How breakable walls ruin map balance (ft. Zimnex) | Dead by Daylight



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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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Dead by Daylight
https://www.youtube.com/c/Tatariu/playlists?view_as=subscriber
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Twitch Channel
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17 thoughts on “How breakable walls ruin map balance (ft. Zimnex) | Dead by Daylight”

  1. 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.

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  2. 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).

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  3. 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.

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  4. 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

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