Any Means Necessary |Buffing it in a rather interesting way|

Allow this perk to tear down Breakable walls as well, while still applying the cooldown



Why?

So certain breakable walls killers will purposely keep up because of the wall hurting survivors more than helping the survivors. This perk will allow survivors to also interact with Breakable walls, however this will be on a cooldown to prevent 1 survivor from breaking every wall on the map in 1 minute.

This also allows the perk to atleast work once every game so no matter what you won't have a wasted perk slot.


Having some criticism on this would help me improve other lower tier perks and would be nice

Comments

  • Disagree,you shouldn't tie a game mechanic to a perk.

  • @OniWantsYourMacaroni said:

    Disagree,you shouldn't tie a game mechanic to a perk.

    then that means AMN shouldn't be tied to pallets either

  • @Hoodied said:

    Allow this perk to tear down Breakable walls as well, while still applying the cooldown

    Why?

    So certain breakable walls killers will purposely keep up because of the wall hurting survivors more than helping the survivors. This perk will allow survivors to also interact with Breakable walls, however this will be on a cooldown to prevent 1 survivor from breaking every wall on the map in 1 minute.

    This also allows the perk to atleast work once every game so no matter what you won't have a wasted perk slot.

    Having some criticism on this would help me improve other lower tier perks and would be nice

    YES that is awsome. This is what the Game need. The survivor also should Interact with the walls. It should always possible for the survivor to build walls and also destroy them.

  • Honestly I really would not prefer that due to the fact badham exists and map offerings.

    It's situational AF I know, but Id really not have an infinite window opened on an already extremely survivor sided map. Same goes for dead dawg except it's more balanced and not survivor sided.

    If walls were rebalanced, then yea Id like it. Hell Id probably even want it as a base mechanic.

  • @Leachy_Jr said:

    Honestly I really would not prefer that due to the fact badham exists and map offerings.

    It's situational AF I know, but Id really not have an infinite window opened on an already extremely survivor sided map. Same goes for dead dawg except it's more balanced and not survivor sided.

    If walls were rebalanced, then yea Id like it. Hell Id probably even want it as a base mechanic.

    yeah I forgot that for some reason Breakable walls are always around infinites, I haven't played killer in a while after Pyramid Head's recent bug ticked me off

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737764#Comment_1737764

    then that means AMN shouldn't be tied to pallets either

    Hmm,i guess they would have to rebalance around that fact.

    But still,i would rather see breakable walls being more interactive for both sides.

    Because now they are either

    A) useless

    B) a wall you HAVE to break

    C) a wall you ignore because it helps you

    And you have to waste your time as a killer at the start of the match to break them

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737766#Comment_1737766

    Hmm,i guess they would have to rebalance around that fact.

    But still,i would rather see breakable walls being more interactive for both sides.

    Because now they are either

    A) useless

    B) a wall you HAVE to break

    C) a wall you ignore because it helps you

    And you have to waste your time as a killer at the start of the match to break them

    breakable walls usually hurt the killers who need the early game time (i.e killers like Trapper) the most, which is why I kinda wanna try to rework breakable walls as well

  • @OniWantsYourMacaroni said:

    Disagree,you shouldn't tie a game mechanic to a perk.

    Saboteur is giving you a big raised eyebrow rn. Toolboxes can do triple duty and include AMN if that's best.

    Generally I agree with your position. I assumed the OP had an implied, "and include X item to do the same thing".

    But also, breakable walls as a functionality of the game can go be buried in a hole somewhere never to emerge again.

  • Honestly breakable walls should be a survivor mechanic in the first place. Survivors should be putting up the walls, maybe the action takes 20 seconds or so, with AMN the time is halved or something and it goes on the 60s cooldown. Killers should not have to deal with this extra garbage that was advertised to help killers but they're instead almost always a detriment that you have to now go out of your way for to deal with, because most walls are just pre-dropped god pallets in places where there was simply a ######### empty doorway before. So that's why moving the mechanic to survivors would make sense. Spending time to create a good, one-time setup like that would be a much better idea than the one they have now.

  • Walls as a mechanic should benefit the killer, given that they are the ones forced to break it and waste time, so the few that actually do benefit killers shouldn't have some random Claudette skull her muscle milk and headbutt through like some freaking cool-aid woman. Although that picture in my head is hilarious, so maybe screw it and let's have at it.

  • This seems kinda insane considering breakable walls are used to destroy infinite’s in some cases.

    Whats wrong with the current perk? I love it and use it all the time. It’s great especially when you’ve got a bunch of pallets which become unsafe once dropped or against killers who don’t break pallets.