idea

  • Seraphor
    Seraphor Member Posts: 9,429

    Shack breakable wall works in Dead Dawg because the saloon itself is also a strong loop.

    If the RNG tile generation could tell strong loop combos from weak ones, then I'd suggest making a breakable shack part of the tile RNG.

    For example some Coldwind or Crotus Prenn maps and really strong tile combos that chain TLs into long walls into shack/pig tree. Those strong combos could be offset with a breakable shack wall.

  • Szarman
    Szarman Member Posts: 247

    As a killer and survivor player I would say no. This tile is okay for me.

  • n000b51
    n000b51 Member Posts: 768

    All the other killer's shacks (i.e. except in Dead Dawg) are irregularily broken (there is some bad collisions when you are running close to the sheets metal). More, if the basement isn't in the shack, a hook spawn in his outside corner that it makes some random mindgames.

  • Nathan13
    Nathan13 Member Posts: 6,721

    No, breakable walls shouldn't even exist in this game.

  • jamally093
    jamally093 Member Posts: 1,693

    It varies depending if i'm doing challenges or prestigeing

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    I'm surprised they haven't added them to reworked realms after they added the breakable wall to Dead Dawg's shack, but at the same time, shack wouldn't be the same if it had it in every realm.

  • Bran
    Bran Member Posts: 2,096

    I do dislike strong loops that force the killer to waste time so yeah, I wouldn't mind.

    Maybe adding it if basement is there or the other way around.

  • 6yXJI0
    6yXJI0 Member Posts: 589

    Shack should have breakable wall only if there is another strong tile near. Like LT walls or jungle gyms.

  • adam1233467
    adam1233467 Member Posts: 1,131

    Why there is a breakable wall in the shack of Dead Dawng Saloon in the first place?