Breach Patch 1 Sneak Preview

To anyone saying “just dont use it if you dont want to” consider this.
1)implement fast travel
2)players skip over the world to do point of interest quests
3)players miss exp and loot
4)players complain because they are underleveled and dont have resources
5)devs make the game have more enemies and resources in points of interest
6)rest of the map is baren and theres nothing to do there.

3 Likes

Can you please include in patch 1 the option to remove the purple fog and the blured edges when moving covering the screen in Pestilance outbreaks. This is by far the worst thing in the endgame for me right now, spending many hours looking at this is frustrating and unpleaset for the eyes.

Look at this, spending 80% of my time in this purple world…why does it have to be like this…

1 Like

The following content is translated from Chinese to English using a translation software. Please forgive me if there are any mistakes. Regarding the addition of fast teleportation, I think what you should do is to limit it instead of not adding it. Your map design never took teleportation into account from the very beginning, so it’s hard for you to find a shortcut that can take care of every area. For all teleportation additions, either learn from the Dark Souls series, open it after exploration, and when repeatedly grinding equipment later, Ensure players’ exploration desire by modifying the unique products and monster drops in each area, or simply open the first whisper of each area. I hope you can pause internally and think carefully about what kind of game you are making. There are many conflicting ideas in your current game. I hope you can get better and better

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Considering how many things will have to be reversible - with the number growing day by day - I’d suggest jumping into “custom realms” with knobs, checkboxes, sliders and so on, rather sooner than later. Just a bunch of stuff:

  • enable/disable micro-stagger globally
  • enable/disable posture break globally
  • poise strength multiplier per weapon category
  • enable/disable fast travel
  • enable/disable ledge protection
  • scale fall damage
  • enable/disable elemental damage (one caused by player)
  • enemy aggressiveness scaling (enemies often just stare at you blankly now for seconds)
  • enemy HP / damage multipliers - especially after the story
  • max area scaling (after story, per area)
  • max plagued area scaling

For the time being, you can just go nuts with the highest difficulty tier - the above list with everything in ‘disable’ would do wonders for the game.

But the list will get bigger and bigger, as we all know casuals won’t ever be fully satiated.

Why only weapons? Why only 1 gem? Removing gems should be available for every piece of equipment, not just weapons. And of course the gems should be destroyed after removing them so the decision has some weight to it.

2 Likes

I completely agree, the blue-violet spectrum is indeed not very eye-friendly.

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Consider this:

Developers don’t do anything about it because it is a ridiculous hypothetical.

In order to fast travel, you need to have already unlocked the whisper.

In order to unlock the whisper, you do the story as normal where you are sent through a map. While you are going through the map, you fight enemies and finally a boss.

I did the whole campaign and reached lv30 without grinding, which is how it should be. If you have to backtrack and grind to level some more to be able to do a boss or finish an area, then the experience tuning is off.

Players shouldn’t have to grind to progress the campaign. That’s a design aspect any modern game has addressed. This is not an early 2000s JRPG or MMO.

Modern games pace the experience gain appropriately so as you reach new points you’re exactly the level you need to be.

2 Likes

:eye: Need an eye-friendly color system

The game’s art style is excellent, but it relies heavily on rich saturation, which results in nighttime scenes being almost entirely filled with blue tones. Recently, a plague system was added, enveloping the environment in even more intense blue-purple hues. While the artistic effect is indeed impressive, prolonged exposure to these blue-purple tones can cause significant eye discomfort.

Possible suggestions:

  • Speed up nighttime during regular gameplay to reduce the proportion of blue tones.

  • In the plague system, tone down the overall blue-purple hue of the environment and only display blue-purple environmental fog around mutated monsters (similar to the environmental fog in the Boss Lost Huntress camp, but adjusted to a blue-purple tone).

Perhaps there are other optimization methods :face_with_monocle:!

1 Like

Really only weapons? Its extreme and a huge investment to complete a full armor set. Not only do we need to actually find all the armor set pieces but then we need to invest a lot of Torns/Embers to exalt and get all desired mods. I recently wanted to try a electric gem into a shield slot and that was a huge mistake. Now I need to find the same shield again and exalt it again just to change the gem, this is absurd and a complete waste of players time. I want to spend time completing other armor sets…

Just signed up to say you keep doing the good work. These are all good changes, no doubt. :+1:

Mandatory Bounties as a placeholder? And as a tutorial? (which replenish after first completion ofc ;-))

And yeah to also reflect the sentiment: The game shouldn’t be too hard, maybe have a diablo friendly difficulty setting? Including the rush-everything-teleport-everywhere?
I liked Poise/flinch pre hotfix 2, if you could provide us with world modifiers on that, that would be great.

And I am excited for farming :wink:

I support people who are against endless fast teleportation. We need a golden mean. We need fast teleporters of 1 to the center of each zone and to different cities. That’s enough.

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tbh I’d rather take the furthest away :slight_smile:

I agree that one Whisper per Zone to Fast Travel to would be the perfect solution here. Fast travel between any Whisper would almost invalidate the shortcuts that open up the Zones currently.

1 Like

:chart_increasing: About Experience Curves and Gameplay Experience

I am a story-driven combat player who doesn’t play Cerim Crucible and minimizes participation in Sacrament construction and upgrade content.

I find the exploration, combat, and progression from The Shallows to Boss Warrick the Torn to be very comfortable, requiring no unnecessary grinding for levels.

Upon reaching Sacrament, completing several tasks for Captain Randolph allows for a relatively decent equipment setup (though dying multiple times during the process is inevitable).

Immediately after, you can proceed to fight Darak in the Orban Glades and The Black Trench. The boss battle is tough, but there’s still no need to deliberately grind for levels.

Afterwards, head to Nameless Pass to fight The Riven Twins. Again, no need to grind for levels here.

By the time I complete the above story content, my character is usually around level 16.

Later, when reaching Lowland Meadows and Marin Woods, I hit a level bottleneck. The stats of the mobs in these areas are significantly higher. At this point, I typically use a trainer to quickly boost my character and equipment levels, along with adding relevant build modifiers. This is because I dislike farming materials—it demands a lot of effort with no guaranteed returns, while this process should ideally be more enjoyable.

We hope the development team can conduct specialized testing before releasing the patch to ensure the rationality of the experience curve and resource acquisition process.

“I think it shouldn’t be possible to teleport to any teleport on the map. It should be set up so that you can only teleport to a specific spot in each location.”

Amazing. I cant wait to play it :slight_smile:

I’m loving the game? My biggest gripe however, is the lack of fast travel. I see the devs are going to add that option (for now) in the next update. Best decision ever. Without it I won’t even bother to revisit the new areas of the game that are so far away. There’s no reason to go back and lack of fast travel makes it impractical and time consuming. I don’t understand why most people seem against it? It’s not like they’re everywhere..

Curious how often you run out of materials if you see no incentive to go back to old areas. Also there’s the pestilence, and dailies, and chests…etc

1 Like

Running from Sacrament to the furthest away area of the map takes 3 minutes literally.

It feels like a world of instant gratification and 20 second shittok videos has infected everything including video games :rofl:

2 Likes