Probably groaning storehouse. The doorway next to the old good window can spawn a breakable wall now, which must be broken or else the window is back to be, well, godlike.
Because BHVR doesn't seem to know how to implement them. It feels like half the time BHVR uses them as a band-aid against near-infinites that they create (This window, the main building in Dead Dawg) or they're just in totally pointless locations that no killer would ever kick (top floor of Coal Tower, Badham Preschool end doors). Until survivors have to input effort to build breakable walls (which I would massively support), they're just going to be totally pointless at best, or a pre-dropped god pallet at worst.
As Trapper main, breakable wall that next to infinite window is good...at least for trap Killer.
I can trap on both side and make it a dead end. Other Killers has to pay a few sec to break it though, its not like 2sec is too much compared to Trapper setup time.
The killer would also have to spend time looping and eventually breaking the other pallet in the storehouse that they removed. Now, if the killer gets there early, they can at least break it early. It's really not much different than before, and certainly not massively in favor of the survivors.
Yup, they've added more pre-dropped god pallets to a realm that absolutely didn't need pre-dropped god pallets. That window was fine with the open door next to it, what the literal ######### was the reasoning behind adding that stupid breakable wall there and removing a pallet from the building? This just pisses off both sides because now the building is next to useless after the pallet gets dropped and the wall is broken, but before that the killer absolutely has to take the time to break the wall because it's a god setup if you don't. I don't even know anymore...did they even think about this for more than 30 seconds??
The action takes two seconds, but what about going over there out of your way? not counting those seconds? To do it in the beginning of the match, you are sacrificing maybe 30 seconds. To do it in a chase you are sacrificing about 5-6 seconds which is essentially a free DS for the survivor, and enough time that they can easily take the window loop again another time, run out and head to the nearest pallet.
It's amazing that people have no idea how huge even a single second is on this game, considering the game's poor balance. Forcing the killer to waste time and break walls instead of chasing survivors in order to take out an infinite is utterly bad game design.
They are implemented all wrong. A breakable wall should be a choice but not needed. It should add to the game while still giving both sides a chance if its left alone or broken.
Take this window the killer needs to break it or its a 100% safe window with a long loop. Now when the killer does break it it makes the storehouse less safe overall due to the removal of the pallets.
Yeah, there's a few of them. My personal favourite is the LT into LT that has become rather common on the reworked Macmillan maps, those are particularly fun.
And there's the god window they added to the top of Ironworks. And the Groaning Storehouse that you seem to be referencing. But of course , "JuSt BrEaK tHe WaLl" is the counterargument, like that's okay to force the killer to give you massive amounts of distance because you vaulted a window.
Seriously, why are there so many genuinely unplayable things in this game? God pallets, god windows, infinites, mega unsafe pallets... Well, at least the mega unsafe pallets can sometimes get you a stun. And they can be absolutely lovely when chained together.
"Seriously, why are there so many genuinely unplayable things in this game? God pallets, god windows, infinites, mega unsafe pallets...." and campers, tunnelers, sluggers, moris, iri heads,....
Which is a good thing, it's good for survivor until the wall is broken, then it's balanced or heavily good for killers. It force survivors to not stay on the same loop for too long, give the killer a chance at easier bloodlust, aka getting a hit/down.
I personally feel like breakable environment / gen that open doors is a great dynamic addition to the game and should still be a thing.
Balance should be looked out somewhere else than on those interactive aspect of the game.
None of those are map features that can potentially be in any or every trial regardless of what the players bring. Please provide some proper examples and don't make this an Us Vs Them pile of nonsense.
I feel like they're ok for the fact that some killers can use their power to break it faster and then it's completely dead with no pallets around, also generators are usually near by which means if you run that way and your team is on a gen the killer is getting a free hit with no safety around
Agreed. Breakable walls either fall under the "you have to break this structure to make it even remotely balanced" or "well, that one's not going down against any sane killer" and it's just not engaging. Load into Dead Dawg? Well, you'd better be ready to break that wall next to the upper floor window asap. Load into Groaning Storehouse? Better be ready to break the new god wall. Load into Badham? Break the House of Pain wall but don't touch the school ones to make the school stupidly unsafe for survivors. It's just not engaging gameplay. May as well just put a predropped pallet in front of the good ones like some people have said, since that's their function when they need to be broken.
Comments
Which one?
In the groaning storehouse is the one I believe op is referencing
Just break the wall lmao.
Oh that one, yeah they need to take a look at how they're using breakable walls.
Like many people are saying they're being used as an excuse to make infinites.
Probably groaning storehouse. The doorway next to the old good window can spawn a breakable wall now, which must be broken or else the window is back to be, well, godlike.
This is why breakable walls are terrible for the game.
Break the Wall. It takes 2 seconds, and afterwards the Building is quite weak, since they also removed the Pallets.
Why? its taking away a survivors resource. Which in this case its an infinite.
Just spend a few seconds to break the wall, bruh
Yeah, but the killer has to spend time kicking the wall. The breakable wall is massively in the favour of the survivors.
Because BHVR doesn't seem to know how to implement them. It feels like half the time BHVR uses them as a band-aid against near-infinites that they create (This window, the main building in Dead Dawg) or they're just in totally pointless locations that no killer would ever kick (top floor of Coal Tower, Badham Preschool end doors). Until survivors have to input effort to build breakable walls (which I would massively support), they're just going to be totally pointless at best, or a pre-dropped god pallet at worst.
As Trapper main, breakable wall that next to infinite window is good...at least for trap Killer.
I can trap on both side and make it a dead end. Other Killers has to pay a few sec to break it though, its not like 2sec is too much compared to Trapper setup time.
The killer would also have to spend time looping and eventually breaking the other pallet in the storehouse that they removed. Now, if the killer gets there early, they can at least break it early. It's really not much different than before, and certainly not massively in favor of the survivors.
Yup, they've added more pre-dropped god pallets to a realm that absolutely didn't need pre-dropped god pallets. That window was fine with the open door next to it, what the literal ######### was the reasoning behind adding that stupid breakable wall there and removing a pallet from the building? This just pisses off both sides because now the building is next to useless after the pallet gets dropped and the wall is broken, but before that the killer absolutely has to take the time to break the wall because it's a god setup if you don't. I don't even know anymore...did they even think about this for more than 30 seconds??
what do you mean 2 seconds?
The action takes two seconds, but what about going over there out of your way? not counting those seconds? To do it in the beginning of the match, you are sacrificing maybe 30 seconds. To do it in a chase you are sacrificing about 5-6 seconds which is essentially a free DS for the survivor, and enough time that they can easily take the window loop again another time, run out and head to the nearest pallet.
It's amazing that people have no idea how huge even a single second is on this game, considering the game's poor balance. Forcing the killer to waste time and break walls instead of chasing survivors in order to take out an infinite is utterly bad game design.
This is why I dislike breakable walls in general.
They are implemented all wrong. A breakable wall should be a choice but not needed. It should add to the game while still giving both sides a chance if its left alone or broken.
Take this window the killer needs to break it or its a 100% safe window with a long loop. Now when the killer does break it it makes the storehouse less safe overall due to the removal of the pallets.
I just feel its not fun for either side this way.
Agreed. There's few situations where a breakable wall works in the Killer's favor.
haha I knew they'd add breakable walls to where they made holes on god loops
Breaking a wall gives every survivor 15 seconds of distance. If you break walls you lose the game.
This discussion is not about pallets but the implementation of breakable walls and our opinion on them.
lol this thread, soft killers complaining about an infinite that's not an infinite. It's a pseudo infinite AT BEST.
Do any of you complaining actually KNOW what the infinites were like at release.
lol just lol.
Build a bridge.
Yeah, there's a few of them. My personal favourite is the LT into LT that has become rather common on the reworked Macmillan maps, those are particularly fun.
And there's the god window they added to the top of Ironworks. And the Groaning Storehouse that you seem to be referencing. But of course , "JuSt BrEaK tHe WaLl" is the counterargument, like that's okay to force the killer to give you massive amounts of distance because you vaulted a window.
Seriously, why are there so many genuinely unplayable things in this game? God pallets, god windows, infinites, mega unsafe pallets... Well, at least the mega unsafe pallets can sometimes get you a stun. And they can be absolutely lovely when chained together.
"Seriously, why are there so many genuinely unplayable things in this game? God pallets, god windows, infinites, mega unsafe pallets...." and campers, tunnelers, sluggers, moris, iri heads,....
Haha nice burn, and all you did was hold a mirror up.
Judging from his hotake, I wouldn't be surprised if the irony is lost on him.
"JuSt BrEaK tHe WaLl"
Like seriously, poor killers have to break a wall? awww didums
Just do bones!
Which is a good thing, it's good for survivor until the wall is broken, then it's balanced or heavily good for killers. It force survivors to not stay on the same loop for too long, give the killer a chance at easier bloodlust, aka getting a hit/down.
I personally feel like breakable environment / gen that open doors is a great dynamic addition to the game and should still be a thing.
Balance should be looked out somewhere else than on those interactive aspect of the game.
If that were true, then it would take 15 seconds to break a wall....
None of those are map features that can potentially be in any or every trial regardless of what the players bring. Please provide some proper examples and don't make this an Us Vs Them pile of nonsense.
I feel like they're ok for the fact that some killers can use their power to break it faster and then it's completely dead with no pallets around, also generators are usually near by which means if you run that way and your team is on a gen the killer is getting a free hit with no safety around
Agreed. Breakable walls either fall under the "you have to break this structure to make it even remotely balanced" or "well, that one's not going down against any sane killer" and it's just not engaging. Load into Dead Dawg? Well, you'd better be ready to break that wall next to the upper floor window asap. Load into Groaning Storehouse? Better be ready to break the new god wall. Load into Badham? Break the House of Pain wall but don't touch the school ones to make the school stupidly unsafe for survivors. It's just not engaging gameplay. May as well just put a predropped pallet in front of the good ones like some people have said, since that's their function when they need to be broken.