http://dbd.game/killswitch
Breakable Walls
Can we just get rid of these already? Ever since their introduction, only a select few maps have actually had the implemented, and after being reviewed, some of these maps have subsequently had them removed!
Game mechanics such as these should really be an all or nothing concept and it's clearly already leaning towards the "nothing" side. Not only that but their strength is completely inconsistent between maps. On one hand, you've got maps such as Dead Dawg where you NEED to break certain walls and then you've got The Game where all breaking walls does is give survivors an out where they would otherwise be stuck in a dead end.
Comments
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Those walls are probably there so a killer can "zone" the pathing of survivors or give himself more "opportunities" and in the worst case scenario, the killer only gets some points for breaking them.
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The vast majority of breakable walls just serve as built-in extra time wasting for killers around god pallets or some of the most powerful structures in the game. Breaking several of them even create even more powerful survivor loops for no reason.
The only map where there's killer agency involved is The Game, which, love it or hate it, has some of the only map-based survivor/killer back and forth macro due to the room gates and breakable walls integrated into them.0