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Why are breakable walls even a thing?

Like just get rid of them because I shouldn’t have to break walls just to catch up to a survivor who is already getting enough distance from me. They need to remove breakable walls period. It’s a waste of time

Answers

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738

    I want the midwich bathroom walls back :(

  • Wezqu
    Wezqu Member Posts: 750
    edited August 28

    In my opinion the breakable walls are a good thing but the devs just really don't know where to use them. They should have used them on the main building of Lampkin Lane so its not just house full of holes in the beginning giving survivors something to use against the killer when now its mainly a dead trap in most situations.

    They need to be used in places where there can be a good loop for survivor and breaking that will make the loop less safe. That is a good usage of them but as I said the devs don't seem to know how to use them. Currently at least as they did use them well back in the day.

    I would also make keys be able to break the doors in exchange of one/two charges out of it making them interactable for the survivor side too so they aren't just a killer thing.

  • BbQz
    BbQz Member Posts: 414

    Breakable walls are infact a waste of time. I believe that's kinda the point.

  • Donkeybqlls
    Donkeybqlls Member, Alpha Surveyor Posts: 89

    In my opinion, they can be of added value. Best example is the saw-map

  • Coffee2Go
    Coffee2Go Member Posts: 773

    My hot take here is god pallets and god loops should not be a thing rather reworked to be regular pallets and loops that is equal for both sides.

    Unbreakable walls are okay they give 50/50 zoning capability both sides unlike god pallets and loops that is one sided only in an asymmetrical video game.

  • cogsturning
    cogsturning Member Posts: 2,108

    I like them. They waste the kilers time but they're sometimes beneficial to killers too, like on The Game. There's been plenty of times as surv where I've been in chase and ran into one and really wished it wasn't there. The one at the shack at Dead Dawg also makes the building less useful to survs if you break it. Kinda surprised they haven't put them on shack more.

  • crogers271
    crogers271 Member Posts: 3,250

    They could be better implemented, but they create an interesting choice for killer strategy. Do you spend time early in the match to weaken loops, but give survivors more time on gens, or do you immediately focus on the survivors but risk giving up distance on a chase having to break a wall later.

  • MDRSan
    MDRSan Member Posts: 744

    Loops can't be equal for both sides and remain fair otherwise looping becomes as useful as just holding shift-w. Killers already have a movement advantage over survivors and not every pallet is meant to be ignorable by the killer if the survivor chooses to play it.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Yeah but we are speaking about asymmetrical video game genre here, not symmetrical predictable patterns here that dbd as marketed in current 2025 where they confirmed the game evolved past point of stealth stalk hit.

    Until they change their genre the pallets must not be so predictable and have god loops.

    Because then that just means in other words after a while survivors will learn the best spot in maps and they will always go there and have a safe spot that is not true rng 50/50 as community and devs want.

  • MDRSan
    MDRSan Member Posts: 744

    The term asymmetric doesn't have anything to do with map tiles or pallets. For DBD it refers to the difference between killer and survivor abilities and the number of players on each side in a match. For example, the fact that killers can break breakable walls and survivors can't is part of the asymmetry.

    God pallets are by their very nature one time use - the fact that they require the killer to break them to continue their current chase is the point. Once broken they're gone. 'God' loops are just strong loops and aren't infinite loops - those don't exist in the game anymore.

    If I'm chasing a survivor and they run to a strong loop I can easily just break chase. It's not like they're on a gen so they're kind of irrelevant at the moment. If they're the last survivor then I have all the time I need to chase them. Either way they haven't won the game by default just because they got to a strong loop they know how to run.

    Randomness doesn't have anything to do with how strong or weak loops are. Random generation could easily create very unbalanced map tiles.

  • Coffee2Go
    Coffee2Go Member Posts: 773
    edited August 28

    To be fair randomness has a lot to say when it comes to TTK and TTC aka time to chase but lets call it TTK in dbd it would mean time to both chase and kill since u need to chase survivor or catch up to them to kill or hook etc.

    if randomness and true RNG gets added and god loops and pallets remain the game would be way more balanced in higher mmr, lower to avg one will remain negligilble difference due to the fact players there probably most likely dont main dbd that much to memorize current tiles anyways so if anything the randomness only would ruin the experience to the players in higher mmr with experience about tiles and zoning out

  • MDRSan
    MDRSan Member Posts: 744

    Breakable walls are a useful tool that allows greater variety in map design. Loops can be designed that are very strong for survivors until a wall is broken. Areas can be designed that allow you to choose between having easy access to chase survivors off a gen or having less access but being able to effectively corner a survivor like in the Gideon Meatpacking Plant.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Also not to be rude or put you in a tough position because me just saying "you cant deny this" i dont mean it like that but the reality is you cant deny the fact at high mmr players already know where shack is on map basis, know the loops and where to loop and waste time for majority of killers.

    So the reality of dbd in high mmr its not about asymmetrical approach more like symmetrical ranked comp approach where if you are that high you kinda are pushed to either learn or not play because it will be punished heavily for mistakes.

    If true rng is added to the game the high mmr players will probably be more scattered around and to be in high mmr the brain usage will need to be shifted in high gear to quick adapt to the random tiles and have somewhat true rng since true rng is not possible unless we are speaking about quantum stuff but thats irrelevant u get the memo.

    The thing is there will always probably be one or two or three things similar to past 20 games they played to not crowd the system etc

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Also lets talk about deadzones, why not have randomness like having random deadzones in most known loop tiles?

    Like the thing is, people will know to not go there or else they will struggle and get downed there.

    So why not make it appear randomly where gens are make it fully randomly dangerous.

    Both killer and survivor will be shocked that their remembered pathing wont work there and will need to improvise?

    Like thats what dbd needs as an element, like according to lore of dbd entity repeats the matches and wipes memory, it would fit the lore that some places are fully deadzones and some are very dangerous gens.

    The game needs the element of quick real time adaptability

  • HaliAndEx
    HaliAndEx Member Posts: 80

    First post I've seen advocating for deadzones we've fully lost the plot.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Well deadzones can mean numerous things like breakable walls are not there in place, some pallets come pre destroyed and can be rebuilt for example.

    Like dbd evolved as devs said and why shouldnt the entity and lore and mechanics in game such as deadzones, memory gaps of lore should be felt in game too

  • Ryuhi
    Ryuhi Member Posts: 4,414

    Breakable doors are still in the game because they allow the devs to be lazy about fixing maps. Its an entire mechanic that basically just boils down to unnecessary time wastes, punishing unfamiliar killers who open the "wrong" doors (which end up helping survivors,) or punishing survivors who don't use perks like WoO on maps that can contain dead ends (or general bad routes) if doors aren't broken, like The Game.

    Everything that breakable doors address could be fixed by actually fixing issues the maps themselves cause. As it stands they are one of the worst implemented plasti-fixes in the game, especially with how much they vary vs how they are advertised. They're not even walls, they're existing doorways that just have a predropped pallet that can't be lifted, thrown/vaulted over, or seen through. Even calling them breakable walls feels wrong with how blatantly they have nothing to do with concepts like geomodding.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    I mean putting it blantly like that defeats the purpose of us getting taken seriously.

    We should rather ask on the forums for proper rng map tiles and mixed in deadzones in the strong tiles sometimes?

  • Ryuhi
    Ryuhi Member Posts: 4,414

    They have received plenty of feedback about how they have been implimented over the years. In fact, when they were introduced, it was shortly after infinites were fixed, and then reintroduced with breakable doors being the "compromise" to an already fixed issue.

    They can take serious criticism seriously, or they can be honest about ignoring it. Either way, trying to repurpose them into something "useful" is why they're so lack luster in the first place: They originally made it sound like it would be a type of geomodding mechanic where maps could be changed for the rest of the match in ways that would completely change the structure and flow of loops and traversal. Instead it ended up being re-introducing old problems on top of new ones, with a few clever applications like the hidden ramp in Midwich.

    Its a half baked mechanic that has been used as a shield to hide bigger problems, which is kinda the game's MO at this point. Sorry if I sound jaded on it, but I honestly don't think there's really anything to be gained from their current form, especially when map based issues are the entire reason map offerings needed to get gutted in the first place. They shouldn't be necessary if the maps are designed to be properly balanced, and their application causes issues for both sides depending on elements like the map and player knowledge. If maps were fixed, they would have no purpose because every interaction point would have to be reasonable both with and without their inclusion. They quite literally exist as a plastifix to not understanding concepts like routing, mindgame potential, and checkspots in general, and I don't even think they deserve to be called breakable "walls" as a result.

  • ChaosWam
    ChaosWam Member Posts: 2,083

    I kinda wish they were better utilized.

    More RNG based, better locations, have them change the dynamic of loops, more perks surrounding them for BOTH sides to interact with. I don't want survivor to have a strong pallet repair, but if breakable walls were more prevalent I'd love a perk allowing the repair of them, as well as killer perks that benefit from breaking them in some way aside THWACK.

  • Nazzzak
    Nazzzak Member Posts: 7,320

    They're great with THWACK! especially when the last two survivors are playing stealthily. I enjoy that perk on Pig and breakable walls are my friend.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    Certain killers kind of work better with or without some of the walls present. Plus, it kind of gives killers side objectives, which I normally would say is bad, but having the killer perform special set ups is good. It's better than making it all RNG based which walls are or aren't there.