Breach Patch 1 Sneak Preview

:world_map: About Fast Travel

When I first arrived in the main city, an in-game banner prompted “Fast Travel Unlocked,” which initially aligned with our intuition and habits from previous games. However, upon actually using fast travel, I realized it was an “extremely limited fast travel” system, only allowing travel between the last Whisper and the main city.

I believe many players have experienced this gap between expectations and reality :rofl:, which is why the demand for better fast travel is so high.

I think setting up one fast travel point in each region would be just right—solving the issue of excessively long treks while still allowing players to find shortcuts at regional borders. This way, the joy of exploration and map traversal wouldn’t be lost.

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:man_mage: Native Utility Runes

Welcome change, we no longer need to keep secondary main/off-hand just for utility runes.
But I would like to have one step further: let us swap position of the runes freely, so we can put runes to the key that fit our habit.

:world_map: Free Fast Travel Between Whispers

I am against this idea. Running around the zones looking for something is the main loop of the game. Whether it is resources, random enemies, or bounty targets. But inside the city is not! Sacrament is so big but unless you are looking for quest NPC, you have no purpose running around.

Free Travel should be limited inter-city, including all entrances of the city, Cerim Crucible whisper, and between all villages unlocked. So travel downtime is cut, but gameplay stay the same.

:gem_stone: Gem Extraction at Eleanor

Welcome change,

:man_standing: Ledge Protection for Rune Attacks

Welcome change, but I would like to extends it to Quickstep/Dodge Rolls, it make no sense a fighter cannot control how far we should dodge.

:bow_and_arrow: Ranged Gameplay Pass

I think Ranged builds do too much damage now if they have enough focus gain and a little bit of focus when start the fight. Being melee to gain focus is the solution to balance out the safety of being ranged. So if basic ranged attack / spell use stamina instead, then I suggest lower the coefficient of focus gain for all ranged damage, so they have more downtime between burst to offset the safety of being ranged all the time.

:shield: Parry Feedback Improvements

Feedback from parrying normal enemies are good, because you can clearly seen that they are staggered. But on bosses thats not. Ofcause I don’t want bosses staggered everytime we parried, so maybe adding a small delay on their attack animation should let us know our parry is successful.

:pick: Better Grinding Flow

I think grinding resource should be a Brain-dead action, adding interactive event maybe an overkill.
On the other hand, when enemy approch me while I am in grinding action, whether it is an ambush or an unspot enemy due to camera angle, I have no quick way to stop the action.

QoL Changes are welcome as always, but some of these changes seems a little bit overact. I would rather make smaller step than jumping from one end to another.

The priority of this point is more important than anything else :star_struck:

Hello Thomas and Moon
First of all, I’m afraid to say that your game is far from GOTY, it’s my personal Game of the Decade.
Thanks.

A couple of thoughts about the patch.
1 - Difficulty levels. Very controversial and unclear. What will the difficulty increase consist of? If you just add X% to hp and damage - that’s bad. Maybe an increase in the number of enemies and the speed of bosses, maybe. But we already have an endgame where we can make things more difficult for ourselves.
2 - Fast Travel, I’m against it, it’s not necessary. The maps are not that big, there are many shortcuts. In the end, the game is just nice to run. I never got bored of it in 100 hours. But if it is, so be it.
3 - Remove gems 10/10
4 - Fall Damage Tweaks, against. Everything is fine now. In the open world, I don’t die from falls, unless I jump off a cliff :slight_smile: I don’t see any reason to weaken this even more.
5 - Better Grinding Flow, no need for a loot mechanic. Here we will have a farm, there will be 100 squares for mushrooms. And?

Otherwise, there are no questions, except…

Native Utility Runes!!!
NO!
Let’s be honest. There will always be stupid players. If a person can’t spend 3 minutes and see what the game offers, this is not a problem with the game, but a problem with the person.
But, from your side, it is very competent and useful to add more educational tips and information. At the very least - a video preview for each rune.
Also more information about them. What resource does it require, how much does it cost and what damage or something will it do.

In any case, I will accept any of your decisions, and whether to use it or not will remain my decision )

I agree with limitless travel. I really don’t like the one whisper approach but it is bearable. Any ugrade would be a win for me. 1 whisper per region(either at the start of it, or by player choice, or whatever) would be more than plenty. Once you have explored the region and unlocked shortcuts, you can sprint through a region in no time. Limitless travel will take away the importance of these shortcuts and people will just fast travel to chest/bounty/challenge spots and return without gathering stuff along the way…and then feel like there are not enough resources. Once you give people the freedom to travel around the map effortlessly , many will be pissed when you take that away no matter how many features you implement to not need the fast travel anymore. Start slowly.

Bro, there’s no need to attack.

I think the current mechanics of functional runes are indeed a bit complicated. It’s not that people are unaware of their existence; sometimes I do feel that runes like “illumination, healing, repair” are useful, but they’re not essential.

As a combat-focused player, I just want to boot up the game, grab my sword, and dive into battle—I really can’t be bothered with extra hassle.

Of course, the game offers us this diverse content, but everyone has their preferred way to play. :100:

If you don’t like the fast travel everywhere… just don’t use it !!!
so everybody are happy !!

No attacks, hard reality. There is always someone smarter and someone dumber.
Take any game, there is a percentage of people who do stupid things there. If you adapt to each of them, the game will not work.

so, just do it) i do, and no 1 problem.

The game has done everything to up strength for weapons of STR. But Thomas says that anything but strength is up. This is either boundless stupidity or unwillingness to understand and delve into the game, spending 10-15 minutes just looking at what it offers.

But at the same time, they can do more to up strength for weapons of STR.
And everyone will be happy.

Just dont use it pal.

I would like farming via combat.
Treant (trees enemies ) that drop wood logs.
Golems that drops clay and rocks.
And so on.

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Disagree on this one.
Made several posts about it.

Fast travel will be still optional.
One wants to do a bounty quickly? I can fast travel to do it.
I want to farm? I can teleport to the area where the materials I need are located. Then I walk my farming route to get resources, chests kill enemies for loot, I’ll be using the shortcuts so they are still relevant.

Please add the option to remove the purple fog/haze and the blurred edges from the screen for the Pesilence outbreak, this is by far the worst part for me after playing 100+ hours. The more you play the more you realise how bad this is. For me 80% of my time is spent in the endgame in these outbreaks, constantly covered purple, really takes away all the beauty this game has to offer. Outbreak could still be showing on the map but NOT when playing the game please.

It’s not that simple, us humans are weak willed and follow the path of least resistance even if it’s not what we want.

If you build it they will come, even if they don’t wanna be there.

Maybe the best solution is to have it as an option when creating your realm. That way people like me can disable it and you can enable it

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What are the rules going to say, better loot if you crank up the rules? Even though the old generation of nerds liked D&D, I don’t think the newer generation will actually like this kind of style of gaming. I find it really confusing and if it’s tied to different rewards and items or what ever this will feel like you are missing out if not playing by the rules others are.

I like it a lot.

I dont think there any plans for modding right now, but this might be the first step in that direction.

Custom realms will be like modded servers.

Maybe some people will find the right combination of modifiers to make the game even more fun than the standard version, who knows?

I am a modder myself and if you gove the people the tools I am sure someone will make awesome stuff.

Also modding might be a way to keep the game alive for even longer

Biggest problem for me with Bouties and Challanges:

  1. Your are not rewarded with endagame materials, like Torns/Embers
  2. They are not rewarding enough
  3. You cannot do them while in an Pestilence outbreak

So if you don’t add some real major rewards to them in the endgame they will still be bad.

Yeh they’re pointless to do for a max level character

Like many others here, I’m also not the biggest fan of unlimited fast travel to any whisper. It really takes away from the exploration with the Alive system.

Having one central whisper for each area is something I agree with, though. That way, you wouldn’t need to run all over the map again but you’d still need to explore that area a little to get to where you need to go, thus experiencing the Alive system more. It’s a good middle ground that I think many people would be satisfied with. Even if I’m wrong, I think it’s better to test that first instead of having every whisper available first.

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Will this include Fallen Embers? Farming chest for multiple hours per day is not fun. Add more Fallen Ember to bosses or other ways to get them or anything, after the Fallen Embers nerf in Hotfix 3, which was a significant nerf, chest farming became even more tidies. The endgame is starving me of Torns/Embers which is the only way to fully test out some builds.

I want to address the “If you don’t like fast travel just don’t use it” argument.
Its a terrible take.

Gamers love to optimize, and will always pick the most efficient solution, even if that solution removes fun. Its up to game designers to prevent this from happening. Design the game in a way where the best solution is also the most fun and rewarding, not the most boring.

Shortcuts feel meaningful because there isn’t unlimited fast travel. World design would lose much of its value when you take away the reward to mastering a map’s geography.

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