Breach Patch 1 Sneak Preview

How about the class system? I’m really excited about it :slightly_smiling_face:

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i partially agree. being only able to travel to the last whisper created some pressure and strategy when leaving an area for a bounty in another area. do i channel this whisper or do i not?

BUT in this scenario it also causes a lot and lot of walking. the fear for taking a whisper near a bounty or challenge target is huge, because u do not want to walk though the “old area” all over, so u walk through the bounty area all over.

So unlimited fast travel would take that away.

A reasonable compromise imo would be to have 1 whisper per area u can travel to.
you could even add this in some NPC quests or sacrament upgrades. after all, when we are finished upgrading all shops, danos is out of a job and can apply for wellfare checks :smiley:

These sound like FANTASTIC changes, thanks!!

One note: nameless pass isn’t the only way to go from getting into sacrament. I was able to immediately go to Darak at level 4, and that was doable. However, then you get the quest for the sewers area, which has a minimum level of 15 which was not doable. At that point nameless pass & crucible felt like the available options

:backpack: The Weight system should also be reconsidered.

Perhaps medium weight could be removed. Perhaps when a character’s strength reaches a certain threshold, they could still dodge nimbly even in heavy armor.

I usually play a melee build, and for me, only heavy and light encumbrance are useful. Medium encumbrance is completely pointless and even makes the character perform mediocrely.

For the vast majority of the game, I only wear one piece of armor, at most adding a pair of gloves, to maintain light encumbrance and ensure agile combat dodging. This is far more important than the defensive values provided by medium encumbrance.

There is only one demand scenario for heavy load-bearing: using the shoulder charge skill to knock some small monsters off cliffs in the early stages of the game.

Wondering what other optimizations and improvements can be made to the weight system.

I don’t think a difficulty system would be good - not having one is what made Elden Ring great in this regard, because it creates a shared sense of accomplishment. Players can make it easier or harder for themselves depending on how much they grind and prepare, which feels much better - it feels like one, real world.

At the very least, please don’t opt into changing the health and damage mobs do - that has always felt bad - perhaps add new mechanics, spells or moves enemies can perform. For example, something like Terraria’s expert mode - which adds new mechanics or phases to bosses and changes the way enemies behave (but also increases health and damage somewhat which wasn’t great), but also increases rewards and chance of item drops, and adds new expert-mode only item drops, which made it quite interesting and fun to play through.

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No coop surprise?? Well still very impressed with wjat you cooked!

agreed, we are discussing that here: Weight as a skill seems redundant

it just seems not logical for me that when an adventurer levels STR, END or DEX they still have to invest very valuable skillpoints in equip load. when u get stronger u can automatically carry more, when u do lots of cardio, carrying heavy weights does not affect u as much, and when u level dexterity u get more nimble, even with heavier armor.

disclaimer random numbers chosen to make a point:
maybe give players leveling STR 4 points equip load per level, with END give them 2 and with DEX give them 1. So only people selectively leveling INT or FAITH would have to invest in additional equip load.

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The problem right now is, like he said, there are no exciting things to do on the way somewhere, they can reconsider when it actually have random event etc. A nice way would be to have some lower and higher whisper, where you could actually teleport on some. Because the people saying there is a “strategy” to how you leave your whispers now…what you actually do is: “ah I have to go back there I will just off myself so I respawn all the way over there”. This is not quality gameplay in any ways.

i removed your duplicate post. posting the same thing multiple times does not help :wink:

Aside from Fast Travel, i think this is also not it tbh. I dont know what you want to do with Realm Settings. Is it like maps in poe? do we add modifiers like in the pestilence? Is it like in survival game? We lower the building speed, up the mat drops from enemies, pestilence respawn timers etc.?
I think this will very very quickly lead to a meta that people feel forced to play with as it will be the most efficient way, making balancing much harder in the future and ultimately altering the way people play and experience the game.
I really believe that this will do more harm than it does good.
Do people actually want realm settings? I dont think this is the right game for it.
I very much dislike that idea.

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Sorry, the lag caused a duplicate send, thanks for the correction :rofl:

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Id have to say that any realm modifications would simply mean that you arent playing it “competitively” if you want to play “meta” use "intended experience " setting

I propose a tiered waypoint system:

Minor Waypoints: Restricted to inter-city travel (e.g., capital hubs)

Major Waypoints: Unrestricted fast travel

Please implement rarity tiers for crafting materials to improve player satisfaction. Additionally, make bosses and elite enemies guarantee drops of higher rarity equipment/materials - we need to eliminate that ‘trash loot’ feeling for players.

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yeah. having things like a “story mode” realm that’s easier so u can follow the story in a way where u are not stuck at a boss forever is totally valid!
BUT there should be limits to loot drops u get there, and with multiplayer in mind it should not be possible to use items collected in those “easier” realms to be used in pvp or sold via player marketplace etc.

so for people who want to do coop the standard realm setting should be the go to.

Overall great changes! A few personal ideas:

Respec - I would appreciate not having the respec statue locked in The Crucible at floor 5, the game offer so many ways to build, and things to try out - please make it available either as soon as you enter The Crucible, or even in Sacrament town

Pets - would love to have my own little pet walking around with me, as you have it in Last Epoch, PoE and an option to decorate my house with a bed for my pet etc. You could also get “rare” pets by completing specific (harder) quests

Fats Travel - make ONE major fast travel point in each area/map and not every single one

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:dagger::crossed_swords: :bow_and_arrow: :man_mage: Can the loot drop system be linked to class selection?

Although there are no specific class divisions implemented in the short term, it’s basically four major factions:

  • One-handed weapon warrior

  • Two-handed weapon warrior

  • Ranged Archer (paired with a one-handed sword)

  • Ranged Mage (paired with a one-handed sword)

Possible concept: After arriving at the main city, perhaps a role similar to a class mentor could be added, allowing players to choose a primary playstyle. Subsequently, the loot (especially weapons) dropped in this world domain would primarily focus on the player’s chosen playstyle (excluding special boss loot drops).

This way, during each playthrough, players can encounter as many weapons as possible in their preferred direction, making the playstyle construction path more focused.

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Currently, especially when the runes for each type of weapon cannot be shared (for example, runes for one-handed swords cannot be applied to two-handed swords), for characters who enjoy playing with one-handed swords, obtaining loot for two-handed swords (as well as weapons for other class directions) becomes rather useless. It would be better to focus on the same class direction, allowing for the trial of as many weapons and runes as possible within the same storyline.

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Big T been cooking :moai: W

Full fast travel is terrible idea, I know many players have requested this but it cheapens the experience especially in a game world that is so beautiful crafted like NRFTW.

This isn’t some procedurallly generated soulless world it’s different.

Once you implement free unlimited fast travel, this is something you can never go back on. Players will get used to it and rage when it’s changed/reverted

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Fast Travel to any whisper at any time is not good for this game.
I know meta players would love it to get max xp and resources per minute, but it takes away the point of the game, that you actually live in the game.
I think Fast Travel to any Whisper could work if price for unlocking whisper permanently would be super high and available only for end game grinding. Like, 1 Plague Ichor for unlocking permanently 1 whisper or a bunch of torn resources. But even then, it’s a compromise.
Or teleportation to specific whisper would require a rune from Eleanore which unlocked at LVL3 of her shop. Rune is destroyed on use.

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