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New breakable walls in Dead by Daylight have been copy-pasted across various maps and put in places where there was once a doorway, subtracting from the map, and ruining balance. Let’s discuss breakable walls in Dead by Daylight.
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breakable walls are a cool idea, but the implementation was bad, if they only added a breakable wall to each maps shack and nowhere else it would have been good. For example, the shack on dead dog is easy to run when you break the wall, but everywhere else it's tragic, they turn a good loop into an infinite unless you break the wall, wasting killers' time, shack can still be run if you don't break the wall, unlike other areas.
if breakable walls are gone what happens to the absolute usage of Julie's mixtape???
mikaelaPOG
The problem with breakable walls for me is that they usually fall into two categories:
1. Trap Walls: These are breakable walls where if you break them, you've just fucked yourself by creating a stronger loop for the survivors, but if you know about them they might as well not exist
2. God Walls: These are breakable walls where if you don't break them, a window can be looped until the entity blocks it
Because only Killers can interact with breakable walls, they are almost always used as ways to force a killer to kick them if a survivor runs to a certain place.
There are only three examples of breakable walls that do not fall into these categories (and that I really like) and the first is in the Dead Dawg shack, and the other two are by the Thompson house upstairs and downstairs windows. The ones in Thompson house actually have mindgames associated with them where a survivor can slow vault the window during the wall break animation and possibly trick the killer, so these walls aren't what could be considered a 3rd type that doesn't really exist where they are "kick and hit" (a breakable wall type where you just break the wall and the survivor is forced to take a hit).
Here while i have insomnia 🙂
got caged by Pyramid Head in the top of the library once on RPD, not one of my 3 teammates could look up and find me for two entire hook stages
another thing i wanna say is…. GRASS the grass is so thin and you can see his traps SO EASY KHKJBGPKJEBOIBOCBBOJHE.
Can we get link to that Google Doc you were talking about?
I think survivors should have to build up breakable walls then balance maps from there. Because if they added it then no one would construct the walls on badham school.
19:18
Why Tatariu never loses collision in moments like this and I am 24/7 the ghost!
23:13
Zim said Autoheaven twice.
He probably meant The MacMilan Estate!
i think you could have used the non commentary PTB games as the background.
I really liked this long discussion video!
Also I think they did a silent little change to the crow cringy map a while back where they moved some tiles a bit.
But I like punching down walls as The Nemesis T-Type…
Breakable walls in theory: New ways to traverse the map if the Killer is willing to take the time to break them, opening up new and powerful routes that should ultimately be worth the time sink
Breakable walls in practice: This window is a god window until you waste 4 generators’ worth of time breaking the wall next to it
I had 20 pallets on Azarovs the other day. Shit was absolutely ridiculous. It shoukd be 10 every time. No more, no less
as a newer player i can't believe chapel didn't have as much debris that sounds amazing i always get stuck on that dumb bench smh