Whats your opinion on breakable walls?

Does anyone else feel like they just haven't been utilized correctly for the longest time? They're genuinely really cool but have hardly been implemented into maps lately, and when they are, they're usually just used as something you HAVE to break in order to make a window weaker which is pretty dull. I think Midwich has a few solid breakable wall placements where it's more of an optional short cut you have to think about whether to open it up first since it can also benefit survivors. I'm not saying they should be everywhere, I just wish they were used better.

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Comments

  • Wezqu
    Wezqu Member Posts: 171

    I was once suggesting to make keys have add-on that could let survivors break those too with huge cost of the charges of the key of course. In my opinion they should have used those more in the new Haddonfield main building to at least make killer use time to open up some access points if they so want. They also should add more of them in some other maps.

  • arcaneGospel
    arcaneGospel Member Posts: 265

    Breakable walls are completely pointless. There's essentially no reason for them to exist other than being a thing that happens in Slasher movies. I can't even think of a reason to keep them around or a way to make them interesting.

  • Nathan13
    Nathan13 Member Posts: 6,870

    I never liked breakable walls, wish they would be removed from the game.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 895
    edited March 20

    Let Killers "lunge attack" through them. Would be much more immersive..instead of clipping into position at any angle then slowly breaking them..

  • indieeden7
    indieeden7 Member Posts: 3,452
    edited March 20

    The Devs should either use them or lose them, before the addition of Ormond Lake Mine, the last time that breakable walls were used was Roots of Dread. If you're going to add any sort of game mechanic, no matter how slight, it needs to be consistent

    Edit: I'm not even sure if breakable walls were present on Garden of Joy upon release, if not, the last time we would have received a map featuring breakable walls would be Portrait of a Murder

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,769

    I dont really have a strong opinion on them. I am fine if they are moving away from breakable Walls and dont implement them anymore, I think overall they were a failed concept.

    When it comes to those which are already in the game, I like some, but dislike others. E.g. I hate Dead Dawg Saloon for the breakable Walls. I think they are poorly implemented because there are way too many of those. But I like breakable Walls like the one upstairs on Ironworks of Misery, since otherwise the area there would be unuseable for Survivors, so there is at least some use for the window upstairs. Basically, I dont mind if they are dropped God Pallets, but it depends on the amount of them. One per map is fine, but if there are too many it becomes too tedious.

    But as I said, would be totally fine if they just dont bother with breakable Walls anymore.

  • Jexckmgn5
    Jexckmgn5 Member Posts: 20

    Didn't they decide to remove some breakable walls from some maps? Doesn't that tell anyone that it failed to begin with?

  • Sandt1985
    Sandt1985 Member Posts: 441

    I understand the hate for breakable walls but they exist for a reason. They were added to counter certain god windows. If breakable walls go, then those windows need to always be blocked

  • bazarama
    bazarama Member Posts: 304

    I like breaking them and Chucky's breaking animation is my favourite.

    Don't play to win so don't care about breaking walls slowing me or creating a loop for survivors.

    Removing them would make every map the same with nothing but pallets and windows. Bland and boring.

  • buggybug
    buggybug Member Posts: 917
    edited March 21

    When I did the tome 3 challenge to escape with random perk set up, it give me woo and because it is a perk I never run, Ii didn't even know it show breakable walls like why? Survivors can't interact with them.

    As killer I do find them a waste myself on majority of the maps, also knowing which one you should break and should not break is not my cup of tea though admittedly I love breaking them, oni is the best cause he punches them, you go grandpa.

  • TheSingularity
    TheSingularity Member Posts: 671

    I dont like breakable walls. But I do enjoy watching those YT shorts showcasing every killer breaking them lol.

  • adam1233467
    adam1233467 Member Posts: 1,166

    They are bad design, I'm glad bhvr is not using them recently.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 415
    edited March 21

    I have been thinking, what if survivors could have a general perk where they could create a temporary window vault in a breakable wall.
    I mean, it would likely be limited use cases for that, but it would have made a cool interaction for the survivor side. And killers could just as easily break down the wall entirely.

    It could have come in handy on maps like The Game or Dead Dawg Saloon

  • ganon6
    ganon6 Member Posts: 4

    So this might feel a little like a hot take but ill keep it brief. After the amazing 2v8 mode we just had with Wesker, there is an ability to rebuild broken palets after a short time. Since most breakable walls take a loop from "nearly unwinnable" to "playable", I dont think the walls should be built upon match start. I think all walls should be open, but survivors can be allowed to spent a set amount of "build" time to construct a breakable wall. It should cost the survivor team some investment to seal off that area and make it more beneficial to them. It should not start at its safest condition. It would have to be a good amount of time. We have rituals now, so maybe somewhere in between cleansing a totem and completing a ritual? Obviously this could be limited to only one wall construction, per location, per game so it can't be endlessly reset. But I think it would be one more thing that's survivors could decide to do instead of sit on gens.

    TL:DR Walls should start the match broken and open, survivors should be able to build the wall and make the area safer if they want to invest the time. Killers can still break and remove the wall if they want as normal. The number of builds can be limited to once per game.

  • UndeddJester
    UndeddJester Member Posts: 3,987
    edited March 21

    There are some exceptions that should probably be addressed, but generally their place is to make it so that tiles are safer/stronger at the start for survivors, but is something the killer can take time to break to weaken at their earliest convenience to level out the strength of said tile.

    I don't think breakable walls are inherently a bad thing like some claim, they are a tool im the map balance toolbox that can be used well or can be used badly. I think generally they serve their role well.

    However the only real exception that stands out to me is Nurse and trap killers, who rarely want to break walls to ensure fewer avenues for tiles, while benefitting themselves. In this regard I rather like them.

    I do feel like for example the new Haddonfield would benefit from breakable walls. If the buildings are all gonna have these killer drop off points that make windows completely useless, at least having them be breakable walls first so the survivors get one strong use out of each building window before that is broken to give time to get a foothold in the trial would be an improvement.

  • Mr_K
    Mr_K Member Posts: 9,438

    They're a waste of time.

    On Dead Dawg Saloon it can screw you over breaking the wrong one in main and also a must to break others.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,417

    My favourite walls were the Midwich bathrooms; if you broke one, once in a blue moon you'd instill true horror by having the survivor trapped by the other breakable wall

  • terumisan
    terumisan Member Posts: 1,336

    they create strong loops or deadzones and nothing in-between which are bad for both sides since the killer has to waste time breaking them giving survivors more time or survivors are just screwed because there isn't anything they can do

    breakable walls should either be blocked completely or just be open doors

  • Ryuhi
    Ryuhi Member Posts: 3,974

    Great idea, terrible implementation, and honestly they feel like they've been holding back loop design.