breakable walls have ruined the game

It's basically free pallets for survivors, except you don't even need to put these down. Having every opening blocked off by default and needing to break door after door mid-chase just slows the pace of the game down and makes it less enjoyable. You can't be expected to walk the map clearing all doors right at the start of the game either. When it was 1 or 2 it wasn't so bad but you went overboard on some maps.

I've escaped every game bar one as survivor the past week. Killers are doing very badly. Playing a bit of killer I realize a lot of it is due to the new maps because it wasn't like this a year ago. As survivor you don't really have to do much anymore, if you just run forward you'll find a pallet or breakable wall loop every few meters. The killers can never really get any momentum going like this, not when you have swf sat on gens anyway. I'm not even talking about chasing 1 survivor all game, if you try to switch targets then any new survivor you chase will only have to step a few meters before they find an obstacle they can put in your face.

I understand the game has always been like this but not to this degree. It's just tiresome now. As survivor its just god pallet after god pallet and as killer it's just one obstacle after another getting in the way. It's not very technical for either side and it hurts the flow of the game.

Comments

  • The thing about breakable walls is that they usually solve infinites, or at least make loops easier. The killer needs to put effort into breaking them, but after that, a good loop is ruined. As long as their application remains wise, I support them.

  • Most of the breakable walls that actually obstruct killer and are worth breaking spawn in central areas of the map, and can be broken 20 seconds in or less. Other times they're a straight up buff for killer. It's SO inconsistent. Especially with how they've desperately tried to force them into Mcmillan/Azarovs.

    Like, Dead Dawg you want to break the 2 window doors and the one by the top gen, the rest, even the shack one, are kinda pointless. Badham the one in the basement house is basically a dropped god pallet at match start, but the ones in the main building buff the survivors if opened. It's downright bizarre.

  • There are couple of breakable walls that actually favour killers... and you can just kick other while not in the chase. Stop whining, walls are fine.

  • I like them because of the way that there's different ones and different spawns which are better kicked in than others and trying out kicking and leaving different walls as killer is definitely interesting. Adds more thought process and fun into " Is this walk worth kicking or should I leave it" and stuff. There's actually a large majority which you don't need to break. Only some of the Macmillan ones do you actually have to.

  • The breakable walls allow the killer to slightly alter the map layout to be advantageous or not to themselves, I don't like to think you want infinites back in to be a toxic troll. Even with the breakable walls there are still very strong loops that spawn because the walls don't spawn in good spots to fix them. A good example is the downstairs house on Badham, a breakable wall can spawn to separate the kitchen from the living room and negate the window loop that only a few killers can stop without the wall.