Breach Patch 1 Sneak Preview

Hello everyone,

I celebrate this news. It’s clear that community feedback is being reviewed, and that’s something to appreciate. That said, I’d like to comment on some of the changes presented. The goal is to enrich the discussion with ideas that have already been shared in these forums and, in my view, are good ones. Let’s begin:

Difficulty Options:

Without a doubt, this is the most controversial idea. It’s a feature that has been both strongly requested and heavily opposed. Those in favor usually present two main arguments:

  1. To make the game more accessible for players who aren’t as skilled in this type of game.
  2. To allow both hardcore and casual players to experience the game in the way that suits them best.

On the other hand, those who oppose implementing this feature in NRFTW usually argue the following:

  1. A unified difficulty reflects a balanced game that is consistent with its own identity.
  2. When different players talk about the game, they do so with a shared foundation. The idea is simple: if a movie could be adjusted for each viewer, two people with different modifiers would essentially be watching objectively different films.

Ultimately, I’d say the question behind any difficulty system in a video game is this:
Is difficulty (or ease in games designed for younger audiences) a core part of the experience, or is it a flexible one?

For my part, I’d just add that difficulty settings aren’t the only tool to ease the first steps into a game.

Native Utility Runes:

I’ll say just one thing—great decision.

Free Fast Travel Between Whispers:

Was it necessary to reduce pointless walking? Yes. However, I believe the community is offering a more elegant solution than covering the map with teleport points: enable a single Whisper per region as a fast travel point. I hope the team listens to the community on this one.

Ranged Gameplay Pass:

It was a shame that the game couldn’t deliver on such an iconic and beloved playstyle like the archer. On this topic, I’d like to point out a phenomenal forum post that presents a ranged attack system based on effective range:
https://forum.norestforthewicked.com/t/i-have-the-solution-for-fixing-bows-and-potentially-casters

Parry Feedback Improvements:

This was an open secret, and I’m glad to see it addressed. In this case, I’d like to share another post that proposes a deep and dynamic parry system:
https://forum.norestforthewicked.com/t/suggestion-more-dynamic-parrying-through-different-parry-types/

Missing Tutorials:

This is undoubtedly one of the game’s major shortcomings. If NRFTW feels punishing to new players, it’s mostly due to its lack of guidance and absence of crucial references needed to progress and build a competent character.

Please—a tutorial on Fallen Ember and early access to the Re-spec system with their tutorial are absolutely essential! This is something the community has pointed out repeatedly. The game isn’t unfriendly because of its difficulty per se, but because it fails to provide the right tools to prevent new players from getting stuck with a poorly built character.

That’s all. I hope this helps.

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