It's Past Time to Remove Breakable Walls

Killers don't need more slowdown on already survivor-sided maps. Glenvale and Badham in particular have far too many walls that are essentially mandatory for killers to break.
Just admit they were a failed concept, remove them, and leave the doorways open.
Comments
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They wont. Theyre too proud of their mistake and would never admit thats it was being a failed concept to begin with. Though I still dont think that those measly seconds are worse a complain of "killer slowdown".
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I'd be fine with them being in newer maps, no problem.
On the other end, Badham and Dead Dawg are full of these and it's just awful, so they could take some out from these maps.
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They aren't a failure, there are just some bad examples. There are good walls too, like the ones in the generator-controlled walls on Gideon or the one adjacent to the vault in Torment Creek's (? I think? I get these maps mixed up) main building- those are walls that actually add some texture and decision making to the gameplay, they're a good example of what walls could be.
On the flipside, there are definitely some walls that need to go. Stuff like the walls in Badham's main building that have to be broken or you can't hook anyone, those are the kind of walls that need adjustments.
They're not a bad concept, it's just that a lot of them don't add any variation to the gameplay, they're just an extra chore you have to finish or that loop won't be usable.
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Breakable walls are mostly fine. Many serf as dropped pallets and removing them would create a lot of balancing issues, others are optional and allow the killer to decide whether or not he wants more ways.
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I like breaking walls, it makes me feel powerful, but I also play killers who get addons to break them faster, I don't think they are a failure just some people don't break them quick enough and leave them up in certain loops like groaning storehouse or whatever its called.
Could just let us m1 them instead to feel even more fun to crash through0 -
Take the breakable walls from Badham and give them to Haddonfield, pls
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Breakable walls are an amazing concept that balanced maps. Pre-breakable walls, maps were either very killer sided, survivor sided or pallet heavy (but result-wise, balanced).
Breakable walls allowed there to be less pallets in general, while giving the ability to add windows that are strong once.
You have good walls to break, and bad walls to break. Because if every wall was a good wall, there would be no reason to not break them, but if every wall was a bad one, there is no reason for them to exist. You have to have both, so people can make a mistake.
Good examples are the 2 doors in Dead Dawg main building next to a window.
Badham is an example of (partially) badly implemented doors, but only half of the time. Because if basement spawns there, it suddenly is fine. The issue with Badham is that there isnt a hook in the basement of the school. But Badham also had the house of pain before breakable walls, and now its at best house of annoyance. Remove the breakable walls and its either house of pain against killer, or house of despair against survivors.
In fact, the maps that DONT have any breakable doors are the maps that are also the least balanced when looking at results. Hawkins has 2 very survivor sided area's (portal room and that one room with an incredibly long, closed, wall) and 2 quite powerful killer area's, that one room with 2 weak pallets, and that one room with the pallet near the server-thingy). Its overall "balanced" because of those, but breakable walls would actually balance it out. The portal room could use a breakable door, just like the long wall. While those smaller rooms could actually benefit from having the holes in the wall initially walled up. Lery's could benefit from some walls here and there.
There are walls I would replace with an RNG hole tho. Like, the one downstairs in dead dawg in the gambling room. It doesnt really serve any purpose. It's neither good nor bad. Kinda like the walls in Midwich bathroom that would bring you upstairs. They were neither good or bad, just a time-investment.1 -
Breakable walls are a given and taken. On the one hand, they slowdown the killer (double storey house on badham) and make some buildings strongers which is unfair in that way that the killer has less time. But on the other hand, they also make it more difficult for survivors like the Game, Gas Heaven mainbuilding, or badham mainbuilding would become so disgusting without these walls - the developers had to block these doors completely to not break the game.
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But then I wouldn't be able to kool aid man through a wall as nemesis :(
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There's no saving current Haddonfield.
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Correct me if im wrong, but werent breakable walls put in place as a counter for infinites? Then they just went wild adding all kinds of unnecessary wall everywhere. On some maps the added wall are actually really strong for killer. The game has some areas that just full on trap the survivors if the walls up.
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