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More breakable walls? Really?
This is getting so annoying, we did not need these breakable walls added, the one on Macmillan had the breakable wall near the generator, but the last photo is the new breakable wall which pretty much makes the upstairs building a trap for survivors, and a guaranteed injure or down for the killer. ( Both of those walls spawn at the same time).
As if the Asylum wasn't bad enough, why in the world was this breakable wall added? After countless feedback from us, they continue to mess with the maps.
I'm very upset, the patch has so many bugs, hitboxes are messed up, there's been multiple cases of crashing, multiple killer bugs, and they prioritized adding these breakable walls that no one asked for.
Do better BHVR. I'm not doing this to be rude, but I'm doing this because I care about the balance and health of the game. Listen to your community.
Comments
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The fact that they added a window in THAT room on badham but then did this is...baffling
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Lol indeed. But thanks for these screenshots ! Now, we all are aware this change…
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I got the map today, and the window is gone lol
No idea whats goin on
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Literally WHAT are they doing? Who asked for this?
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This content has been removed.
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The devs have to be trolling today this can't be serious?
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🙃
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Most people say SM is the worst thing to happen to the game, my vote is still on breakable doors. They're just lazy bandage fixes for a slew of map issues, some of which were even solved shortly before the introduction of the mechanic (only to then be reapplied because now they're breakable guys isn't that great?)
A mechanic that could have been actual geo-modding maps bursting through walls like the koolaid man turned into extremely poorly placerd locked doors that are arbitrary time wastes (for either side, depending on the map/door)
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Imagine if we could burst through breakable walls with just a Hindered penalty, like Singularity getting hit with a pallet in Overclock, instead of the stiff animation.
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This must be some sort of bug.
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This looks like the most trash thing they may have ever done.
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I've said this before but it honestly feels like they sometimes just throw stuff at the wall and see what sticks. There's not alot of sense in alot of the map changes
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i think there is no point in giving feedback anymore tbh, these breakable walls were the most unnecessary way of bandaids that could possibly come for maps
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They intentionally removed the Badham window this patch due to feedback. It was announced on Twitter after the patch note post went up.
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Fwiw this is almost certainly a bug, it mirrors one near the introduction of the mechanic perfectly, and it forces every wall that's in the code to spawn, including those that normally wouldn't ever (Asylum main building - there used to be 2 walls that would spawn from a potential 4, 1 always being near the conservatory window, before the other 3 were removed either after PTB or very close to it) or those which are conditional (a la Coal Tower, where only 2 out of a possible 3 are ever meant to spawn upstairs, with the one by the generator a guarantee and the other dependent on window spawn)
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This is beyond frustrating. It seems like every time there is a glimmer of hope that the devs are listening to community and actually making changes based on it, they also roll out some mind-boggling changes that nobody asked for and this is a perfect example of that.
It feels like there's a serious issue at BHVR with how they have their resources allocated. That's the only thing to explain why stuff like this gets worked on while many other issues in the game - things that are actually being brought up on the community forums regularly - continue to be left untouched for years.
It's so frustrating because I really do love this game and see what potential it could have if BHVR would devote resources to some of the key issues being addressed instead of things that nobody wants like new breakable walls.
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The upstairs of Coal Tower main building is hilariously silly. I was playing Mikey last night and had my tier 3 99'ed. Two people were on the gen up there and they had nowhere to run because I was on the stairs which was their only way out.
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That’s hilarious, frustrating, and horrifying at the same time!
There are people also complaining of being held hostage upstairs on that map because those breakable walls are there, it’s honestly ridiculously stupid how they thought that was a good idea in the first place?
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Hello!
The team is aware of breakable walls appearing on some maps that are not intended and are investigating.
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Which window ?Please show if can ☺️
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So this is a bug? I don't know a single game where bugs like this exists. The spaghetti code is truly real. Unbelievable.
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I'm sorry, but how does something like this happen?
I'm genuinely curious.
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Probably 2v8 powers/testing spilling over? And this building just squeezed in somehow with the flags set for all breakable wall creation zones enabled.
Likely a survivor archetype will be able to erect breakable walls as a form of chase disengage, or out-of-chase possibly. Ideally not the same class that can also build pallets (as that could seem a bit overloaded with chase manipulation).
Here's hoping that these Breakable walls can also be destroyed with a Basic Attack, or a faster version of the Break animation.
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This is good news, thank you!
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I hope your right.
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I agree. Certain bugs here and there will happen but the ones that straight up change the maps by adding breakable walls that could even trap and hold survivors hostage is really bad.
This should’ve never happened.
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On the topic of Disturbed Ward / Crotus, its main building is one of, if not the most broken in the game. I have no idea how it remains unchanged so far but it's awful to play against
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hmm, that's actually an interesting point: If survivors can place breakable walls, Will survivors be able to be trapped via breakable walls being erected? Can they themselves bash them down if they need to escape?
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That would be dope, though I hope it would be made more fluid than needing to get in range of the keyprompt, pausing, and then pressing the keyprompt to move forward.
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