Breach Patch 1 Sneak Preview

Any chance of a dedicated jump button so that we don’t fling ourselves off of ledges on hardcore mode accidentally upon a perspective shift? I’ve beaten the game on Hardcore, but I get PTSD every time I walk a ledge. I know that the idea is be careful right? But there are several areas of the game where the camera starts to shift while you are transitioning on a beam or are invisible to you when the camera pans down because you are panning down and the direction you are going… you get the idea. Camera perspective plus Hardcore equals lots of frustrating deaths.

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First of all congrats for hard work made until now. I very appreciated all your contents, i’ve played more than 140 hrs and i think next content will be very interesting. Only i’ve found a bit boring doing all the route until boss from last whisper, every time this still boring, so if i die during a boss battle will be appreciated to reborn near the boss, even if I’ve not taken the nearest whisper. In general i think that, once all whispers will be found, will be nice if i die reborn by nearest whisper, even if i’ve don’t touched that
Another stuff, i think that cruicible’s blacksmith it’s not worth after upgrade him at max power, i mean that i can acquire something by him but 90% of items was not worth, only home whisper, other items nothing of particular. He need some powerful improvment after upgrades, i mean i’ve unlocked all his characteristics then i would something pretty or powerful, some good items, some graceful for my cruicible run, something that can feel me powerful (not necessary to burn all around me, but something cool), atm when i arrive to cruicible’s blacksmith i only open 3 chests then i skip to next chamber.

thanks for reading this post and sorry for my english that isn’t mothertongue
I enjoy your game so keep going

When I was thinking about something else, I suddenly come with an idea about Ranged Build:

1st, if making basic ranged (first rune in Bows/Wands/Staves) cost Stamina, it may cause range builds shooting from a far unlimited, making Melee overshadowed by Range completely!

So here is what I thought of:

  • Main-hand Ranged Weapon (Wand/Staff) - Keeping 1st/2nd runes as Lesser/Greater Spell combo, and make their Charge Attack a long range spell-ish attack, so they can choose to engage into melee range and Bonk the mobs for faster Focus Gain, or stay safe at range but with a slower Focus Gain, this balance out the Risk & Reward of Spell weapons.
  • Off-hand Ranged Weapon (Bow) - Let the 1st runes (Bow Attack) use an Ammo System which only refill when Not shooting for extended time (Idea from limited arrows from a Quiver).

These ideas can also extends to new weapon types with the similar categories.

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this was already before the update. The damage from such shooting is very small and the main effect is still from the runes.
There is already a one-shot build on a bow)

You don’t balance melee by making them do more damage than range.

You balance melee by making them more durable with melee weapons and their dedicated armor and class traits so they can survive being in melee range far better than ranged characters will fare if enemies get on them.

Which is often because almost every enemy in this game has a lunge attack that takes them almost the entire length of the screen, especially bosses.

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Please, runes too, I would like to try different runes on my main weapon.

Another request: leave Finley in the game during the afternoon, I can’t play in the evening or after 8:00 PM otherwise my wife might cut my head off :slight_smile:

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Well good day Sir! I only have three points that I’ll add from myself as a nerd who is engaged in research and accumulation in games. The first is “Teleports only at the starting points for the location, this will encourage exploration and will not require running through the city every time listening to the lines of which there are very few now (yes, many will disagree, but after 20 runs through the city you will get tired)”
The second is to give the opportunity to store RUNES that are the same, I now have a separate house for these chests with runes, I love to experiment and this would give a huge free space from unnecessary chests, a limit on the number of stored ones can be arranged by voting."
The third is complexity, I do not know how you want to tie it now but there are options (it is difficult to tie it to the created world, it will not work to tie it to the character because of the multiplayer which can break, in extreme cases, allow players to choose the difficulty before the start but do not allow it to be changed often, through voting you can give a choice of time which players prefer).

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That is in already. There is extract and another option. The second one removes the run but does not give it back to you

I meant without breaking the runes, i would collect all my runes to switch any time i want

I 100% agree that harder content should be there. The problem in EA is that the game isn’t scaling properly.

For many of us the entire game has become too easy. Should they scale the difficulty of the entire game up to meet what we want? That would be horrible and the game would fail.

Realm tiers aims to solve that.

There are probably players that struggle to get past the first boss. They may just quit and give up. I’m not sure if Moon wants that. There are also players that find it all too easy and quit to find something more challenging.

You can now 1-shot the Echo Knight. If he has 5x the health and you hit half as hard because of realm difficulties…suddenly you have to engage in the intended game mechanics. Many veterans want that.

No one is forcing you to go easy or hard mode. That’s up to the player. I would suggest they start somewhere in the middle then let players increase/decrease settings. Maybe if a player dies 5 times to the first boss-give a pop-up that suggests to lower the difficulty if desired.

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Even Asmongold managed. That boss is now a helpless pushover. Whether as an initial boss or as a plague reprise.

True he’s pretty weak now. Or maybe I’m just way better than I was a year ago. If he’s weaker that is fine, IMO. You don’t want people to get discouraged at first boss, especially because it’s easy to go straight to him and bypass all of the Orban Glades and Mariners Keep. It’s what I do now but if you are new to the game you could wind up fighting him at level 2 and that may not end well. The second boss beating them up is fine.

I disagree with him being a pushover as a plague reprise unless you’re using a fully decked out optimized build. At least for the average player. Yes I know certain builds will stun lock him or one shot him but if you’re seeing him at level 22 with a sub optimal build he can be challenging unless you’re good at parrying, IMO.

Parrying deletes this “boss”, considering enormous downtime he has after each parry. And he is very easy to parry.

Well written, i agree on every point basicly.

Absolutely true, but considering only 23% of people actively use parry, it’s likely much harder for the average player!

The average person hasn’t fought him since the very beginning and likely will not remember his move set.

If you don’t consider this game from a perspective like that you won’t really help the devs with feedback, IMO.

i like this idea :+1:

Absolutely blown away by NRFW! A genuine masterpiece that sets a new bar for NRFW. The world-building is staggering, the combat is phenomenally satisfying, and the story had me utterly hooked from start to finish. This isn’t just a game; it’s an unforgettable experience. 10/10, must-play!

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When I first started playing a year back, the tutorial mobs could almost kill me because the isometric view gave me the impression that I can button mash like a traditional ARPG . The other day, I had my friend over so I asked her to try the game. She successfully button mashed her way to Warick and killed him after three tries. No timing, no parries, just some random panic dodges.

I am all for making the game more accessible to all players of all skillsets. But not at the cost of the integrity of it’s core systems. Some people say this is the tutorial section of the game and it should be somewhat easy. Yes, a tutorial should be easier than the content that comes after it, but it must keep the same systems. If the tutorial teaches you to button mash, then the rest of game should also be accessible by button mashing. On the other hand, if the tutorial thaught you how to dodge, parry and respect enemy movesets, then those are the core mechanics you would be expecting from the rest game of as well. So where are we now? In yet another identity limbo.

An RPG is allowed to be challenging, or hard regardless of the souls-like tag and it will still be accessible to a wide range of skillsets. Traditionally, when you hit a skill or ability wall, you would go and try to raise your level to make it easier to overcome whatever wall you’ve hit. This is a healthy work around, making the combat braind-dead is not.

OK so how many times do you think your friend should have died?

After how many deaths does the average person quit and ask for a refund?

Do you really think the first boss is equivalent to the last boss in difficulty?

Making bosses hard AFTER the first boss is fine, because at least you have access to 3 areas you can farm in and Sacrament is unlocked. If you’re stuck at the first boss it could get frustrating very fast.

I think it is a valid concern though, regarding how the game teaches the systems. Perhaps there could be side bosses that help teach these:

  1. Go fight the Thief Guildmaster and learn how to DODGE.
  2. Go fight the Sword master and learn how to PARRY.
  3. Go fight the Berserk Troll to learn MOVESETS.

Or they could be optional tutorials in Sacrament with some men-at-arms. Some place to learn where you don’t have to stack up on 500 mushroom soups to learn how to parry properly.

Teach a man how to fish and…

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