I thought that the point of Breakable Walls was...

To make the loop easier or less time consuming for Killers, not to make the loop almost an infinite until a Breakable Wall is kicked... What was the point of making them in the first place?

Tagged: Mod

Comments

  • Those "breakable walls" are just pre-dropped pallets, they called them WALLS lmao

  • That's not even the best part. Think about it.


    Look at all the breakable walls on the saloon: The shack wall, the jungle gym wall, that one window wall in the corner of the map, and the four or five walls in the main building. Of all those walls, the shack wall and window wall are the only ones that the Killer isn't essentially forced to break. The jungle gym with the wall not only has a pallet, but it also has TWO windows, one of which is a god window until the wall is broken. As for the saloon, the walls placed next to windows once more make them completely unmindgamable, Ironworks-level of safe, and the ones that aren't need to be broken to facilitate uncongested movement through the building.


    So, all in all, most of the walls are effectively pre-dropped pallets that turn windows into god loops until the Killer wastes time breaking them. Do you know what that means?


    That's right, ladies and gentlemen! The addition of breakable walls, the most anticipated and hyped-up Killer buff of the century, a feature that were making people say this was the single best patch for Killers in a long time, has so far proven to be almost exclusively a NERF to Killers!


    Oh, Bee-Aych-Vee-Are! You and your amazing balance team sure do crack me up!

  • When I played in the saloon I just couldn't break a wall in some matches because at the middle there are some walls that cover a totem spot and if I break then it would make easier to see it

  • @Demogordon_Ramsay said:

    That's not even the best part. Think about it.

    Look at all the breakable walls on the saloon: The shack wall, the jungle gym wall, that one window wall in the corner of the map, and the four or five walls in the main building. Of all those walls, the shack wall and window wall are the only ones that the Killer isn't essentially forced to break. The jungle gym with the wall not only has a pallet, but it also has TWO windows, one of which is a god window until the wall is broken. As for the saloon, the walls placed next to windows once more make them completely unmindgamable, Ironworks-level of safe, and the ones that aren't need to be broken to facilitate uncongested movement through the building.

    So, all in all, most of the walls are effectively pre-dropped pallets that turn windows into god loops until the Killer wastes time breaking them. Do you know what that means?

    That's right, ladies and gentlemen! The addition of breakable walls, the most anticipated and hyped-up Killer buff of the century, a feature that were making people say this was the single best patch for Killers in a long time, has so far proven to be almost exclusively a NERF to Killers!

    Oh, Bee-Aych-Vee-Are! You and your amazing balance team sure do crack me up!

    Will have to see how breakable walls are implemented into already existing maps. If they add extra windows to jungle gyms and buildings etc then I'll agree with you.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159718#Comment_1159718

    Will have to see how breakable walls are implemented into already existing maps. If they add extra windows to jungle gyms and buildings etc then I'll agree with you.

    Exactly this, imo - the new map is a test for breakable walls and how they want to be implemented into the game. They want to see exactly how they differ from just putting pallets in similar spots - and ultimately, breakable walls can essentially be worse pallets, since a survivor can't choose to conserve it.

    It also opens up new tile possibilities, as walls can be placed much closer to windows than pallets. This is what's being tested, and the fact that you can deny a tile almost instantly by breaking the wall makes looping weaker, as you'd normally need to wait for the survivor to drop the pallet first.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159759#Comment_1159759

    Exactly this, imo - the new map is a test for breakable walls and how they want to be implemented into the game. They want to see exactly how they differ from just putting pallets in similar spots - and ultimately, breakable walls can essentially be worse pallets, since a survivor can't choose to conserve it.

    It also opens up new tile possibilities, as walls can be placed much closer to windows than pallets. This is what's being tested, and the fact that you can deny a tile almost instantly by breaking the wall makes looping weaker, as you'd normally need to wait for the survivor to drop the pallet first.

    If this is their test run, then it needs some serious revising. The architecture around the walls we’ve seen is absolutely horrendous, and if the old maps get edited to fit this architecture, then the walls will absolutely be a straight Killer nerf.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159770#Comment_1159770

    If this is their test run, then it needs some serious revising. The architecture around the walls we’ve seen is absolutely horrendous, and if the old maps get edited to fit this architecture, then the walls will absolutely be a straight Killer nerf.

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159774#Comment_1159774

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

    I hope they will get it right someday, because the Breakable Walls in the Saloon must be broken in order to make the loop playable for the Killer.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159774#Comment_1159774

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

    But something this bad shouldn’t need to be tested for the developers to go, “Yeah, this needs looking at”. This iteration is so obviously terrible and now we’re stuck with them on the live servers.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159774#Comment_1159774

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

    To be honest, you dont need to be a genius in game design to see that Breakable Walls that 100% need to be broken, because otherwise the Loop is way too strong, are bad game design. This is the case with the Saloon.

    It is simply not good to create a super-strong Loop with breakable Walls, making it a really weak loop when the Walls are broken. There is exactly 0 choice for the Killer to break those Walls, he has to spend the time doing so.

    When breakable Walls were announced, I thought they might be something which has some strategic use, but the way of implementing them proved me wrong. The Walls in the Saloon are a No-Brainer to break.