Breakable Walls are backwards to me

Given that there is 1 Killer for 4 Survivors, it is widely accepted that time efficiency is more important for the Killer role, hence the role being generally more unforgiving towards mistakes (at a high MMR at least).

For this reason I think breakable walls are poorly designed. The Killer has to spend time to break them in order to close off certain loops, but if the Killer is the role which has more of a time constraint, I don't feel this is very fair.

What if, all breakable wall spots on a map were broken by default, but a Survivor could use a quick action (which takes some time, not sure how long) to assemble the wall. This could be in the region of seconds, or it could take a bit longer (if it took a decent amount of time, then it might be fair to make the wall breaking animation slower for the Killers than it is now).

Perhaps it could require a toolbox (giving toolboz another use beyond gen-rushing and sabo plays), or maybe it could be done without (but slower). Also equipping a toolbox could maybe give the Survivor an aura for any of these walls.

This gives survivors some kind of extra objective (or at least a side task), you could build up an area as a Killer is pressuring other parts of the map, which then gives you more potential to run a longer chase later into the game. It also puts some amount of control into the hands of Survivors, as its an extra resource on top of pallets which they can choose when to deploy.

I know the breakable walls are a pretty minor part of the game, and this is unlikely to be changed, just wanted to mention something I always thought was a bit backwards.

Currently breakable walls are a bit brainless once you know which ones to break and which ones not to. If they could be continuously rebuilt, it might make it a bit more tactical.

Comments

  • Yeah breakable walls were always a dumb addition that only serve to band aid fix BHVR’s terrible map design

  • It's just a failure of a mechanic. They are either pre-dropped god pallets like those ones on the new map, or they don't do anything and it's best to leave them up like on the preschool on Badham.

  • I do agree with the fact breakable walls aren't fun to deal with

    But making it so Survivors can build a breakable wall would lead to Survivors saying "why not Pallets"

  • @RaSavage42 said:

    I do agree with the fact breakable walls aren't fun to deal with

    But making it so Survivors can build a breakable wall would lead to Survivors saying "why not Pallets"

    eh not necessarily

    although, if the devs did invest the time to change breakable walls in such a significant way, it would almost make sense to extend this mechanic to pallets.

    Which may not be an issue if it took long enough, and its still taking time off from Survivors sitting on gens. Although yeah that might be painful for certain god pallets and certain maps

  • I actually in favor of this ... or maybe repairing defense trap for killer to get entrap in like a Light shine ... blind by 3 second ... but enrages the kill Movement speed by 15% ... stackable by 3 time ... choose your trap wisely

    Bear trap ... Obviously only trapper can reset ...

    Trip wire to slow down a killer by 10% movement for 3 second.

    But know that these trap can also trigger for surivior as well. So either they remember where they set the trap or they fall in their own trap. No aura showing for either side ... only trapper for the bear trap.

    Remote explosion ... revealed aura of the explosion on a side of the map -think firecracker explosion not damaging one.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2683416#Comment_2683416

    eh not necessarily

    although, if the devs did invest the time to change breakable walls in such a significant way, it would almost make sense to extend this mechanic to pallets.

    Which may not be an issue if it took long enough, and its still taking time off from Survivors sitting on gens. Although yeah that might be painful for certain god pallets and certain maps

    True

    Fair enough

  • It would have to be quite a bit of time to build them then cause most breakable walls are there to break near infinites.

    I can't imagine playing ironworks of misery and having that one breakable wall rebuild constantly

  • @JPA said:

    Given that there is 1 Killer for 4 Survivors, it is widely accepted that time efficiency is more important for the Killer role, hence the role being generally more unforgiving towards mistakes (at a high MMR at least).

    For this reason I think breakable walls are poorly designed. The Killer has to spend time to break them in order to close off certain loops, but if the Killer is the role which has more of a time constraint, I don't feel this is very fair.

    What if, all breakable wall spots on a map were broken by default, but a Survivor could use a quick action (which takes some time, not sure how long) to assemble the wall. This could be in the region of seconds, or it could take a bit longer (if it took a decent amount of time, then it might be fair to make the wall breaking animation slower for the Killers than it is now).

    Perhaps it could require a toolbox (giving toolboz another use beyond gen-rushing and sabo plays), or maybe it could be done without (but slower). Also equipping a toolbox could maybe give the Survivor an aura for any of these walls.

    This gives survivors some kind of extra objective (or at least a side task), you could build up an area as a Killer is pressuring other parts of the map, which then gives you more potential to run a longer chase later into the game. It also puts some amount of control into the hands of Survivors, as its an extra resource on top of pallets which they can choose when to deploy.

    I know the breakable walls are a pretty minor part of the game, and this is unlikely to be changed, just wanted to mention something I always thought was a bit backwards.

    Currently breakable walls are a bit brainless once you know which ones to break and which ones not to. If they could be continuously rebuilt, it might make it a bit more tactical.

    On some maps, they can be interesting. On The Game, for example, they offer you new routes to pressure gens but also give survivors new routes to escape.

    On others (Badham, Eyrie - I'm looking at you), they are makework for the killer, and serve as another 'you must do this or you'll get looped infinitely/won't be able to hook anyone from certain areas' chore for a role that is already pressed for time.

  • @Sonzaishinai said:

    It would have to be quite a bit of time to build them then cause most breakable walls are there to break near infinites.

    I can't imagine playing ironworks of misery and having that one breakable wall rebuild constantly

    The thing is toolboxes are a limited resource, so after a while it would become less efficient to keep repairing this (without an item). Plus, it's extra gen slowdown I guess, if someone persists on this wall.

    Or there could be a hard cap on the number of repairs to a wall. Or maybe, each time the wall is repaired, it is a bit less solid each time, meaning the break animation gets quicker each time.