Breakable walls are available ?

Comments

  • Only on the new map I'm 100% sure

  • They are only available on the new map for now. We're using them there first to experiment and see what works, then we'll take what people like and apply them to other maps as well later on.

  • @Peanits said:

    They are only available on the new map for now. We're using them there first to experiment and see what works, then we'll take what people like and apply them to other maps as well later on.

    So it's only the Saloon shack that has the breakable wall ? Was hoping it'd be in all shacks atleast :(

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149123#Comment_1149123

    So it's only the Saloon shack that has the breakable wall ? Was hoping it'd be in all shacks atleast :(

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149300#Comment_1149300

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

    For a good reason, it's a good tile, but Im all for trying out new things, as long as it's TRYING. The last thing we (as a community) want is ruining something good, if it can be better, go for it ! But if you don't have any ideas, don't force anything. Don't fix it if it ain't broken :D

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149300#Comment_1149300

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

    That doesn't seem like a good way to measure it's usefulness. Why not spread it across the map?

    You still trying to come up with ways to not just make it break loops? I mean survivors doing gens on The Game opens the level up. Is this going to be the killer version of that?

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149316#Comment_1149316

    That doesn't seem like a good way to measure it's usefulness. Why not spread it across the map?

    You still trying to come up with ways to not just make it break loops? I mean survivors doing gens on The Game opens the level up. Is this going to be the killer version of that?

    They are all across the map. It's not just the shack wall, there's a bunch all over the new map, including in that maps variation of common maze tiles (LT walls, jungle gyms, etc.).

    We don't want to make sweeping changes to the entire game with a brand new feature without seeing what works and what doesn't first, that's why it's only on the new map for now.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149363#Comment_1149363

    They are all across the map. It's not just the shack wall, there's a bunch all over the new map, including in that maps variation of common maze tiles (LT walls, jungle gyms, etc.).

    We don't want to make sweeping changes to the entire game with a brand new feature without seeing what works and what doesn't first, that's why it's only on the new map for now.

    Oh I see.

    While we're on the subject, can lockers be breakable too? Would make searching more....interesting.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149374#Comment_1149374

    Oh I see.

    While we're on the subject, can lockers be breakable too? Would make searching more....interesting.

    What? How you would want to balance that? and why killer should ever leave a locker that can be breakable? With walls you have to think about strategy as it create new paths for good or worse, but with lockers you dont really have any downsides so it would be pointless :P

  • @Larikal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149394#Comment_1149394

    What? How you would want to balance that? and why killer should ever leave a locker that can be breakable? With walls you have to think about strategy as it create new paths for good or worse, but with lockers you dont really have any downsides so it would be pointless :P

    Well why would a killer leave a pallet lying around with Any Means Necessary in the game?

    They simply don't have enough time to destroy it. Same with lockers. You can have what like 20 lockers in a game? Imagine breaking 20 pallets. Massive waste of time when you're pressed for it.

  • Would the holes eventually level a building?

  • @Deadman316 said:

    Would the holes eventually level a building?

    As much as I love the idea of leveling an entire building, no, the breakable walls only appear in preset spots. You wouldn't be able to break enough of them to take down an entire building.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149300#Comment_1149300

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

    Breakable walls arent bad themselves, but shack is a staple on every map and is one of the only loops that takes a degree of skill to run/mindgame as opposed to just running around a safe loop. like on Cowshed or Thompson house which can spawn multiple safe loops back to back.

    to be able to delete it is a slap in the face to those who want some form of skill in the game

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149316#Comment_1149316

    Breakable walls arent bad themselves, but shack is a staple on every map and is one of the only loops that takes a degree of skill to run/mindgame as opposed to just running around a safe loop. like on Cowshed or Thompson house which can spawn multiple safe loops back to back.

    to be able to delete it is a slap in the face to those who want some form of skill in the game

    Right, this is the feedback I'm talking about. For what it's worth, I'm in the same boat. I don't mind shack as a killer or a survivor. I find it to be a fun tile the doesn't go on too long, with ways for both sides to play around it. It's been noted, don't worry.

  • Just make a wall in dat nasty loop in Ironworks of misery.

  • You should be able to break every segment (post to next post) of those stupid little waist high fences on bedham and haddonfield if you want. It makes no sense that those tiny fences stop these mammoth size killers and chainsaws and everything else.

    Also it would help end that fence loop on bedham for once....

  • You all make looping sound frustrating for killers. You all should play more people like me, then there would be no talk about frustrating loops