Do you think breakable walls will ever be removed?
I don't think I need to tell most of you that they're bad.
I just don't understand why they exist? Like there was an effort to fix all the god loops, which was really nice. I can't even describe how good those few months felt to play without the walls. But then they add breakables to the windows.
They add nothing at all to the gameplay except for making it tedious. If you don't break the wall, you're going to get screwed. The first survivor to use it gets one free escape from chase, then the rest have a mid window. It's implemented in all the wrong ways. The only times it's been done decently is on The Game and Badham, but most of the time you dont want to break those walls. So why even have them at all?
The only one that's done right is the killer shack wall on Dead Dawg. You can chase it normally or you can choose to weaken it with a bit of time sacrificed. It's a fair trade and doesn't completely cripple the loop.
I made a thread a while ago trying to make them have just a little bit of depth to them at the least. There is no possible way I can see them become anything more than a bad gimmick. They're shoe horned into the maps and it feels like bhvr puts them in because they already spent resources making the mechanic or don't want to put the effort into making dynamic loops.
https://forum.deadbydaylight.com/en/discussion/295066/breakable-walls-rework-proposal
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No. They just added them to the newly reworked Haddonfield. They’re not going away.
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They don't remove mechanics they invested man-hours in.
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That short period of time after they fixed god loops right before adding breakable walls was the last time I had hope for DBD
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IMO the crying about breakable Walls is way too much. They are not that much of a problem, some Walls suck (e.g. that Dead Dawg is full of them, there should not be a Breakable Wall at shack and they should all be removed from The Game).
But some are pretty good. e.g. the one on Ironworks of Misery, this gives the Main Building a purpose. After they removed the God Window (rightfully), the Main Building hat nothing, it was a Deathtrap. With the breakable Wall upstairs, there is at least something to work with, but it cannot be used more than once, since it becomes weak when the Wall is broken.
They will certainly not go away at any point. I am not the biggest fan of them and some of them really suck, but it is not like a Killer player will lose a game because they need to break a Wall.
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They won’t be removed, nor do they really need to be removed. Some of them are fine, it’s just certain ones that are badly designed.
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NO they probably gonna stay because is BHVR after all.
breakable walls definetly are badly design as pre-drop pallets that you have to break currently YES
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No, but they should be re-worked IMO.
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Nope. They've been added to new Haddonfield so they're sadly here to stay.
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How would you rework them?
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Nah they'll keep adding them like 20 feet next to a strong window to make it slightly less strong like they did with every other breakable wall.
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They won't lose you the game, but they do have a legitimate impact on overall map design. It's like a non-commitment design choice. Instead of creating the map to have fluid gameplay and well thought out loop designs, there's just a wall that turns an area from good to bad. I agree with what you've said about the Ironworks top floor window, but that wouldn't even be an issue if the design was better. Dbd's core gameplay issues are directly related with map design. The walls only add to this. It slows down gameplay and removes any meaningful design decisions. There's nothing interactive or fun about getting locked into a 3 second animation to be able to play around a loop. And it solves none of the problems of the maps gameplay for more than a couple seconds.
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They should be removed.
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I'd remove the animation to break them. Lunge attacks should break them.
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My main issue with breakable walls are walls which don't give the killer any benefit from breaking, for example the preschool main building walls that were recently bugged and some of the walls on dead dawg's main building (not the ones by the windows but the ones on the sides in the rooms nobody ever goes in).
No killer who knows what they're doing is going to break those (except for one on preschool if they have to in order to reach a hook - also bad design) because they know it doesn't help them/it just makes the loop better for the survivors. If the killer is a newer player and breaks them, then they've just made the game harder for themselves without knowing it.
Dead Dawg also just has way too many of them in general regardless of their design/how important it is to break them.
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I can remove them with my foot, only takes a second.
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Breakable walls in principle are fine. I actually like them. There's a few that aren't well placed but otherwise they're ok and not getting removed.
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Dislike the design of them some are mandatory to break and if you don't you are throwing the game and some if you do break em you are throwing the game
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They really should just make them a survivor side objective to build them somehow, since they can make some loops awful, but at the same time there are some loops that get STRONGER if the killer breaks them so lol.
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I don't think they will change them... because they are fine the way they are and are working as intended.
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Honestly I'd expect a survivor perk that allows survivors to break walls with a loud noise notification before I imagine they'd take out the walls.
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That would be ridiculously broken on certain maps and yet I would not be surprised if we got that at some point.
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Breakable walls are an amazing idea with a horrible implementation.
Having breakable walls alter the map lay outs to both help the killer like how they were done with the Midwich shortcuts is a good idea.
The fact that they are glorified predropped god pallets or traps that create infinite loops 90% of the time is what's wrong with them.
Remember some of them are so horribly made that maps have been disabled solely because one breakable wall didn't spawn:
A recent example is the bug that caused the saloon's upstairs trap room breakable walls didn't spawn which turned the ENTIRE MAIN BUILDING into an giant true infinite loop(If played right the chase always broke so no entity blockers ever spawned).
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Make the time equal. fill in the obvious ones killers never break and make the good ones require a survivor to set up. Survivors have time and resources to spare where as killers do not.
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Probably not. Once the devs think they have a good idea, they just push it through every time, even when it's nonsensical. Why are breakable walls a survivors sided mechanic? How does that even happen?
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No, EVERY shack should have that breakable wall. Not JUST Dead Dawg.
A structure called "The Killer Shack" should not be one of the most Survivor sided structures in the game.
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If you cannot run Shack as Killer, this is a "You-Problem". The Dead Dawg-Shack should get rid of the breakable Wall (and be made smaller, because it is a little bit bigger than regular Shack).
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I think this is the result of how the Devs work - they changed some structures, made them way less problematic. But since they did not have anything left afterwards, they added the breakable Walls.
In general, it would have been better if they would have made more changes right away. So that they would not even need to add a breakable wall to give something back to the Structures they nerfed before.
However, the main point should always be: Breakable Walls are here to stay. They wont go away, they just added them to Haddonfield. They got introduced 2 years ago with Chains of Hate and since then, every new Map had them. They are not thinking about removing them, otherwise they would not add them to their current Maps and current Reworks. And I really dont think they are that bad. I will never be a fan of them and some Maps should not have any breakable Walls, but it is what it is.
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It is your job as killer to remove them.
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And why exactly should the breakable wall go away? Is there any good reason to, other than because Survivors want their three window loop?
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I sometimes wonder if there will be a survivor perk that lets you destroy the walls instead of the killer.
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when was the last time BHVR said “well, we spent a lot of time on this change, but we know most people didn’t like it so we’re going to undo it.”
yep, never
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This actually somewhat happened with The Early Game Collapse. They tested it internally and everyone hated it apparently, so they scrapped it. They just won't take back something they pushed live because they paid for the man hours to create a polished-ish mechanic.
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That would cause issues with the "Noob Trap" walls the devs love to add in that solely screw over the killer.
While this might sound like an endorsement of your idea you'd first have to realize that most "Noob Trap" breakable walls recreate true infinite loops.
In fact when the "Noob Trap" wall didn't spawn due to a glitch on Dead Dawg Saloon turned the main building into a true infinite loop. It was so bad the devs had to disable the map until they could fix the wall not spawning.
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I hope so. It took away god windows and made the killer's job even easier. Now all of the great god loops are gone and turned into terrible windows with a wall next to them.
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Killers were able to play Shack way before Dead Dawg was released. If you are not able to play Shack, you should improve instead of relying on a cheap Wall-Break to make it easy for you.
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Nah, that is a cheap excuse just to try to empower looping as a game mechanic. You can get one free loop. If a Killer wants to use a breakable wall to cut that short, he should be able to.
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If you nerf Looping, you will just create more holding W. Because if Survivors cannot Loop, they just have to run in a straight line, because nothing else can be done.
And as I said, I think every Killer player should be able to play Shack. This is pretty much the Basics that should be learned. Shack is a strong, but fair tile.
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This falls under the flimsy ideology that the game is either loop or hold W. This faulty premise entirely throws juking the killer with stealth or evasion out the window, which I am glad to see is making a comeback with new Haddonfield.
Shack is not mind-gameable to a Survivor with a brain. There is no secret tech. Survivor can literally see your red stain all over the place, and you are visible through the cracks of the structure, which exist exclusively to benefit the Survivor. You stand at one of the four corners, then make the right left/right play as the Killer comes. If he gains distance, you window. You get three of these for free, and then a fourth run where you drop a non-mind-gemeable pallet. Such skill. Much excite. Wow.
It is not nearly as exciting or interactive as people pretend it is if the Survivor doesn't try something dumb. As long as the killer isn't someone like Artist, you are fine here.
The breakable wall levels that stupid playing field, closing the gap between M1 killers and "Ha ha screw your game mechanics" Nurses.
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They're clearly the baby of a high up developer that refuses to let go of something that everyone hates. You should not be designing maps or have an ounce of input into their concept if you balance things around something that forces a chase drop and momentum. These walls aren't created to the benefit of a killer, ever, that shouldn't already exist, and are effectively pre-dropped pallets or are otherwise worthless and ignored. If you think that's balanced, I have no words for you.
For example, on Haddonfield there's a house with a breakable wall, and a god pallet downstairs. You have to kick that pallet if it's dropped. Before they drop that pallet they can run around up the stairs and take a window vault where a breakable is next to. That whole scenario is already horrible without that walls existence.
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